===========================================================================
Advanced engine needed  : GZDoom (you could use other ZDoom-related source
                          ports and they should work fine)
Primary purpose         : Single play
===========================================================================
Title                   : Lemon Blueberry Cake Carnage
Filename                : LBCC
Release date            : 11-27-2020
Author                  : Timothy Brown (MArt1And00m3r11339)
Email Address           : [redacted]
Other Files By Author   : -You can find them here:
                          https://www.youtube.com/playlist?list=PLm8AwdYOntbLCXVgk1-JAh3PbezDqaGL8
                          -I've also created Red Dust 1 which is also on
                          YouTube. 
Misc. Author Info       : A guy who likes making ludicrously long maps.

Description             : Hello, trash kickers. I made a new cake map for you
                          that consists of blue, yellow, and white. It is
                          titled "Lemon Blueberry Cake Carnage". Unlike the
                          previous cake maps that I have made, this one is a
                          hell a lot longer. For most players, in-game
                          clearing time should be 9 - 10 hours, so have fun.
                          Also, some revenants in the revenant castle located
                          at sector 7,804 had an accident on the floor while
                          waiting for Doomguy to show up, which is why some
                          squares may appear slightly darker than the
                          surrounding ground. Play through can be found at
                          (if you see it as private, it is because I have it
                          scheduled for a certain date but hold on to your
                          seats because it is coming to you):
                          https://youtu.be/3Vhyf_MuZkU

Additional Credits to   : -ID Software for Doom II
                          -Aubrey Hodges for PSX Doom sounds from Midway
                          -Zachary Stephens (Ribbiks) for Slaughterfest 3
                          resources
                          -General Rainbow Bacon or Doom Hero for the
                          invention of the Slaughterfest series
                          -Community Chest 4 team for the cc4-tex. 
                          -GOTHIC team for the GOTHICTX (which can be
                          originally found in GothicDM or Gothic2. Credit
                          goes to the authors of the graphics). 
                          -Whoever created NB_RECOL, credit goes to that
                          person or group (I don't know who made the texture
                          pack, though).
                          -Maximiliano Cislaghi for the sunglasses on
                          Doomguy's face. 
                          
                          *If there is anything that I missed, let me know so
                          that I can remedy it. 
===========================================================================
* What is included *

New levels              : 1
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : Yes
Other                   : No
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : 1
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : Designed for
Other game styles       : None
Difficulty Settings     : Not implemented


* Construction *

Base                    : New from scratch
Build Time              : 8 months
Editor(s) used          : GZDoom Builder, Slade 3
Known Bugs              : -Some enemies wake up before the player's
                          interaction.
                          -Hit scan objects (bullets and shells) may go
                          through an enemy's body (issue at sector 787 where
                          the cybers teleport, which is why I added extra
                          ammunition).
                          -Some horizontally unaligned textures which is a
                          common thing for very large maps (some may not like
                          that but that is only something minor).
                          
                          *The first 2 listed above happens when your map
                          hits a certain number of sidedefs so unless there
                          is something that I am missing, there is nothing I
                          can do about it so you are just going to have to
                          deal with it. The map however is complete-able and
                          UV-Maxable. 
May Not Run With        : Boom (requires ZDoom-derived source ports)
Tested With             : GZDoom g4.4.2


* Copyright / Permissions *

This work is licensed under the Creative Commons Attribution 4.0
International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by/4.0/

You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material for any purpose, even
commercially. If you do so, you must give appropriate credit, provide a link
to the license, and indicate if changes were made. You may do so in any
reasonable manner, but not in any way that suggests the licensor endorses you
or your use.

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

The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
