===========================================================================
Extra Info Concerning Hebula
===========================================================================

I tried my best to cater to completion-ists when building this wad. It is possible
to get 100% kills, items, and secrets on every single map on every difficulty. 
This sounds like a gimmie, but you'd be surprised how many wads I've played where
this wasn't a priority.

Except for a couple maps towards the end, notably 27 and 30, Hebula is a complete
cakewalk proportional to how high the monster counts can get. From personal experience
of playing through other people's slaughter maps, my enjoyment cracked from the 
challenge. Just because I could beat something with practice didn't mean it was fun.

My maps aren't always the prettiest, and it's my first megawad. I have a rule 
to only add extra detail if it wasn't mind-numbingly boring, and I think it
turned out okay. 

Why does the M_DOOM graphic look so lazy? Blame the DOOM palette. :(

===========================================================================
Extra Info Concerning Individual Maps
===========================================================================

(Solar System (01-10))

---------------------------------------------------------------------------
MAP01 - Sunspot
---------------------------------------------------------------------------

Music - E5M5 from SIGIL

Supposedly taking place in the core of a star, spicy. Originally this map was named
"Toliman" like the Alpha Centauri star I learned from a quick internet search. It 
first was a map13, then a map09, and then a map01. 

This map had to be chilled out because it was WAY too hard for a map01 or any 
map for that matter. Those mancubi in the cages used to be cyberdemons. 

---------------------------------------------------------------------------
MAP02 - Umbra
---------------------------------------------------------------------------

Music - E5M2 from SIGIL

This is a Saturn map turned blood moon. It isn't really clear regardless because 
it takes place entirely indoors. Just like the first map, this one was originally 
a different slot, being a map07. Also just like the first map, it was way too hard. 
A majority of the archviles, revenants, chaingunners, and shocktroopers were 
removed/replaced.

---------------------------------------------------------------------------
MAP03 - Global-Warming
---------------------------------------------------------------------------

Music - MAP04 from Legacy of Rust

This is the second oldest map in the wad, with a prototype being made in early 2023. 

I struggled real hard building the infinitely resurrecting chaingunner and mindweaver 
trap. I then realised the resurrect isn't blocked by a block monsters tag, not allowing 
the dead to escape.

Finally some slaughter! Run circles around giant hordes of monsters, singling out 
archviles while the rest tear each other apart!

---------------------------------------------------------------------------
MAP04 - Terrestrial
---------------------------------------------------------------------------

Music - MAP11 from Legacy of Rust

Every megawad needs at least one The Living End style map.

Classic DOOM limitations are unfortunately on display here, thanks to the floating 
cages consisting of untextured walls the player can never overcome the floor height 
of.

First map to use conveyer belts to teleport items in!

---------------------------------------------------------------------------
MAP05 - Cave Filet
---------------------------------------------------------------------------

Music - E5M3 from SIGIL

Another large map with some slaughter, and look at those tag counts! Half of the map's 
surface area are out of bounds closets and conveyers.

The blue keycard trap with all the lowering bars took me an entire evening to create 
and tag properly. For some stinky bars...

I am proud of how the tyrant maze turned out, I don't remember seeing it done anywhere 
else.

---------------------------------------------------------------------------
MAP06 - Mayday
---------------------------------------------------------------------------

Music - E5M4 from SIGIL

A contrast-in-size to the previous map. Small but ferocious, especially when going 
for all secrets.

The cyberdemon can see you at almost all times, forcing you to huddle around corners 
when not running from A to B.

Just like a few of the others, this map used to be way harder. Instead of measily 
zombiemen and imps blocking you from running out of view of the cyberdemon, they 
were chaingunners and shocktroopers. :3

I found that having to rely on the cyberdemon's AI to not attack in the monster 
attacking game is pretty lame, hence why I replaced those stronger zombies with pond 
scum. 
 
---------------------------------------------------------------------------
MAP07 - UV
---------------------------------------------------------------------------

Music - MAP03 from Legacy of Rust

Ultra-violence? Ultra-violet? Under-varmints? All names are applicable. 

Oh boy, tag 666 and 667! (Even though I can just type "map07special" in a UMAPINFO 
definition!) I had some (fun) figuring out how to add a third wave sound closet 
after you kill the arachnotrons, nobody teaches you how to do this stuff. :P

Related note, I had some giga rancid farts while I was making this map, so perhaps 
that influenced my design decisions.

---------------------------------------------------------------------------
MAP08 - Vegetative
---------------------------------------------------------------------------

Music - MAP09 from Legacy of Rust

Probably the largest map in the entire wad, and that is thanks to the expansive 
MAP18 of DOOM 2 inspired blood marble maze. I am sorry to anyone who dies on this 
map. 

The cyberdemon/tyrant skull arena now has an invulnerability to lessen your blood 
pressure medication expenses.

---------------------------------------------------------------------------
MAP09 - Sulfur
---------------------------------------------------------------------------

Music - MAP16/MAP26 from TNT

Despite the giant monster count, this is a very tiny map. You gotta blast some 
fools with your first obvious BFG! 

Archviles end up resurrecting about 75% of the monsters, making the actual monster
count ~875 on Ultra-Violence.

---------------------------------------------------------------------------
MAP10 - Warrior Spirit
---------------------------------------------------------------------------

Music - MAP14 from Legacy of Rust

The great spider coliseum, originally a map15 with some extra waves to access 
the secret exit. 

This map is an endurance run, you can't just release all the monsters at once 
like in MAP09. Through testing, all the medkits are replaced with soulspheres, 
giving you a steady supply of overheal each wave.

---------------------------------------------------------------------------

(Exosolar System (11-20))

---------------------------------------------------------------------------
MAP11 - Beyond Oort
---------------------------------------------------------------------------

Music - E6M1 from SIGIL 2

No ammo, go punch monster in penis. This is the only map with timed secrets, 
three of which are chained together. Yielding great reward with an invulnerability 
and a megasphere. 

---------------------------------------------------------------------------
MAP12 - Skylight
---------------------------------------------------------------------------

Music - MAP02 from Legacy of Rust

An itsy bitsy map, and quite cruel. For the blue skullkey area, you need to 
evacuate immediately, or you will go boom. 

This map used to have bright clouds instead of the ep2 nebulous starry skies, 
messing with its theme. 3:

---------------------------------------------------------------------------
MAP13 - Exosphere
---------------------------------------------------------------------------

Music - MAP07 from TNT

A Jupiter base map, or was? Miscellaneous gas giant of no importance to anything 
ever. A very sadistic map that once again was even worse. The invulnerability 
in the red skullkey chaingunner cage trap bonanza was an afterthought. What
invulnerability you ask? I changed it again!

What are the metal beams snaking around the surface? I don't know. Look kids, 
its gassy!

---------------------------------------------------------------------------
MAP14 - Comet Down
---------------------------------------------------------------------------

Music - MAP08/MAP27/MAP30 from TNT

Some sweet Into the Beast's Belly to bring this map forward. Lots of tight 
encounters and infighting in said smaller spaces. The pinky at the beginning 
has his switch trigger line made extra small, making him actually block you. 

Did you find Secret Cifus? He will give you some salutations.

---------------------------------------------------------------------------
MAP15 - Flaming Fury
---------------------------------------------------------------------------

Music - MAP06 from TNT

A huge difficulty spike, we're back to giant monster counts. I hope you've 
practiced fighting cyberdemons with the BFG. 

Visually this is my favourite map.

---------------------------------------------------------------------------
MAP31 - The Calm
---------------------------------------------------------------------------

Music - E5M6 from SIGIL

A literal calm map with a lower monster count and a fitting track. You physically 
can not be too loud in a library, it is impossible. Careful to not run out of 
ammo, then this map stops being relaxed.

What's going on in the starting area? Demon head trashcan blood ritual and 
stuff, or something.  

---------------------------------------------------------------------------
MAP32 - The Storm
---------------------------------------------------------------------------

Music - MAP06 from Legacy of Rust

Hebula's Go 2 It, with lots of tyrants and cyberdemons. A bastardized version 
of both MAP01 and MAP11. Infested with high tier monsters of course. Two thirds 
of the monsters are in one giant arena fight at the end.

I would say this map is actually easier than Plutonia's MAP32, offering a 
pretty chill experience with monsters placed in advantageous places. 

Beware of cyberdemons. 

---------------------------------------------------------------------------
MAP16 - Town Squabble
---------------------------------------------------------------------------

Music - MAP10 from Legacy of Rust

This map went unfinished for a long time, maybe over a year without having an 
exit. Probably the most DOOM-cute of all the maps, with a cutesy restuarant 
and a pirate shit. Oh, and a boat too. 

It took ages to get all those dastardly dastard (that's a dastardly bastard)
windows aligned and middle textures zzzz mimimi. 

---------------------------------------------------------------------------
MAP17 - Jumping Beans
---------------------------------------------------------------------------

Music - MAP01 from Legacy of Rust

A tricks and traps clone! My favourite! This map exercises a lot of weird DOOM
tech and mapping tricks I didn't indulge in beforehand. It is the first map to 
use dummy sectors to snap monsters into existence. 

My proudest achievement on this map is the convoluted pain elemental torch... thing.
The only pain elemental is placed here, in a cage, killing him opens a monster closet
full of imps and a spiderdemon. The best question to ask is how and can I see my 
family? SILENCE! The answer is let me finish and no. 

Off in a conveyer belt sound closet with an imp and a torch. The imp is trying to 
walk through the torch which is always obstructing beforementioned imp, and being 
teleported slightly backwards over and over to maintain its ability to go through a 
teleporter trigger. Once the torch is gone, the imp walks through his own triggers 
and is teleported to the main area so you can get 100% kills. One of the imp's 
triggers opens the monster closet. 

---------------------------------------------------------------------------
MAP18 - High Tide
---------------------------------------------------------------------------

Music - E6M4 from SIGIL 2

An anus map of your variety, also known as Uranus. Weren't we outside of the solar 
system? Yes, it is now in descript ice planet melted by lava. 

I personally like the beginning of the map with the lava geyser, not so much the 
rest of it. Careful to not get melted by lingering vassago fire!

---------------------------------------------------------------------------
MAP19 - Low Tide
---------------------------------------------------------------------------

Music - E5M8 from SIGIL

IT IS NOT NEPTUNE, DO NOT SPREAD YOUR INFERNAL POISONOUS LIES!

This one is better than the last, a bridge where hordes of revenants, tyrants, 
and a cyberdemon harass you from either side. Those tasty morsels in the central
disc require some higher ground to gobble up. A gross reality of grotesque growth 
you find yourself in. 

---------------------------------------------------------------------------
MAP20 - Proxima Centauri
---------------------------------------------------------------------------

Music - E5M1 from SIGIL

The final map of the second episode, with a lot of the bullshit removed. The 
starting area was chocked full of revenants instead of shocktroopers initially,
and the pinky infested area with the blue skullkey used to go dark with spectres.

Voodoo doll secrets, we love to see it!

---------------------------------------------------------------------------

(Deep-Space (21-28))

---------------------------------------------------------------------------
MAP21 - A-Void-Dance
---------------------------------------------------------------------------

Music - E6M3 from SIGIL 2

A bunch of rocks suspended in the void, thankfully donned with guardrails! Safety
first! 

Nowhere is safe, hope you're good at destroying revenant rockets.

---------------------------------------------------------------------------
MAP22 - Doombaby Cradle
---------------------------------------------------------------------------

Music - E6M2 from SIGIL 2

The early part of this map despises giving you ammo, so you get some practice on
punching out revenants. 

The destroyed Icon of Sin arena functions identically to the one in DOOM 2, apart 
from there being no horrendous wall texture betting all on telefrag. 

---------------------------------------------------------------------------
MAP23 - Plutonium
---------------------------------------------------------------------------

Music - MAP22/MAP28 from TNT

Despite the name, this is not Plutonia-esc in any way. It is however, a Pluto 
map. Or was, shaddup. At the time I made this made I was still fairly unfamiliar 
with a lot of the line specials, so it has a special place in my heart as a 
pivotal point in my DOOM-mapping.

---------------------------------------------------------------------------
MAP24 - The Place
---------------------------------------------------------------------------

Music - E6M5 from SIGIL 2

The oldest map in the wad, (also 2023), or at least the one that was started the 
earliest. Because of my kindled abhorrence at the sight of anything pain elemental, 
a lot of pain elementals in these pre-Hebula maps were replaced with cacodemons. 

There used to be some chaingunners in the orange rock cave that were infinitely 
resurrected until you found a secret switch, though, the archviles just didn't
feel like it sometimes and I still don't understand why. 

---------------------------------------------------------------------------
MAP25 - Inter-Mission
---------------------------------------------------------------------------

Music - MAP05 from Legacy of Rust

The start of this map with the malfunctioning elevator was inspired by the megawad
"Going Down". The rest of this map is a hodgepodge of vassagos and shocktroopers 
with the occasional revenant and archvile thrown in for good measure. Lots of use 
for the Incinerator. Lots of Legacy of Rust assets and textures.

This used to be a MAP06 that would of exited to MAP07 "UV". This is why the
exit is a strange staircase instead of a portal or switch, as its the staircase
you enter from in MAP07.

---------------------------------------------------------------------------
MAP26 - Ursamajoris
---------------------------------------------------------------------------

Music - MAP13 from Legacy of Rust

Time for another difficulty spike, it's been too long without slaughter! 
Giant open cobblestone areas full of hell knights, barons, and tyrants, all to 
be resurrected later by archviles. Have fun!

---------------------------------------------------------------------------
MAP27 - Black Hole
---------------------------------------------------------------------------

Music - MAP04/MAP13/MAP29 from TNT

In my opinion, this is the most sadistic map and I'm sorry for making it. Lots 
of ammo for lots of big guts in small rooms. 

This map is based on MAP04 of TNT's premise of a entering a demented version of 
the same map by a fireblu portal. Instead of a portal, it a dark hallway that 
changes the world when you turn around. Also, its mandatory progression and not 
in a secret.

---------------------------------------------------------------------------
MAP28 - Milkdromeda
---------------------------------------------------------------------------

Music - MAP28 from DOOM 2

A map very similar to MAP26 to finish out the 3rd episode. I decided to use some 
more dummy sectors for some instant snapping monsters. This map also has dummy 
sector ceilings, to snap whole rooms into existence. 

(Hint: In the final fight there is a invulnerability tucked under the spider 
mastermind!)

---------------------------------------------------------------------------

(Deepest-Space (29-30))

---------------------------------------------------------------------------
MAP29 - Heliocentric Belt
---------------------------------------------------------------------------

Music - E5M7 from SIGIL

Much bigger than the other starting maps. Visually similar to MAP21 with floating
rocks suspended in a void. No guard rails, slip and die as you please! Lots of 
circle-strafing to be done.

The caged grey section was the majority of a separate map incorporated into MAP29, 
inspired by E5M8 of SIGIL. 

---------------------------------------------------------------------------
MAP30 - The Big Bang
---------------------------------------------------------------------------

Music - E5M6 from SIGIL 2

The precisely gargantuan gigantic ginormous... big map. Very challenging for the
casual player, but if you beat MAP27 you got nothing to worry about.

The map (somewhat) looks like a gun or a cannon from the editor, humour was derived
considering the name of the map, so I added a tasteful PEW in disgusting blood soaked 
rocks. 

The entire first area was inspired by MAP30 of "Scythe", and the red skullkey door
house of horrors was inspired by MAP20 of "Sunlust". 

Once you have cleared the demonic threat by mere excessive violence, jump into the 
Romero hole and bonk him on the nog to win the game. 

===========================================================================
Toodles
===========================================================================

This is the tier of thanks we are at, not only did you download my wad to play it,
but you sat through all my yapping about it!? I bestow you a reward of a bejeweled 
golden crown. 

Now, I did declare bankruptcy and all the jewels were repossessed, and the 
crown has all the gold taken out. So the crown is missing the jewels.

Thanks again I guess..! -Gabriel "Stewbastie" Slater.




































