===========================================================================
Archive Maintainer      : replace dcdelta under levels/doom2/megawads
Advanced engine needed  : none
Primary purpose         : Single + coop play
===========================================================================
Title                   : Doom Core Delta (10th anniversary edition)
Filename                : DCDELTA.wad
Release date            : 04/28/21
Author                  : Michael Jan Krizik (valkiriforce)
Email Address           : [redacted]
Other Files By Author   : doom core, reverie, eternally yours, vispire,
                          absolute dishonor, tnt: resistance, oceanside,
                          sargasso
Misc. Author Info       : Old school doomer.

Description             : This is an updated, special edition version of the
                          vanilla megawad Doom Core - contains various
                          changes including co-op fixes, difficulty
                          adjustments, a few new maps and updates throughout
                          for the 10th anniversary of the megawad's
                          inception.

Additional Credits to   : Id Software, Csabo, Doom Builder 2 crew and all
                          playtesters and supporters alike.
===========================================================================
* What is included *

New levels              : 32
Sounds                  : No
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : Yes
Other                   : No
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : 01-32
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : Designed for
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : Over 2 years.
Editor(s) used          : Doom Builder 2, XWE
Known Bugs              : Some HOMs in bigger areas, savegame buffers on maps
                          16, 19, 24 & 32.
Tested With             : chocorenderlimits, DOOM Retro

===========================================================================
=Level Listing=

MAP01: Stratos One
MAP02: Silence Of The Lambs
MAP03: Fortress Command
MAP04: Locked And Loaded
MAP05: Echoes
MAP06: Kingdom Come
MAP07: Maximum Carnage
MAP08: The Flood
MAP09: The Foxtrot
MAP10: Artillery Base
MAP11: The Cyberstation
MAP12: The Old Abandoned Mill
MAP13: Subterranean Suburbs
MAP14: Magnum Opus
MAP15: Toxic Wastelands
MAP16: Fistful Of Lead
MAP17: Spire Of A Dove
MAP18: Fueling Docks
MAP19: Mountain Stronghold
MAP20: Core Babylon
MAP21: Remembered Fear
MAP22: Gehenna
MAP23: Nexus
MAP24: Beyond The Firestorm
MAP25: Incubator*
MAP26: Cages Apart*
MAP27: Walkway**
MAP28: The Gutterway
MAP29: Toxicity*
MAP30: Frontiers
MAP31: Dreamscape
MAP32: Like A Fist

*new maps
**map from the original Doom Core that didn't make the cut

=Track Listing=

Title Screen - Victory Music [The Ultimate Doom]
Intermission - Legions of the Lost [Final Doom: TNT: Evilution]
Read Message - Victory Music [The Ultimate Doom]
MAP01 - Turbo Tunnel (Joseph Collins) [Battletoads]
MAP02 - Watch Your Step (Michael Barrette) [Doom 64]
MAP03 - Stage 3 (Sean Bee) [Cybernator]
MAP04 - Kitchen Ace (And Taking Names) [The Ultimate Doom]
MAP05 - Needle Man's Stage (Mark Richardson) [Mega Man III]
MAP06 - Death's Bells [Final Doom: TNT: Evilution]
MAP07 - Waltz of the Demons [The Ultimate Doom]
MAP08 - Oww!!! [Rise of the Triad]
MAP09 - Surf City (The Jade Emperor) [Battletoads]
MAP10 - Track 1 (Metal Remix) (Brandon "SyniKal" McKagan) [Top Gear]
MAP11 - Karnath's Lair (Teck) [Battletoads]
MAP12 - Blizzardman's Stage (Heavy Metal Remix) (Mark Richardson) [Mega Man VI]
MAP13 - Demons on the Prey [The Ultimate Doom]
MAP14 - Adiago for Strings (G Minor) [Rise of the Triad]
MAP15 - Intermission from DOOM [The Ultimate Doom]
MAP16 - I Sawed The Demons [The Ultimate Doom]
MAP17 - Adrian's Asleep [Doom II]
MAP18 - Hiding The Secrets [The Ultimate Doom]
MAP19 - Volkmire's Inferno (Teck) [Battletoads]
MAP20 - Last Boss (Heavy Metal Remix) (Mark Richardson) [Mega Man VI]
MAP21 - Suspense [The Ultimate Doom]
MAP22 - Bye Bye American Pie [Doom II]
MAP23 - He1M9 [Heretic]
MAP24 - Horizon [Final Doom: TNT: Evilution]
MAP25 - Wily Stage 2 (Sivak Drac) [Mega Man 8] (edited by valkiriforce) 
MAP26 - Stage 8 (v2.0) (Mark7) [Super Castlevania IV] (edited by valkiriforce)
MAP27 - Untitled [The Ultimate Doom]
MAP28 - The Sewers by Stewboy
MAP29 - Gut Wrencher [Duke Nukem 3D]
MAP30 - Final Battle Against Sigma - "For The Last Time" (Freddie) [Mega Man X5]
MAP31 - Legions of the Lost [Final Doom: TNT: Evilution]
MAP32 - Intruder Excluder (Wyatt Croucher) [Battletoads]

=Level Info=

MAP01 - Stratos One
Music: Turbo Tunnel [Battletoads]
Inspiration: Master Levels For Doom II

I wanted to make a level that cuts straight into the action, without giving the player too much of what is
needed; but just enough to be able to handle it. It was sort of inspired by how The Master Levels cut into
the action immediately with attack.wad.

MAP02 - Silence Of The Lambs
Music: Watch Your Step [Doom 64]
Inspiration: Based on a dream

The idea of this level is the supsension of encounter with the enemies. The level starts off being exposed
to the mancubi enemy and having to act quickly by grabbing the super shotgun provided and being careful
enough not to fall in the gap in front of you. You have to be aware of the environment and look out for
areas to take cover. Originally in the dream, this was a Doom 64 level (with a weird sort of blue mist in
all that metal darkness).

MAP03 - Fortress Command
Music: Stage 3 [Cybernator]
Inspiration: Based on a dream

Map 3 is a large fortress area with lots of exploration. I wanted to create a lot of connecting areas to
make for a fun and interesting experience in exploring the outdoor areas as well as the fortress itself.

MAP04 - Locked And Loaded
Music: Kitchen Ace (And Taking Names) [The Ultimate Doom]
Inspiration: Doom II in general

Originally called "The Great Outdoors" for all the outdoor activity; but I later replaced them with all
those metal areas and I had to change the name. Lame title, I know, couldn't think of anything for this
one.

MAP05 - Echoes
Music: Needle Man's Stage [Mega Man III]
Inspiration: Doom II

This was probably my first favorite level I made for this whole megawad. This one also endured multiple
changes to keep it up with the other, newer levels I was making at the time. Though it may/may not look
pretty from automap view, I love how those tunnels came out.

MAP06 - Kingdom Come
Music: Death's Bells [Final Doom: TNT: Evilution]
Inspiration: Ideas. :P

A big walled-in sky fortress with four seperate areas to explore. Not a very long level despite its size,
and if you're willing to explore, you'll find there's plenty of items to be found outside the fortress
walls.

MAP07 - Maximum Carnage
Music: Waltz of the Demons [The Ultimate Doom]
Inspiration: Final Doom

I am usually very glad to replace older levels that are no longer on par with any of the newer levels; no
matter how much I may try to update them/change them. This was probably the best map replacement I made.
It's a tough little one, sure, but it really adds to the new set of levels after the text screen inter-
mission.

MAP08 - The Flood
Music: Oww!!! [Rise of the Triad]
Inspiration: Based on a dream

I'm a little unsure about the inspiration for this level (besides the dream). I almost feel this was just
a little bit influenced by The Sewers and possibly the Enigma episode. Anyway, it's another level that
involves finding radiation suits in order to continue exploring the map.

MAP09 - The Foxtrot
Music: Surf City [Battletoads]
Inspiration: Master Levels For Doom II (The Catwalk)

Like The Catwalk, I wanted to try my hand on a rectangular-structured stage that involved the player first
exploring both sides of the map before finishing up by going up the middle section.

MAP10 - Artillery Base
Music: Track 1 (Metal Remix) [Top Gear]
Inspiration: Doom II (Refueling Base)

Like Refueling Base, I tried to make a base area with lots of connecting areas as well as making unique
areas all throughout the map. The goal of this level is to find the three keys, find the three switches
for the keys, and typically find the exit and be careful.

MAP11 - The Cyberstation
Music: Karnath's Lair [Battletoads]
Inspiration: Based on a dream

Based on a harsh dream that played around with the idea of Cyberdemon placement. There are about 7 Cyber
demons on the Ultra-Violence difficulty and most of them are placed where they are to caution the player
to watch and be careful of where they choose to go. There are also quite a few traps to look out for so
be sure to be on your guard when playing this level.

MAP12 - The Old Abandoned Mill
Music: Blizzardman's Stage (Heavy Metal Remix [Mega Man VI]
Inspiration: Doom II (The Factory)/Based on a dream

I wasn't sure I wanted to make a level inspired by The Factory because I wanted most of these
levels to be my own original work. But I couldn't ignore the fact that a dream I had sometime
earlier seemed to be strongly inspired by this level and as it turns out I'm glad I decided
to go along with this one. :) Have fun with those monster crowds.

MAP13 - Subterranean Suburbs
Music: Demons on the Prey [The Ultimate Doom]
Inspiration: Visions

I had this vision of a level that had buildings underground - and for each key you find in each area, you
would unlock a higher floor with more buildings. So I thought it sounded fun enough to try my hand on it
and try to make this a reality. It was originally called "Alpha Interior" because I wasn't sure at the
time what to call this level - much later I thought of Doom II's "Suburbs" and it gave me the idea for
this title.

MAP14 - Magnum Opus
Music: Adiago for Strings (G Minor) [Rise of the Triad]
Inspiration: Final Doom/Somwhat Jim Flynn

I'll be honest, I don't know why I called this "Magnum Opus" as I wouldn't exactly consider this my great-
est acheivement. And that's not to diminish the quality behind this level; I do believe I did a great job
on this one (I was a little low on ideas for titles though). Anyway, the inspiration itself is also just a
little unsure; though I think the passcode puzzle was probably inspired by one of Jim Flynn's levels.

MAP15 - Toxic Wastelands
Music: Intermission from DOOM [The Ultimate Doom]
Inspiration: Master Levels For Doom II (Bloodsea Keep)

This was one of several levels made within one day. Just a minature wood level hovering over a sea of
toxic waste.

MAP16 - Fistful Of Lead
Music: I Sawed The Demons [The Ultimate Doom]
Inspiration: visions/city levels in general

I sketched this one up before making it, I find it's a very useful way to make maps. :) This is also one
of my favorites; I love the atmosphere given by the sky texture used here. Kind of reminds me of SSBB for
some odd reason. Thanks to David J. Finnamore for the sky texture.

MAP17 - Spire Of A Dove
Music: Adrian's Asleep [Doom II]
Inspiration: visions

I think this was one of my more original levels. I wanted so badly to use blue marble textures throughout
this level I had to use my sister's computer just to email myself the marble textures and change the color
hue on photoshop. My computer wouldn't let me install photoshop at the time for some reason...

MAP18 - Fueling Docks
Music: Hiding The Secrets [The Ultimate Doom]
Inspiration: visions

I'm very proud of how this came out. This is probably the one level I made that reminds me constantly that
I am capable of making fun levels, too. I'd say this map encouraged me to keep going when I felt my levels
weren't up there with all the super-detailed levels of today. But then I realized that's not the point,
I never intended this megawad to be in league with those giants; it's simply a fun, old school styled mega
wad for those who (like me) sometimes feel the need to play something out of nostalgic value. So do try
and appreciate this one.

MAP19 - Mountain Stronghold
Music: Volkmire's Inferno [Battletoads]
Inspiration: Um...Jim Flynn!

I had designer's block throughout the making of this level. What kept happening is I would make some areas
then ask myself, "How should I fill this gap?" which often left me wandering endlessly in my ideas. Well,
now that that's over with, I can look back at yet another level that makes me feel capable of accomplish-
ing something great in the making of Doom WADs.

MAP20 - Core Babylon
Music: Last Boss (Heavy Metal Remix) [Mega Man VI]
Inspiration: visions, I guess?

I had the idea all along to make three levels connect with each other as if it were one big level. Well,
that ended up changing into two levels (Mountain Stronghold and this one) that connect with one another
to make one big level. I was originally going to make a town level (map18) , then have it lead up to the
main stronghold (map19) then have it lead into the second floor of the stronghold (map20). Instead, I went
with the MAP18 I have now and made maps 19 and 20 focus on the stronghold itself. The other cool idea for
this level is the cyberdemon that pops up on the bridge. You can either choose to fight it yourself or
simply continue the level without bothering the beast. Both have their benefits: when defeated you won't
have to worry about flying rockets across the bridge. When left alone the cyberdemon will help you fight
the last battle in the end room.

MAP21 - Remembered Fear
Music: Suspense [The Ultimate Doom]
Inspiration: TNT: Evilution (Storage Facility & Caribbean)

Both influences are obvious and present. This is another map that ended up replacing the old MAP21; and
I'd say I'm happy with the end result. Keep an eye out for those secrets; you never know where they are
(unless you open up the editor...drat!).

MAP22 - Gehenna
Music: Bye Bye American Pie [Doom II]
Inspiration: Doom II (The Living End)

Like any other level with this recurring theme (Perfect Hatred, Anti-Christ, Diehard, etc.) it's an over-
hanging level with plenty of harmful floors. Let's just say it's another tough level (maybe) with lots of
cacodemons to blast away. I'd like to try and make a level like this again sometime; I'm sure I could do
better...

MAP23 - Nexus
Music: He1M9 [Heretic]
Inspiration: Slaughter maps (probably Showdown from Memento Mori)

Big violent plus-sign of a level. :P

MAP24 - Beyond The Firestorm
Music: Horizon [Final Doom: TNT: Evilution]
Inspiration: Final Doom (Bunker) Requiem (Hatred)

I must have sketched this level out several times before turning it into something completely different.
I mostly wanted to make a level that was sort of like Bunker from Final Doom, but this one grew into
whatever it wanted to be (as well as having a bit of Requiem's influence).

MAP25 - Incubator
Music: Wily Stage 2 [Mega Man 8]
Inspiration: Memento Mori MAP25: Cesspool

This is one of a few maps original to the Doom Core Trilogy - part of my goal with the updates was to
replace the maps I always sort of dreaded reaching on a regular playthrough - that included the filler
maps of MAP25-27, as they were originally rejects from Reverie's early days I decided to use for the
last slots of Doom Core. I decided to go for a techbase theme since I didn't make enough of these back
then.

MAP26 - Cages Apart
Music: Cellar [Super Castlevania IV]
Inspiration: PSX Doom

Another replaced map for the trilogy release - this is an idea I've had for a while it seems - the map
titled Cages Apart sat among many other map titles I've come up with over time which remind me of certain
ideas that I've never tackled, so I decided to do that here with a new map after the last one.

MAP27 - Walkway
Music: Untitled [The Ultimate Doom]
Inspiration: visions

This is an old Doom Core map that was only rejected on the basis of being difficult to properly transfer
into a vanilla-friendly environment, what with the many open areas that either triggered the HOM or visplane
limits. It's here now to replace the last of the few filler maps in its rightful place - although it was
originally MAP28. I also combined the old MAP28 (Unknown) with this one to make room for both The Gutterway
and the new MAP29.

MAP28 - The Gutterway
Music: The Sewers by Stewboy
Inspiration: Final Doom (The Sewers)

One of Plutonia Revisited's rejected maps, with obvious inspiration.

MAP29 - Toxicity
Music: Gut Wrencher [Duke Nukem 3D]
Inspiration: Final Doom/Doom 64

I wanted to make my own sewer map, but of course with metal textures. I remember visualizing a starting area with
some toxic floors crossing over with safe metal platforms with chaingunners and cacodemons, then lowering to some
large outdoor area with some big imposing metal fortress where a lot of combat can be seen. This was the original
idea I had for the MAP29 slot of Doom Core, but I decided to insert my rejected Plutonia Revisited map instead,
since that also was a large sewer-inspired level. Fast-forward to about 2021 and I finally decided to make the
original map idea.

MAP30 - Frontiers
Music: Final Battle Against Sigma - "For The Last Time" [Mega Man X5]
Inspiration: Based on a dream

The dream was pretty much as you play it. Except I added that Icon of Sin area for hard mode.

MAP31 - Dreamscape
Music: Legions of the Lost [Final Doom: TNT: Evilution]
Inspiration: Doom II (Entryway/The Inmost Dens)

I LOVE how this came out; another favorite of mine. The idea is to give a little of that Doom II Entryway
style (and a little of that Inmost Dens influence, too) to make for a more nostalgic experience. It also
has a little history in a couple of the areas and you'll be delighted to see the references made here and
there. This one's also tricky on the secret side, so you'd better have a "Super Metroid" mindset to work
this one through.

MAP32 - Like A Fist
Music: Intruder Excluder [Battletoads]
Inspiration: Based on a dream

Yet again, a harsh dream that drops you right in front of a cyberdemon. Take off running for the blue
teleport and arm yourself because this is going to be a bit of a challenge (mostly if you decide to play
this one from a pistol start).

===========================
*Contributers*
Texture graphic REDMNTN by David J. Finnamore doom@elvenminstrel.com 
Texture graphic PERLNDRA by David J. Finnamore doom@elvenminstrel.com

Stuart Rynn (stewboy) - Original music track for MAP28
*Many other music tracks were taken from vgmusic.com

Another great big thank-you to all the playtesters, Snakes, gggmork, hawkwind, DeathevocatioN

Thanks to TeamTNS for hosting the original Doom Core and Doomkid for hosting it on Doomshack.org!
==========================
*Wad description/History*

===DOOM CORE===

This is a new 32-level megawad made entirely from scratch. This is not an insanely detailed megawad
that took infinity hours to make, the maps are more on-par with the Doom II style (which I know most
of you hate) or at least designed to my own particular satisfaction. Anyway, this is what I *think* I
would have made had I been involved at the time. Many maps were either based on dreams I've had or were
simply ideas that came to me at the time of making this.

I started the mapping for this personal project sometime in late November 2009. Some of the earlier
maps I made were used for the first episode onward so there is some what of a progression of detail
as the levels go on (though the oldest map of the set is MAP02). Some of the original maps were re-
placed later on due to my dissatisfaction so some of them might jump back and forth. Anyway, I hope
you can at least enjoy some of this, after all, there's plenty of maps to try out. If not, well, you
can go play your precious "Alien Vendetta", "Speed of Doom" or whatever.

Anyway, with that aside:

THE STORY:

Doomguy goes hallucinating...Doom Core...

In order to break free from his hallucination, he must terminate himself (easy/normal) or destroy the real
mastermind behind the hallucination operation (hard).

If you do break free, however, you'll be rewarded with an eternal vacation in a world of your very own to
play around with...

That is until he went from hallucinating to having a daydream...

==========================

**Changes**

-New title screen graphic
-New HUD graphics
-Changed intermission screen graphic color
-Changed M_DOOM graphic
-Adjusted difficulty settings throughout
-Various co-op related fixes throughout
-Automap secrets are visible
-Fixed the midi volume and loop for maps 1, 3, 5, 11, 12, 19, 20 & 32
-MAP01's starting room switches are now non-interactive
-MAP02 has a lift to the starting platform
-MAP03 megasphere secret fixed up
-MAP05 now has the original hub pillar with chaingunners on platform (though views had to be obstructed for VPOs)
-minor changes to areas of MAP05 including exit sign, toxic sludge switch and secret door
-MAP06 is back to the original non-restricted open walls
-Secret effect added to outer ring of MAP06
-MAP07 secret effect added to soulsphere platform
-MAP07 door texture added to make the way of progress easier
-Changed secret area in MAP08
-Changed exit door and added exit sign in MAP08
-Added a crusher function for the caged chaingunners on MAP09
-Changed the secret platforms on MAP09 and also added a teleport function for the mega armor
-Changed two lift functions on MAP09
-Slight changes in key areas to reduce the amount of vertices and HOMs on MAP09
-Changed lift function on MAP10
-Fixed exit height on MAP10
-Added exit sign on MAP10
-Relocated hidden switch on MAP11
-Added secret effect for rocket launcher on MAP11
-Removed Cyberdemon behind the player and in the pit of MAP11
-Contains original MAP13 without restricted views into higher platforms
-Added secret effect on soulsphere for MAP13
-Added exit sign on MAP13
-Changed secret pillar texture on MAP14
-Adjusted floor-changing function on MAP15
-Changed flats/textures on MAP17 for a different outlook
-MAP19 now includes the original introduction of scaling through mountainous terrain before reaching the fortress
-Removed the switch puzzle at the start of MAP19
-Added switch to open fortress door on both sides on MAP19
-Added a fail safe teleporter to the exit platform if players get locked out of the exit lift
-Adjusted episode 3's sky graphic
-Changed secret textures on MAP21
-Changed MAP22's exit Cybermon to a multiplayer monster
-Slight texture change for red skullkey stair lift on MAP22
-Added secret effect on MAP23
-Added teleport to platform in the last large area of MAP24, thus making the whole map accessible
-Removed death exit on MAP24
-Replaced maps 25 & 26 with all-new maps
-Replaced MAP27 with the original MAP28: Walkway
-Combined maps 27 and 28 into one map, with some additional changes in items and visuals
-Changed MAP25, 26, 27 and 29's music tracks
-Moved the original MAP29 (The Gutterway) to MAP28
-MAP29 has an all-new map
-Added more cells to the last room of MAP30
-Changed DOOM CORE logo area of MAP31 to fix VPO
-Secret texture changed on MAP32
-Contains original starting area IWAD graphics on MAP31, including the Ultimate Doom ending graphic.
==========================

* Copyright / Permissions *

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* Where to get the file that this text file describes *

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