===========================================================================
                    (Doom 2 Minor Sprite Fix Recommended)
===========================================================================
Version                 : v1
Advanced engine needed  : Doom.exe (Version 1.666) or compatible ports
Primary purpose         : Single
===========================================================================
Title                   : RUST: The Infernal Machine (Episode 1)
Filename                : RUST1.WAD, RUST1.DEH, RUST1_WS.WAD, CODEX.EXE
Release date            : 4/15/2022
Author                  : Arsinikk
Email Address		: me@andrikpowell.com
Other Files By Author   : 100/200/150 Line Massacre (with NinjaDelphox),
                          Hellcinerator (Corruption),
                          Hell Revealations,
                          Boxcutter,
                          Purple Rain
Misc. Author Info       : Arsinikk is an expert at petting llamas.

Description             : RUST is a 90s and Scythe-inspired project that
                          aims to combine the early wad aesthetics of D!Zone
                          style wads with the modern progression and fast-paced
                          as wads like Scythe.

                          The WAD has been designed to work with Doom 1 version
                          1.666 (with DeHackEd). It is NOT compatible with the
                          Ultimate Doom EXE, as it relies on multiple "bossdeaths"
                          on E1M8.

                          *****  USE [-COMPLEVEL 1] TO PLAY RUST  *****
                          ************  SOFTWARE RENDERING  ***********

                          It is designed primarily for singleplayer.
                          All skills are implemented. A "New Game Plus" difficulty
                          is included that uses UV Coop placement. It is NOT
                          recommended for a first playthrough.

                          There is a super secret non-secret rocketlauncher in
                          every map!

                          The Infernal Machine is the first episode, with later
                          episodes coming soon...


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

* Credits *

Mapping			: Arsinikk

Playtesting and		: finnks13
quality control	          Large Cat
                          NinjaDelphox
                          Cacodemon187


Graphics, Palette       : Arsinikk

DeHackEd                : Arsinikk

CODEX			: Arsinikk
                          
===========================================================================

* What is included *

New levels              : 9
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : Yes
Other                   : No
Other files required    : No (use both RUST1.WAD and RUST1.DEH
                          for Vanilla/Chocolate Doom)


* Play Information *

Game                    : Doom
Map #                   : E1M1-E1M9
Single Player           : Designed for
Cooperative 2-4 Player  : Not Designed for
Deathmatch 2-4 Player   : No
Other game styles       : Speedrunning
Other mods              : No
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch

Build Time              : Two months for the maps and dehacked. Two weeks for CODEX programming and design.

Editor(s) used          : Ultimate Doom Builder, Slade3, Adobe Photoshop,
                          WhackEd4, Dehacked, Game Maker 8.1

Known Bugs              : - E1M7 and E1M8 will cause a crash when saving in Vanilla (Savegame Buffer Overflow).
                          - E1M8 will have full volume sounds throughout the whole level in Vanilla (This is intentional Bugged Behaviour)
                          - "New Game Plus" ignores some Vanilla limits such as the sprite limit and savegame buffer.
                          - Woof-based ports will mostly work with RUST under complevel 2.
                          - DSDA Doom / PrBoom+ are currently demo-incompatible with RUST due to Weapon Behaviour being inconsistent with Vanilla.
                          - DSDA Doom's HELP/CREDIT behaviour under complevel 1 is inconsistent with Doom v1.666.
                          - Only for GZDoom 4.12 and up. Previous versions are NOT supported.
                          - E1M7 does not look correct in GZDoom when using Hardware Acceleration.
                              It's recommended to use the Doom Software Renderer.
Tested With             : Vanilla Doom v1.666 (DOS), Chocolate Doom, Crispy Doom,
                          DSDA Doom (-complevel 1), PRBoom Plus (-complevel 1),
                          GZDoom 4.12+, Zandronum, ZDoom, Eternity Engine (Dev Build),
                          Woof (complevel 2)


* Copyright / Permissions *

Authors MAY NOT use the contents of this file as a base for modification or
reuse unless they ask the author directly. This will most likely change when
RUST finally releases as a full megawad. Permissions have been obtained from
original authors for any of their resources modified or included in this file.

You MAY distribute this file, provided you include this text file, with no
modifications.  You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact.  I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.

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

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors


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


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


                       ____   __  __ _____ ______ 
                      / __ \ / / / // ___//_  __/
                     / /_/ // / / / \__ \  / /
                    / _, _// /_/ / ___/ / / /
                   /_/ |_| \____/ /____/ /_/

--------------------BY ARSINIKK (ANDRIK POWELL)--------------------


=================
TABLE OF CONTENTS
=================

1.  INTRODUCTION            6.  PROJECT INSPIRATION
                         
2.  COMPATIBILITY           7.  LEVEL INFORMATION / COMMENTARY

3.  STORY / CODEX           8.  CREDITS

4.  INSTALLATION            9.  KNOWN BUGS

5.  NEW GAME PLUS



================
[1] INTRODUCTION
================

  RUST is a 90s and Scythe-inspired project that
  aims to combine the early wad aesthetics of D!Zone
  style wads with the modern progression and fast-paced
  as wads like Scythe.

  It is designed primarily for singleplayer.
  All skills are implemented. A "New Game Plus" difficulty
  is included that uses UV Coop placement. It is NOT
  recommended for a first playthrough.

  There is a super secret non-secret rocketlauncher in
  every map!

  "The Infernal Machine" is the first episode, with later
  episodes coming soon...


=================
[2] COMPATIBILITY
=================

  The WAD has been designed to work with Doom 1 version 1.666 (with DeHackEd).
  It is NOT compatible with the Ultimate Doom EXE, as it relies on E1M8
  behaviour that's since patched in the Ultimate Doom.

  The Ultimate Doom IWAD however is compatible with modern source ports,
  just as long as you run it with the -complevel 1 command.

  RUST was developed using DSDA Doom, but was tested in DOS Doom v1.666.

  RUST will work in GZDoom 4.12 and up. Older GZDoom versions are NOT supported.
  Older ZDoom ports and Eternity Engine should also work.

  ZDaemon does not currently work due some font graphics being replaced.


=================
[3] STORY / CODEX
=================

   RUST comes with a complimentary LORE CODEX EXE that includes a bunch of
   story and lore about the world or RUST.

   Note that a riddle / meta game must be completed to find the passcode to
   open the Codex. This riddle / meta game can be solved by playing through
   RUST and viewing the "Read This!"


================
[4] INSTALLATION
================

For source ports:            - RUST1.wad (-complevel 1). DEHACKED is directly
		   	       embedded in the wad file.

			     - RUST1_WS.wad is optional for ports that support
			       widescreen graphics.

                             - RUST1MUS.WAD is optional for those who are concerned
                               about copyright (mostly YouTubers. Streamers should be ok)

For Chocolate/Crispy Doom:   - Use RUST1.WAD (-gameversion 1.666). DEHACKED is directly
		   	       embedded in the wad file, but you can also use RUST1.DEH.
			  			  
For Vanilla Doom/MS-DOS:     - You must patch your own doomhack.exe yourself
			       with Dehacked - RUST1.DEH (version 1.666 of Doom.exe is required)


=================
[5] NEW GAME PLUS
=================

  RUST comes with a "New Game Plus" sort of difficulty.
  To access "New Game Plus", just use (-coop_spawns) or (-solone) on the Ultra-Violence skill.

  Note that "New Game Plus" is NOT recommended for a first playthrough. It relies on previous
  knowledge of how the maps work and it is extremely difficult on purpose. It has however been
  tested and is possible to beat.



=======================
[6] PROJECT INSPIRATION
=======================

  I've always been enamored from early Doom WADs from the 90s. Back then, Doom WADs didn't really have
  the standards and expectations that they have now. The standards part can really be a mixed bag, with
  some maps are fun to play... while others being very painful. The expectations part though... I think
  there's alot of interesting perspectives to see in early Doom WADs, that you just don't see in the
  modern Doom landscape. Some obscure progression or interesting mapping tricks and encounters can often
  be found in early WADs. I thought it would be interesting to tap into that, while also bringing a modern
  spin for the combat.

  I came across the YouTube channel Spectere (https://www.youtube.com/@Spectere), a few months ago with his
  D!ZONE'D series. And the most interesting part of it was that some of the maps had some really cool and
  Interesting ideas. Early WADs often had alot of baggage with them; occasionally boring combat, obscure
  progression or design, etc. But there were defintiely some ideas that felt untapped. So for RUST, I thought
  I would take some of these interesting scenarios and bring them up to modern gameplay standards.

  Regarding the aesthetic of RUST, I've always been a huge fan of Scythe and its short but fast paced maps.
  One thing that always stuck out to me was how poor some of the texture alignment was in Scythe. It really 
  was a speedmapping project. I do think the rain aesthetic (which is present in every map) does add a certain
  uniqueness to the project and helps it stand out.

  For RUST, I wanted to take this speedmapping idea to the next level. At first, I decided that I wasn't going
  to align any textures at all. I thought this would help me focus on making fast paced maps without bothering
  with the "baggage" of alignment and detail. This also would help give an early 90s feel to RUST, since many
  early 90s WADs didn't spend that much time aligning textures as we do now. To help with this, I actually set
  Ultimate Doom Builder to never auto-align textures, and to reset the X and Y alignment whenever there was
  a linedef split to ensure every alignment in the WAD was manual.

  Cacodemon187 eventually convinced me to do a tiny bit of texture alignment to make things looks slightly
  better. One of the big things I wanted to keep though, were the unpegged door/doortrack textures. Many 90s
  WADs had these, and tbh I actually don't mind when actually doortrack moves with the door. I remember on
  my first map "Purple Rain", everyone in the community said it was bad practice, but I do wonder if it's
  really that big of a deal if it's consistent in the WAD. (Also just wanted to mention alot of door side
  textures in this WAD are pegged on purpose besides Doortrack. This is done badly on purpose for the 90s
  aesthetic, and I do not think it is something I would do in other projects).

  For the most part in this project, every map was made in sequential order. So this means E1M1 was the first
  map made. RUST was started as a project to kinda ease my way back into the mapping spirit. Previously after
  managing "Hell Revealations", I was feeling a bit burnt out. So I thought I'd do a short little project to
  get those mapping gears moving again. Even though I'd consider RUST to be heavily inspired by Scythe, it does
  have some 90s and my own influences interspersed throughout. I'm a big fan of puzzles, and so even E1M1's
  first room's mini puzzle screams like something I'd do. Techbase is a theme that I don't usually dabble in,
  so it was a bit interesting to use that as the main focus for Episode 1.

  The other big goal with pretty much all of the maps in RUST, is I wanted the maps to be able to completed
  extremely fast. You can see this in the WAD's partimes, that many maps can be beaten in under 2 minutes,
  or often under a minute, if you know what you're doing. In addition there are fun little things to note
  about every map: 1) every map has a berserk somewhere in the map, and 2) every map has a super secret
  non-secret rocket launcher hidden in the map. Note that the super secret rocket launchers are meant to be
  very hard to find / acquire and most players will not find them on a first playthrough.



==================================
[7] LEVEL INFORMATION / COMMENTARY
==================================

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

!!! Note that the following commentary may have SPOILERS !!!

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


==== [E1M1: Engage] ====

Author: Arsinikk
Music: "The Hand That Feeds" - NIN
Difficulty: Easy

Author Commentary:
For every WAD I work on, I always think it's a good idea to have some kind of difficulty curve, so it's not
surprising E1M1 would be one of the easiest. However with that said there are some interesting choices made
with this map. First off, despite the low monster count, my main goal of E1M1 was to not allow the player to
acquire a shotgun. So for the most part a pistol is all you get (if you ignore the secret berserk). Many of
the fights and encounters in E1M1 were designed knowing the fact that the player wouldn't have anything but the
pistol to deal with them. Of course for E1M1 I thought I should give some love to STARTAN, as imo it's not
used enough in Doom maps.

I find the exit progression to be a little strange, but it does sort of feel like 90s progression. Originally
the exit door had to be re-opened by shooting the wall behind the shotgunner, but I thought that may be too
cryptic and added a re-open switch where the UAC logo was. The multiple stacked secrets were just the 90s
icing on the cake :)



==== [E1M2: Venom] ====

Author: Arsinikk
Music: "The Becoming" - NIN
Difficulty: Easy

Author Commentary:
Always been a fan of toxic themed levels. Sometimes I get surprised at how I randomly stumble across an
interesting mechanic without meaning to. I'm mostly speaking about the crusher in this map, and how it does
a surprisingly good job of keeping the map interesting. It's worth noting that I did test and see if the shotgun
at the start was grabbable at the start... and it actually is possible to item grab it, but it's pretty tricky.

The toxic pinky encounter can be surprisingly tricky since the player on pistol start doesn't have any armour or
shotgun (in continuous) to deal with him. Interestingly enough the way I play the toxic room, is that you are
meant to be able to mitigate damage by staying on the edges of the toxic steps. The next fight with the pinkies
and imps can be surprisingly challenging due to the rain obscuring your vision.

The lowering floor with the cacos behind is a reference to the end of the original E2M1 when a wall lowers down
and reveals a Cacodemon.



==== [E1M3: Containment] ====

Author: Arsinikk
Music: "Head Like a Hole" - NIN
Difficulty: Easy

Author Commentary:
This is sort of an interesting map in that it actually had a bit of revisions to it. Originally it was possible
to just skip the chaingun trap altogether and go to the right and left rooms. However, my playtesters felt that
the chaingun trap was a highlight of the map, and so I ended up making it mandatory. It was a little tricky though
re-tuning that fight. The idea is that I wanted the player to be in a brief state of panic as the trap is sprung,
but at the same time, that trap can be very deadly. The invisibility sphere used to be a secret you could grab at
the start (by turning around and pressing the door), but I ended up making it mandatory, but only after you've
escaped the trap (by shooting the switches behind the shotgunners).

Another thing interesting about this map is that I was actually concerned that it was too long of a map. In one
of an earlier versions of this map, I had actually developed a system where if you took one route, the other was
blocked off and all the enemies were killed in the other section. However I eventually decided to revert that,
because it meant for speedrunning, that only one route would be taken as it would be the fastest; but also that
kind of "doom scripting" seemed a bit too advanced for the 90s feel I was going for. Plus I think the sections
weren't as long as I worried they'd be. I did think it was a really cool idea for only one section to have to be
completed for the yellow key. This really does work out because it means I can keep the puzzle area and not keep
it mandatory for progression, so players who don't like puzzles can just do the other route instead and still
beat the map. If it wasn't obvious, the puzzle section is a reference to the original E2M2 yellow key puzzle.
Regarding the dark crate maze section, I did end up adding a convenience candle lift just in case the player
fell off while jumping, they didn't need to go all the way around and escape the maze quickly.

If it wasn't obvious, the room with the barons is a quite overt reference to E1M1, with the switch on the side
and the pillars. It was a little interesting introducing Barons here, because I wanted to make sure it wasn't
tedious or slow to deal with them quite yet. And so I think the telefrag sequence works well here. Regarding the
secret exit, I think that it's simple enough, yet cryptic enough that it isn't too frustrating to find, but also
not too easy either.



==== [E1M4: Concrete] ====

Author: Arsinikk
Music: "The Great Below" - NIN
Difficulty: Easy-Medium

Author Commentary:
So just like the original Doom, I wanted to slowly introduce enemies slowly map-by-map. For E1M4, I wanted to
introduce the lost soul. This was a little tricky because typically the lost soul isn't a very scary enemy.
So the main goal of E1M4 is to make the lost soul actually threatening and tricky to deal with. I'm aware that
the pressure that this map puts on the player is much less on continuous, but to be quite fair, that's a very
common thing with playing continuous. However, for pistol start I was very careful about how much ammo I gave
the player, to sorta force them out into the other room due to the "lost soul horde".

Regarding the intro, I think this map does a good job of switching it up with it taking a having a slower more
atmospheric start. The best part about the start is that you can actually sorta skip progression if you know where
the switch is. Fun fact, the super secret rocket launcher in this map used to be gained by shooting the poison wall
at the start, but after all my playtesters thought to do this, I decided it was too easy to find and changed how you
get the super-secret rocket launcher. Instead now you get a rad suit.

The poison room in this map is actually very interesting because it can be surprisingly more difficult than it seems.
the platforms are placed apart just enough that it's quite easy to fall off, however they are close enough that you
can actually walk on them by just moving forward. My favourite part of this map is how the transformation works. The
idea for the map is that once the "lost soul horde" is released, to try and make it up to the top switch, flip it,
then fall down, grab the invuln, and start blasting away with the chaingun. But the part that's really cool is the
fact that hitting the switch to open the final room raises all the pillars in the other room back up just in case
you missed some enemies or possibly something else (wink wink).



==== [E1M5: Siege] ====

Author: Arsinikk
Music: "Breed" - Nirvana
Difficulty: Easy-Medium

Author Commentary:
The balls I had to take the name of the same map from Hell Revealed. But to be fair, I think it fits the map rather
well. This is actually a strange map for me, simply because it has areas you cannot access if you miss them, which
is honestly very unlike me. This is most evident by a secret lift in the lost soul ambush room. It's just a one time
lift walkover line. I'm not sure what came over me to do this.

Anyways, for the start of the map, I wanted to have a very explosive start. At the end of the last map, you finally
get a rocket launcher for progression, and so for this map I thought to create a sort of power fantasy map with the
new weapon. This map actually had me scared at first because I did the beginning encounter rather quickly and thought
it was so good, that I was worried I wouldn't be able to keep the energy of the map going. After all in just one shot
you kill almost 100 enemies all at once. But I think I did a good job keeping the energy going with the overall design
of the map focusing on being able to do the entire map with just the rocket launcher.

Rather interestingly, I had originally given the player a shotgun and chaingun at the start of the map, but decided to
cut out the chaingun entirely. I really wanted to push the player to use the rocket launcher primarily, and I found that
giving a chaingun was antithetical to the goal. I did end up keeping a shotgun, since you would pick up a shotgun later in
in the map from shotgunners anyway, and I'd rather not have the player get weapon switched the first time they randomly
picked up a shotgun.

Part of what makes this map a bit challenging in UV is the lack of health. So while you do get a bit of a power fantasy
aspect with the rocket launcher, you do have to be careful with hitscanners sniping you and not blowing up your face.
If there was any flaw in this map, I'd say it's the blue door. Interestingly enough, the door and switch didn't used to
be marked, but I decided to add blue on both to make it more clear what the switch did. Even still it can be slightly
unclear what the switch does (even if the door that it opens is technically visible from the switch). In a way though,
that part could sorta be written off as being 90s progression. Another thing to note is that if you find a certain
secret beforehand, the door is way more visible from the switch alcove.

The main reason this is one of the few maps without a NIN midi, is because I wanted the midi for this map to have a lot
of energy, which I just felt was harder to capture from the NIN midis available.



==== [E1M6: Malignant] ====

Author: Arsinikk
Music: "Heresy" - NIN
Difficulty: Medium-Hard

Author Commentary:
I would probably consider this the hardest map of the set, especially on UV. I think the main challenge here when I
started this map was making the map difficult after getting a rocket launcher. In Doom the rocket launcher can often
be used to delete most enemies immediately. Even the Baron, while tanky, can actually go down rather quickly if you
have the rocket ammo available. And so the map start with a little game of avoid the baron, adding a baron until three
Barons are on your ass. The main goal here was to make it so you couldn't delete all three barons in continuous, and
you had to at least kite one around you.

This map also has the introduction to the Cyberdemon, which is in a very devilish spot. The main idea of this map is
to do a whole loop around the cyber solving each of the rooms until you complete the full rotation. Each time you enter
a room however, a window opens allowing for the cyber to snipe you from any room. At the same time, the cyberdemon is
also your saving grace, in that you are meant to use him to help distract the barons that are released. For the most
part, every room that you complete in the map releases more barons, and so it's often a good idea to get them distracted
before moving forward.

I think the biggest challenge of this map was making sure every room felt unique and interesting; not only in aesthetics
but also in gameplay. The start room is the kite barons room. The next room is the E1M9 exit reference room. Third room
is basically a mini maze that opens up. Fourth room, a rocket launcher claustrophobic trap. Fifth and sixth rooms are
technically kinda connected, with the fifth room being the puzzle input room and the sixth being the actual progression
forward-moving room. seventh room being a maze with some minor verticality, but with the challenge mostly being on resource
starvation from the rest of the map. And the final room being a last final zombiemen ambush, where you are finally given
a chance to delete the Cyberdemon that's been harassing you the whole map.

It's worth noting that the puzzle part of the map was specifically designed to be the simplest, easiest puzzle possible.
Since the player has pressure put on them, I didn't want the puzzle to be too one that required too much brain power.
I will say that I am aware some players may still feel overwhelmed by the puzzle and therefore it is actually possible to
get behind the spiderdemon and press the switch without doing the puzzle at all. This was actually intentional, although
you do need to distract the spiderdemon long enough to do so.

The name of the map "Malignant" is named so due to the map being so harsh. After all "malignant" means malevolent.



==== [3{7M:  AIN R   ] ====

Author: Arsinikk
Music: "The Downward Spiral" - NIN
Difficulty: Easy-Medium

!!! MAJOR SPOILERS AHEAD. I IMPLORE YOU TO NOT READ AHEAD IF YOU HAVEN'T PLAYED E1M7, AS IT'S BEST EXPERIENCED BLIND. !!!

Author Commentary:
This map is unarguably the most unique map in the set. I think this is both a pro and a con. The downside to this is that
this map feels the least scythe-like among all the maps. The Pro however is that everyone who's played it has found this
map to be one of the most memorable.

For this map I really wanted to create an experience over just creating a doom map. The map really does just drip atmosphere
and later on a sort of unease. I stumbled across making text computer terminals which I think work great in a story telling
sense, as well as breaking up the map into sections. I think it goes without saying that this map's combat was not the priority
here. It's mostly just there to check the doom "has monsters" box. Although I didn't just throw together just random encounters;
they are still throughout of course.

This is one of the few maps that was less of a speedmap compared to the others. Perhaps this is because when I started working
on the map I realised I was on to something epic, and really wanted to push it as far as it can go. Interestingly the very first
part of the map designed (besides the intro sequence), was the third really corrupted area with the cyberdemon. When I started
working on the map, I knew I wanted to have the map slowly become more and more corrupted. Interestingly my first attempt to
make a corrupted section ended up being too corrupted, which actually resulted it in being the last section before the mainframe
finale part. Due to the corruption aspect of the map, I really wanted to go all in with the really strange and experimental. You
can definitely see this with the cut in half switch being two switches, or the purposeful HOM walls in the blue corridor.

I've always been a big fan of macro architecture in Doom, so doing the final area was really awesome for me. There's something so
satisfying to me, being able to create and see large structures in the distance. It really gives you a sense of scale and shows
how small you really are to the rest of your surroundings. Funny thing about the mainframe section is that I ended up creating the
vats area, and then I sorta realised I needed to make a mainframe area (LOL). So I'm not exactly sure what the vat area is meant
to be used for, but it's there next to the mainframe :P

Of course, it was very fun to just end the map with the player waking up in front of a computer. It gives you the "it was all a
dream" feeling, and it makes sense story wise, since you were in a simulation. I think there's just something so satisfying to
successfully creating an experience that slow degrades over time. It's almost similar to what it's like playing lilith.pk3, where
you start to question what is happening, and even if you are a mapper, your sanity can start to drain.

Regarding the super secret room and the skull key areas, I thought it would be fun to include parts of maps from my previous works
as sort of an easter egg. Since it's a simulation, it kinda means I can add whatever I want and it still make sense, but also it's
just cool to see how far I've made it since I've started mapping. You can learn more about the "entities" in the CODEX, but I think
I did them very well. It's funny since I'm a huge fan of horror, that I actually spooked myself getting to close to the sprites I
made. That's when you know you made something good, if you get spooked even when you know what it is. The sounds they make are
actually some sound effects I made for the release trailer of my debut Andrik Arkane Album release trailer which was a riff off the
blair witch footage style.



==== [E1M8: Killswitch] ====

Author: Arsinikk
Music: "The Broken EP (Medley)" - NIN
Difficulty: Easy-Medium

Author Commentary:
So I actually kinda backed myself into a corner here with E1M7. You see, I think E1M7 turned out really great... However it was not
the episode ender. So now I felt with E1M8 being the finale, I needed to somehow top E1M7. I'm not exactly sure that I succeeded,
but I can say that E1M8 does have an epic quality to it, and I think it's a good episode ender. The beginning of the map is interesting
because it almost works well as a transition from E1M7 to the more action packed nature of E1M8. E1M7 compared to the rest of the wad
is a bit more slower paced, so the start of E1M8 starting slow just to pick up helps a bit with that transition.

Interestingly enough, the first idea for this map was very different from the final product. The first idea was to have a "Mancubian
Candidate" sort of set up with escorting a Baron to open up several doors while keeping him alive. If the Baron died, then a 50-ish
cybers would teleport in and kill the player.

However I ran into a couple issues with this idea. First, it's actually a little hard and kinda boring to have to escort a baron from
time to time. Second, however and probably the most troublesome, is that I thought the idea was a bit too similar to E1M6 and how it
worked. And so I ended up going in a different direction, instead designing a huge circle like arena, that did have a similar idea of
having to go on the outside, but decided to replace the Baron with a mastermind instead. The mastermind has more health than a baron
and so the main idea was that the player had to keep the mastermind alive and avoid infighting and make it to the end of the circle to
hit a "killswitch".

Ironically this also had some issues that I ran into. First the mastermind ended up taking very little damage because of it being so high
up, and the projectiles from Barons and Cacodemons ended up never reaching her. This was a huge problem obviously, because the idea was
designed with the spider death in mind leading to all the Cyberdemons teleporting in. And so my solution was to add a crusher for the
spiderdemon. This way the spiderdemon death was eventual and there was a threat of failure. While the infighting element didn't quite
work as was intended, I think the map works well with how it is now.

The spiderdemon arena was extremely difficult to get working in Vanilla. As Vanilla mappers know, Vanilla really doesn't like big open
spaces. So part of the challenge was to have as much detail as possible while also keeping things simple. Part of the sacrifices I had
to make was having a wall separating the area in half next to the spiderdemon. Although it kinda worked out with that wall becoming where
killswitch would be. Another big challenge was creating interesting encounters while being very limited on what geometry I could do without
Vanilla HOMing everywhere to do drawseg overflow. This ended up being very tricky, but I think I was able to do the best I could with
what I had. Interestingly enough due to playtester feedback saying it was too similar to another encounter, I ended up redesigning the
Cacodemon ambush, which both ended up being way more interesting but helped a bit with Vanilla limits. Another minor change toward the
end was adding a bunch of barrels in the pinky ambush, which does make things a bit more fun.

It is very unlike me to not have a backtrack teleporter, but I did feel with this map, having such a teleporter would interfere with
immersion, especially since you destroy the infernal machine at the very end. It's worth noting that there is a super cool NIN reference
in this map if you can figure out the secret progression.



==== [E1MX: Teeth] ====

Author: Arsinikk
Music: "Sonne" - Rammstein
Difficulty: Medium

Author Commentary:
This is the secret map of the episode, obviously from finding the secret exit on E1M3. This map was actually meant to be a map from
guest mapper Large Cat; but at the time Large Cat's computer wasn't working correctly, and so I ended up making it myself. As with
secret maps, I always want them to be something special. I had the idea for this wad to have a new weapon to replace the chainsaw,
and as in Eviternity II fashion, decided to relegate it only to E1MX. Theming wise I also thought it'd be interesting to have a
different theme for the secret map. Since the rest of the mapset is very tech focuses, having a hell cavern seemed to spice it up
a bit. It also feels very scythe themed as well. Combat in this map is much harsher than most of the previous maps, as I wanted to
give a taste of what later maps in the later episodes would be like.

The new weapon, named "teeth", is essentially a railgun of sorts. Originally it was not as powerful as it is now, and it would shoot
20 bullets all at once. However based on playtester feedback, they felt that the weapon should be a bit more special and beefier, and
so I ended up replacing around 5 of the bullet shots to be shotgun shots instead (still only using 20 bullet ammo of course). I will
admit the weapon is way more satisfying to use how it is now. What was most important to me about the new weapon is to make sure that
good precision was rewarded, and adding some shotgun shots does allow for some leeway, but precision is still rewarded with the 15
other pistol shots.

Another thing I wanted to introduce in E1MX was a sneak peak at the new bestiary. For later RUST episodes, I was planning on having
an expanded dehacked bestiary, but I wanted to keep episode 1 to introducing the main Doom bestiary showing that they can be used
in Doom 1 in a fun and interesting way. However in E1MX, you meet the Toximp, which is a more powerful imp that's fast and throws
baron projectiles. I can definitely see this enemy being a bit challenging as it's much faster than the original Doom 1 monsters.
The sprites were from a 90s Jon Landis WAD called "Eye of the Beholder" and they actual function close to the same (expect maybe
slightly faster). I think the sprites have a bit of the 90s flavour to them. My main goal with the new bestiary is to not recreate
the Doom II bestiary (because that is boring), but use some of the Doom II codepointers (which are in Doom v1.666) to create new
and unique monsters.

To be quite honest, this map is mostly a showcase of the new weapon and the Toximp. So many of the level design and encounters are
designed with those in mind. You can see this very noticeable with the imps all lined up on the other side of the cliff, just so
you can line them up and use the new weapon :)




===========
[8] CREDITS
===========
 
Music:                   - TITLE: "Breathe" - Arsinikk
                         - INTERMISSION: "Take It Off" - Ke$ha
                         - READ ME: "Wish (Arsinikk's Slowed Mix)" - Nine Inch Nails
                         - E1M1: "The Hand That Feeds" - Nine Inch Nails
			 - E1M2: "The Becoming" - Nine Inch Nails*
			 - E1M3: "Head Like a Hole" - Nine Inch Nails*
			 - E1M4: "The Great Below" - Nine Inch Nails*
			 - E1M5: "Breed" - Nirvana
			 - E1M6: "Heresy" - Nine Inch Nails*
			 - E1M7: "The Downward Spiral" - Nine Inch Nails
			 - E1M8: "The Broken EP (Medley)"- Nine Inch Nails**
			 - E1MX: "Sonne" - Rammstein

                            * Minor edits to mix / midis were made by Arsinikk
                           ** Medley includes "Pinion / Wish / Last / Help Me I Am In Hell"


Sound:                   - Dark Teeth SFX - Realm667
                         - Toximp (Green Imp) SFX - Realm667
                         - Dark Entity SFX (DSPESIT) - Arsinikk
                         - E1M8 Announcement - Andrea Powell
                         - Icon of Sin Pain / Death SFX - Arsinikk and id Software (base)
                         - Some minor sounds from Doom II - id Software


Graphics:                - Statusbar GFX, all menu GFX, Intermission / Text Screen GFX, etc. - Arsinikk
                         - "DOOM 93" Font Base for level / episode names - Jimmy
                         - Intermission map base - id Software

                          
Textures:                - New textures / flats (and edits) - Arsinikk
                         - Rain texture base - Elysion.wad by Death-Destiny
                          

Sprites:                 - Rain Sprite Base - Elysion.wad by Death-Destiny
                         - Toximp (Green Imp) - EOB.wad by Jon Landis
                         - Dark Teeth Weapon Sprites - Corridor 8 (Capstone Software), Id software, KILLA DIO
                         - Dark Teeth Pickup Sprites - Corridor 8 (Base), Arsinikk (Animation)
                         - Flashlight Sprites - Alando1, osjclatchford, Eriance, id Software, 3D Realms
			 - Dark Entity Sprits (HDB4**/HDB5**) - Arsinikk, Evilneck, id Software

Playtesters:             - finnks13
                         - Large Cat
                         - NinjaDelphox
                         - Cacodemon187

CODEX Application:       - Programming, graphics, and written entries - Arsinikk
                         - Intro, music, passcode success + denied SFX - Arsinikk
                         - PC Idle SFX - POND5
                         - Mouse click, Keyboard press, and Ui beeps - Motion Array
                         - Proofreading - Andrea Powell (Arsinikk's Mom) and Large Cat
                         - Codex Application developed in Game Maker 8.1 by YoYoGames



==============
[9] KNOWN BUGS
==============

- E1M7 and E1M8 will cause a crash when saving in Vanilla (Savegame Buffer Overflow). I tried my best to fix this, but to no avail.
- E1M8 will have full volume sounds throughout the whole level in Vanilla (This is intentional DOOM "Bugged" Behaviour)
- "New Game Plus" ignores some Vanilla limits such as the sprite limit and savegame buffer.
- Woof-based ports will mostly work with RUST under complevel 2. (I'm not writing this in the main post, as "complevel 1" should be allowed as a command, even if it is very similar to complevel 2.)
- DSDA Doom / PrBoom+ are currently demo-incompatible with RUST due to their weapon Behaviour being inconsistent with Vanilla/Choco (This is most evident with a certain weapon). This affects all vanilla complevels 0-4.
- It's minor but DSDA Doom's HELP/CREDIT behaviour under complevel 1 is inconsistent with Doom v1.666. As a result I cannot utilise both HELP1 and HELP2 graphics, since many modern ports do not have this integrated correctly.
- RUST now supports GZDoom 4.12 and up. Previous versions are NOT supported.
- E1M7 does not look correct in GZDoom when using Hardware Acceleration. It's recommended for you to use the Doom Software Renderer.