==============================================================================================================================
  _____   ____   ____  __  __   ____          _____  _____            _____ _  __ _____   __________  _   _ ______  __   __  
 |  __ \ / __ \ / __ \|  \/  | |  _ \   /\   |  __ \|  __ \     /\   / ____| |/ // ____| |___  / __ \| \ | |  ____| \ \ / /_ 
 | |  | | |  | | |  | | \  / | | |_) | /  \  | |__) | |__) |   /  \ | |    | ' /| (___      / / |  | |  \| | |__     \ V /(_)
 | |  | | |  | | |  | | |\/| | |  _ < / /\ \ |  _  /|  _  /   / /\ \| |    |  <  \___ \    / /| |  | | . ` |  __|     > <    
 | |__| | |__| | |__| | |  | | | |_) / ____ \| | \ \| | \ \  / ____ \ |____| . \ ____) |  / /_| |__| | |\  | |____   / . \ _ 
 |_____/ \____/ \____/|_| _|_|_|____/_/____\_\_|_ \_\_|__\_\/_/_ __\_\_____|_|\_\_____/__/_____\____/|_| \_|______| /_/ \_(_)
  / ____| |        /\    / ____/ ____|_   _/ ____| |  ____|  __ \_   _|__   __|_   _/ __ \| \ | |                            
 | |    | |       /  \  | (___| (___   | || |      | |__  | |  | || |    | |    | || |  | |  \| |                            
 | |    | |      / /\ \  \___ \\___ \  | || |      |  __| | |  | || |    | |    | || |  | | . ` |                            
 | |____| |____ / ____ \ ____) |___) |_| || |____  | |____| |__| || |_   | |   _| || |__| | |\  |                            
  \_____|______/_/    \_\_____/_____/|_____\_____| |______|_____/_____|  |_|  |_____\____/|_| \_|                            
  
==============================================================================================================================

KEY:
+New
*Changed
!Needs investigation

CHANGELOG


v12 Pre-Release 2b 11/25/2025
=============================

//MAP02

* Removed left-behind Exit_Normal linedef on train computer.

v12 Pre-Release 2 11/25/2025
=============================

//MAP01
* Fixed a missing texture on the hedgewall right next to the wall blocking
  second half of park section.
* Tocuehd up the super-secret area a little bit.

//MAP03

* Improved Baron script on Yellow Card pickup. Barons no longer get stuck on
  top of the park pillars now.

+ Added rudimentary 3D railings to exterior of white and brown buildings as
  well as interior upper floors. Might end-up walking back the exterior ones.

+ Added three Masterminds set to spawn once the secret BFG is collected.

* Improved textures on train station awning.

//MAP10

* Fixed a blue card switch with previously overlooked LOCKDEF. Switch now
  refers to new blue card (Lock 12) instead of the original (Lock 2).

v12 Pre-Release 1 11/19/2025
=============================
*More details and a unique script added to behind-the-wall secret within the 
 secret city area in MAP01
 
*Slightly redid subway entrayway on MAP01.  Added translucent "glass" ceiling
with new texture.

*Added railroad tracks to MAP02 for flavor. Some of them look jank due to
 train layout not being even

*Added explosive ending to MAP02.

*Slightly expanded MAP03's opening section. Train and broken railroad bridge have
been addedf to give a better air of seamless progression from the end of MAP02.

======================
v11 10/23/2025
======================

*FIXED: First failsafe in MAP08 was somehow broken.
+Added extra fail safes in MAP08 concerning two switches on final island
 one for the switch in the factory room, and the other in the adjacent
 building with the rec room loft.
 *Changed some skyboxes around to make bring their colours closer to the
 original sky textures
*FIXED: Restored the some how missing MAP06 and gave the mountain texture in it's
 skybox a touch-up.
*Gave mutliple skyboxes a touch-up

======================
9/02/2025
======================

+Revised sky textures and skyboxes

======================
v10 Pr01-11 8/26/2025
======================

*All six cards (Blue, Red, Yellow, Purple, Green, Orange) now have DECORATE and 
LOCKDEF code completely unique and separate from standard Doom keys to prevent 
them from being replaced by mutator keys because, for some goddamn reason, they 
break even the completely vanilla cards and their lock types.

+Added a few new secrets

+Added more details and dangers to MAP01's skyline

+Expanded MAP01's exit

!Possibly an engine limitation, but the TITLEPIC is cut off on the sides
by forced pillarboxing on 16:9 aspect ratios.

*Fixed an oversight in the failsafes for the red and yellow card platforms
in MAP04's courtyard. Orginal script would cause them to move twice as high as
intended. Now using Floor_MoveToValue.

*Fixed LOCKDEFS on important Orange switch in MAP10 missed in previous
overhaul

==========
11/10/2024
==========

[MAP03]
+Added some hidden-in-plain-sight solutions to the gate maze.

==========
01/08/2025
==========

MAP04
-----
Added another failsafe concerning cyberdemons that are supposed to die instantly
at the start of the map. Mutator cyberdemon replacements not killed by opening script 
will be teleported to instant death crusher room to negate unintended player
spawn killing

MAP01
-----
*Marked the small grated area in first alley as secret sector.
+Added new secret.
*Penalty crusher in green/red step room no longer slows down when
crushing and no longer stops on completion of room, and does
much less damage.
+Switch added to end of red/green step room that opens escape
gateway in penalty crusher box.
+HOTFIX: Added force execution of script 19 to failsafe script
for Yellow Card to insure that the wall blocking the first Yellow Door
will always lower.
