--------------------------------
Ultimate Simplicity - Change Log
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The following is a list of changes made to the WAD during the course of its production.

Legend:
-----------------
+ Addition
* Changed/Fixed
- Removed/Deleted

7/09/2007
=========
* Uh, it's released or something. I don't feel like making any real changes to the changelog

12/02/2006
==========
* As with the TITLEMAP, I've also redone the intermission. It now properly changes itself to suit
  higher/lower screen resolutions (again, 640x480 or higher recommended)
+ Added MAP21 through MAP24 into the public beta.
* Added a medikit to the outdoor area in MAP11
* Added a teleporter in the red key room of MAP11
* Monsters could open the door on the revenant trap in MAP12, allowing you to skip the whole fight easily
* Removed the AutoSave lines from MAP13
* It was possible to prevent a Mancubus from spawning in the cave trap of MAP13
* There was a major visual glitch in the cave room of MAP13
* Removed a shellbox from the start of MAP14
* Removed the autosave lines in MAP16
* Fixed a secret in MAP17 that was unreachable without using noclip
* Fixed a HOM on the lift at the beginning of MAP18
* Changed the cyebrdemon room at the end of the map so that it exits the room faster
* Modifications made to Episode 2 par times

11/03/2006
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* Fixed a problem with the custom HUD in coop where if one player picked up a key, it showed all players
  as having that key.
* Text color for health and ammo displays now change color depending how much you have.
* Added a fix for people who use the gzdoom HUD

11/30/2006
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* Redid the TITLEMAP. It's now a bit more flexible, as it properly changes itself to suit lower and higher
  screen resolutions (anything above 640x480 should look fine)


11/27/2006
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+ Added in a custom HUD!
+ Added back MAP31
* Fixed a misaligned flat in MAP11
* Fixed the secret invisibility sphere in MAP14 that wasn't tagged as a secret
* Fixed unknown script error when killing the hectebus, goat lord, and chaos elemental
* Fixed a secret soulsphere in MAP19 that wasn't tagged as a secret
* Made the tapestries in the area near the yellow key puzzle in MAP19 blue in an attempt to make
  the puzzle even more obvious than it already was.
* Fixed a script error that made it impossible to get max monster kills in MAP19
* Fixed a misaligned texture on a camera in MAP20
* Fixed some problems with SetHudSize() usage on intermission, etc.


11/08/2006
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* More minor gameplay tweaks to MAP05
* The nukage in the central area of MAP02 didn't do any damage.

11/05/2006
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* Major revamp of MAP05, with new areas and whatnot
* Various bugfixes.

10/02/2006
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* Fixed a misaligned texture in MAP01
* Changed the end trap in MAP01 so that it doesn't take 5 hours for the switch to open

9/19/2006
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* Replaced the music in MAP28

9/18/2006
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* Fixed a trap that wasn't supposed to block off an area in MAP20
* Removed the 2 cyberdemons in the large courtyard in MAP16
* Rebuilt the nodes in MAP12 to fix a HOM in the outside area
* Added some extra rocket launcher ammo to MAP12 for Coop

9/17/2006
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* The end level camera in MAP01 wasn't checked to show up on Skill 1-3 (lol)
* Some extra (coop-only) mancubii were showing up on MAP16
* Difficulty modifications to episode 1 on Skill 1-3 (They are so easy a braindead chimp with prosthetic arms could beat it)
* Secret level weapons are automatically removed from the inventory when you run out of ammo (so if you pick up another bazooka, autoswitch works its magic)
* Replaced the forced camera sequences in MAP20 with CameraTextures that you can stare at with your amazing x-ray vision (only niggers apply)
* Lightning Guards now have a 1 in 3 chance of having a bazooka in Cooperative play

9/16/2006
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* Various changes to Episode 2
	* Difficulty modifications made to all maps
	* Slight gameplay modifications made to maps for coop
	* Extra ammo added to all maps for coop
	* Slight layout modifications made to MAP15	
	* Lowered slime damage in MAP15
	* Made modifications to second boss for coop

! NOTE: There's some camera sequences in MAP20 I didn't bother to remove yet, because I'm lazy. !

9/12/2006
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* Fixed an archvile in MAP22 that was missing (prevented the map from being beatable)

9/11/2006
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* Fixed an imp and chaingunner stuck together in MAP11 on Skill 4
* Fixed a missing texture in the outside area of MAP12
* Fixed some Rocket Launcher ammo in MAP05 showing up in single player that's meant to show up in Cooperative
+ Added more shotgun shells in the outside area of MAP05

9/09/2006
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- Got rid of additive blending on fireballs because it looks like shit
* Put the old map20 back because DomRem is a big meanie :(

9/08/2006
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+ Started MAp25 over. It wasn't really going anywhere. Now it's going to be an earth map with plutonia influences.
* Some other modifications to stuff.

8/29/2006
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* Converted everything over to PK3 format (don't ask why)
* All the graphics are now in PNG format, to decrease file size
* Fixed a bug with a teleporter in MAP09
* Modifications made to boss behaviour on MAP10
+ Started work on a replacement for MAP20

8/20/2006
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* Stuff I don't remember

8/9/2006
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* More coop-related tweaks to Episode 1
* Finally added music to MAP13 (why the hell did it take me so long?)

8/8/2006
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* Some kind of changes to episode 1 maps for coop (needs testing lolz)
+ Added an "end of episode" statistics display to the intermission. It tallies up all kills/items/secrets/times in each map.

8/5/2006
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* Gameplay modifications to MAP04
* Uhm.. some other stuff

7/23/2006
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- Removed MAP05 - Mechanical Labs
+ Remade MAP05 from scratch
+ Added the old MAP04 to the director's cut episode
+ Added the old MAP05 to the director's cut episode
- Shortened Episode 3 to 8 maps

7/19/2006
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- Removed MAP04 - Cargo Transfer
+ Created an entirely new map to replace MAP04
+ Added a series of new weapons for the secret levels:
	* Pistol (give RottPistol)
	* Dual Pistols (give RottDualPistol)
	* Bazooka (give RottBazooka)
	* Firewall (give RottFirewall)
	* Firebomb (give RottFirebomb)
+ Added randomized lightning guards (there's a chance some of them are carrying bazookas :D)
* Increased air control in secret levels (to act more like ROTT)
* Fixed a problem in MAP01 where the armor was still considered a secret

NOTE: lolz the secret levels are fucked up right now (kinda), but they're still playable


6/21/2006
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- Disabled crouching added in ZDoom 2.1.0
	(NOTE: Due to a MAPINFO bug, jumping magically works now. Wait for new version of ZDoom to come out)

6/19/2006
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* More work done on MAP30 - Tale of Destiny
* Fixed various maps that had areas skipable via rocket jumping
* Minor gameplay adjustments to MAP01 - Aegis Power Plant
* Minor gameplay adjustments to MAP21 - Terra Complex
* Minor gameplay adjustments to MAP22 - Technical Nightmare
* Minor gameplay adjustments to Map23 - Stigmata
* Various changes to Map24 - Final Outpost
	* Fixed a couple of missing textures from when I redid the resource wad
	* Co-op should hopefully be a bit more tolerable now
	* The secondary cyberdemon now teleports in a non-random pattern triggered by line specials
	* Other minor gameplay adjustments
* Modifications made to HOLY SHIT THIS SUCKS episode
	* Changed the name to "Director's Cut"
	* Added the old MAP01 - Aegis Power Plant
	* Added the old MAP02 - Waste Processing
	* Added a disclaimer when attempting to play episode



6/18/2006
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+ Major revamp of MAP01 - Aegis Power Plant
* Fixed some texturing errors in MAP02

6/11/2006
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+ Major revamp of MAP02 - Waste Processing
* Fixed a bug where certain boss attacks wouldn't function properly
* Modifications made to CREDITS1 map
* Modifications made to Episode 1 end text

6/09/2006
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* Changed the par time for MAP03 to 5:00
* Fixed improper display of times with less than 10 seconds in the intermission (ex: displays as "5:05" instead of just "5:5")
+ Added a (temporary) fourth episode, "Holy Shit This Sucks", to the list. It holds all of the maps that were cut from the WAD
  during production. This will later be removed, as it will be accessed via a secret, which I have yet to add. You may also
  notice that an older version of "MAP18 - Deprivation" is included. I think it'd be a good idea to include that, as the map's
  layout was entirely scrambled in the new version.

6/08/2006
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* Gameplay and detail modifications made to MAP03 - Hazard Storage.

6/07/2006
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- Removed MAP03 - Hazard Storage
+ Made an entirely new map to replace MAP03. Hooray!
* Misc. Changes I don't remember.

5/30/2006
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* Fixed a bug in the random arcade opening where it'd always appear to fail a ROM check
* Further gameplay adjustments and detail modifications to MAP24
* Modifications made to intermission script
* All maps are now fixed to support the new intermission script
* Bacon. <-- MOST IMPORTANT CHANGE EVER

5/29/2006
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* Switched MAP21 - Technical Nightmare and MAP22 - Terra Complex around
* Ensured multiplayer compatibility in all currently finished Episode 3 maps
* A BUNCH OF OTHER STUPID CRAP I DON'T FEEL LIKE WRITING DOWN AT THE MOMENT
- Removed the scoring system entirely
+ Started working on MAP26 (currently unnamed)

5/20/2006
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* The name of the megawad will now be known as "Ultimate Simplicity" (a lousy throwback to "The Ultimate Doom")
* Fixed the low quality M_DOOM graphic and added "ultimate" to the name
* Changes made to TITLEMAP:
	- Changed it to represent the new name
	- Added a "Microsoft Simplicity Professional Edition" joke intro sequence
	- Added a Commodore 64 joke intro sequence
* Changed the name of MAP12 to Courtyard of Ruin
* (FINALLY) Fixed the typo in MAPINFO for Map03 - Hazard Storage

5/18/2006
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+ MAP24 - Final Outpost Finished
- Jumping Disabled on all maps

4/13/2006
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* Various changes to MAP21 - Technical Nightmare:
	- Replaced the red key area
	- Replaced most of the yellow key area
	- Fixed problem with intermission not working
	- Gameplay changes

4/10/2006
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* Switched MAP04 and MAP05 around
* Fixed a script error which caused end level bonuses to not display
* Fixed the easter egg in map02 and made it an unmarked secret
* Fixed a bug that caused Map32 to be unplayable
* Fixed a problem with improper sector references in an area on Map21
* Minor changes made to the TITLEMAP:
	- Redid some of the camera work
	- Added different skies when showcasing some levels
	- Text alignment issues in 'intro'
* Fixed problem in MAP12 that required the player to jump to reach secret armor
* Fixed some unclosed sectors and linedef errors in MAP19
* Fixed a problem in MAP19 that caused the map to be unbeatable

4/09/2006
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+ Map22 - Terra Complex is finished!
+ Started work on Map28 - From Out of Nothing
+ Reformatted all the scripts into 4 separate libraries, so that scripts don't have to be compiled in every map every time I make a change
  to the common scripts
+ Added a scoring system
+ New intermission system
+ Couple of alternative game modes added:
	- Time Limit Mode
	- Health Drain Mode
* Work done on Map24
* Work done on Map30
* Some other stuff I can't remember

3/14/2006
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* Work done on Map24
* Work done on Map30

3/03/2006
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* Work done on Map24
* Layout and gameplay changes to MAP15

3/01/2006
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+ Map23 - Stigmata Finished
+ Map24 started
* Gameplay tweaks to episode 2 almost complete
	* Difficulty settings implemented on most maps
	* Ammo, weapon, and monster changes on most maps
	* MAJOR layout changes to MAP18 (almost everything completely rearranged)

2/14/2006
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* Work done on MAP23
* Rewrote the CREDITS script
* Removed end episode text from MAPINFO and replaced them with ACS scripts

2/10/2006
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+ Map23 started
* Began gameplay tweaks to Episode 2
	* Switched MAP12 and MAP13 around. 
	* MAP11: Architectural changes and gameplay tweaks. I removed the room holding the yellow key and made
	  something else in its place.
	* MAP12-MAP17: Minor gameplay tweaks and architectural changes
	* MAP18: Started major architectural changes. The map's layout was very.. strange.. so I decided to
	  reorganize things
* Fixed a problem in the resource wad in which some sprites I added accidentally had the same names as the sprites
  for the tall green firestick, replacing them.
* Various other changes that I can't think of off the top of my head

2/02/2006
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+ Multiplayer: Added a script for all maps which checks the player inventory for current weapons and keys picked up throughout the course of the level, and gives them to players when they die and respawn. This was made to circumvent the fact that the sv_keepweapons and sv_keepkeys dmflags were removed from ZDoom for no apparent reason.
+ Fully Implemented difficulty settings for Episode 1.
* Layout Changes to MAP01
* More gameplay tweaks to MAP01 through MAP10
* MAP03: Lowered the two shootable switches at the end of the map. I just now realized that they're hard to shoot for people who don't use mouselook :P
* MAP05: There were four switches sunk in the ground that were able to be used through the floor.
* MAP10: There were a series of switches sunk in the ground that were meant not to be triggered through the floor.

1/30/2006
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* More work done on MAP30

1/18/2006
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* Fixed a switch on MAP06 that wasn't working after some tweaks were made (apparently I had added an old version
  of said map into the main wad)
* Fixed a door in MAP08 that was supposed to be locked but really wasn't after some tweaks were made

1/27/2006
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+ MAP21 - Technical Nightmare finished
* Gameplay overhaul of Episode 1
* Massive update to MAP31, attempting to increase accuracy to the original game's level
* Tweaked the Episode 1 boss, should be much less annoying now
+ Started work on Map22 - Terra Complex
+ Started work on Map25 - <unnamed as of yet>
+ Started work on Map30 - Tale of Destiny
+ Started work on Map32 - Triad Part Deux
+ New secret level enemy - High Guard (can be found in map31 and map32)
+ New Secret level enemy - Strike Team Guard (can be found in map31)
+ New Secret Level enemy - Triad Enforcer (type 'summon triadenforcer')
+ Other assorted CRAP, I'm sure. Just can't think of anything else off the top of my head