===========================================================================
								Change Log
===========================================================================
IX-Pack v1H: A brush-up by Russel
    -In General - Thanks to Ivory, Korby, Mendez, Thunderono, Tlp, Trillster, and Pegg for their feedback and assistance.
				- Updated file structure to fit modern ZDoom file structure.
                - Added global map card script for IX Maps.
                    - IDM Map Card made by Russel, inspired by the Kirby GBA games.
                    - Icons for IDM02, IDM03, IDM08, IDM09, IDM13, IDM14, IDM15, IDM16, IDM17, IDM18, IDM22, and IDM24 recolored from Kirby: Nightmare in Dreamland.
                    - Icons for IDM10 and IDM25 originally from Kirby & the Amazing Mirror, recolored, upscaled by Russel.
                    - Icons for IDM05, IDM06, IDM12, and IDM20 originally from Game-Icons.net, downscaled and adapted by Russel.
                    - Icon for IDM11 originally from emojis, adapted by Russel.
                    - Original icons for IDM01, IDM04, IDM21, and IDM23 by Korby.
                    - Original icons for IDM07 and IDM19 by Russel.
					- XDM Map Card by Russel.
					- Icon for XDM05 by Pegg.
                    - Icons for XDM04, XDM06, and XDM09 by Russel.
                    - Icons for XDM01, XDM02, XDM03, XDM07, XDM08, and XDM10 edited by Russel, from various sources.
                - Removed the old hudmessage method of music credit.
                - New intense theme added: Decisive Battle! N by IsabelleChiming
                - Updated credits names.
                - Removed Clusters, Pars, and Sucktimes from all mapinfo.
                    - Partime/Sucktime previously drove boss music, but this was rolled into mapcard scripts.
                    - Clusters did nothing but slow load times in our case.
                - Removed use of DoomEd Numbers for the props for ease of compatibility.
                - Fixed some textures overriding vanilla textures.
                - Teleporters now all use the Teleport Entrance actor. (Except XDM10)
                - Bounce pads now all use the Bounce Pad actors.
                - Water now all uses Water Sector actor.
				- Death pits now use v6b's Hazard Pit actor.
				- Ladders standardized to all use 15 speed and front side only. (Prevent sticky ladders.)
				- Team spawns and Player 1-8 Co-op Spawns added to all maps.
					- Team spawns for IDM11, XDM01, and XDM02 by Sir An0n. From ix-packv1g-hotfix-teamfixv2.pk3.
					- Team/Coop spawns for IDM01, IDM07, IDM08, IDM10, IDM19, IDM20, IDM24, XDM07, and XDM10 by Mendez and Ivory. From SweatPack.
					- All other team and coop spawns added by Russel, reviewed by Mendez.
                - All maps now have location callouts.
				- All maps now have map voting screenshots.
				- All graphical assets were optimized using pngcrush and deflopt.
				- Blocked off several areas where players with small hitboxes (eg, chickens, creepers) could get into and be unseen.
				- Linedef bridges are now encased in invisible 3D floors, allowing consistent collision logic.
-IDM01 - Updated map by Ivory (previously exclusive to SweatPack).
-IDM02 - Electric beams now use v6b's elecbeam code.
	   - Electric beams in the middle outdoor area no longer hits twice when passing through.
	   - Electric beams in the junk pit area now play sounds from the correct location.
	   - Removed an actorhitsfloor kill plane due to redundancy and incorrect behavior.
-IDM03 - Wind script tweaked to now use for loops and dynamic player counts to better account for player counts above 32.
	   - Rain drops in the middle are no longer affected by the wind and drop straight down.
	   - M-Tank platform made easier to access due to Treble Boost no longer granting flight.
	   - Minor visual adjustments made to the gyro towers so the sprites don't overlap.
	   - Playable space outside the map narrowed to make flying (eg, from custom class mods or game modes) less annoying.
	   - Fixed a dropdown ladder in the eastern tower.
-IDM04 - Outdoor water fog restored.
       - Outdoor pit damagetype obituary changed to "Drowned" from "Mutated."
	   - Replaced purple fluid with a custom movement script that affects only players.
	   - Textures in the doorway no longer scroll with the door's movement.
-IDM05 - Dark room now has some floor textures highlighting the playable area.
	   - Tweaks were made to the hidden tunnel to make it less conspicuous in the rooms it passes beneath.
	   - Pillars in the outdoor room with Beat Support no longer have quicksand friction.
-IDM06 - Conveyer Belts now properly show their thrust direction.
	   - M-Tank platform no longer scrolls its texture.
	   - Fixed some visual texture offset issues on the metal man screws.
	   - Magfly props now loop around the complex as opposed to flying off into the distance.
-IDM07 - Updated map by Ivory (previously exclusive to SweatPack).
	   - Unblocked the jumpover wall by Knight Crush. Any kinda mobility can now just get over this part of the wall.
-IDM08 - Updated map by Ivory (previously exclusive to SweatPack).
	   - Fixed an out of bounds line near Pharaoh Shot.
	   - Fixed an out of bounds line in front of a penguin.
-IDM09 - Cossack and Kalinka now use core's props.
       - Cossack's message to the player now prints when they bump the ceiling door, as opposed to touching the floor below.
-IDM10 - Updated map by Ivory (previously exclusive to SweatPack).
	   - mystery pit added.
-IDM13 - Music reverted to Spriter Gors's version of SR388 Surface theme, at the request of LlamaHombre.
	   - Fixed a mystery pit.
-IDM14 - Relooped music.
-IDM16 - The outdoor cliffs are now out of bounds.
	   - Renamed the custom gutsman texture, and its patch, to stop conflicting in MM1GUT.
	   - Replaced lava with a custom movement script that affects only players.
	   - Fire traps in the background of the outer areas now match the direction of the fire traps in the bridge.
-IDM18 - Blocked an out of bounds line near the teleporter pair.
	   - Moved the lasers back so you can no longer stand where they spawn.
	   - Added the v6b alarm sound to the quick beam.
-IDM20 - Removed the actor bridge from the well. M-Tank now floats mid-air unassisted.
	   - Hitbox for the chain in the well adjusted to make it easier to get the M-Tank.
	   - Blocked some weird hiding spots.
	   - Unblocked the birds.
	   - Relooped music.
-IDM22 - Blocked an out of bounds line in the outdoors area.
	   - Oil pits now credit the person who lit them with frags, when applicable.
-IDM24 - Minor texture tweaks to account for the change to MM7SLA's palette.
	   - Great Jaggi's stomp radius decreased to better telegraph his presence.
-IDM25 - You can no longer go underneath the 3D elevator.
-XDM01 - Now uses mostly core textures.
	   - Weapon Changes: Flame Sword -> Triple Blade; Shadow Blade -> Wheel Cutter
	   - Skybox is a copy-paste of core's, since the old texture scale was different
	   - Map renamed to "Blade Man's Treasury"
-XDM02 - Fake M-Tank now uses modern v6b tech, including W-Tank colors for non-colored pickups mode.
           - When running with v6a (and the transition wad thepits.pk3), the M-Tank does not spawn.
       - Now uses mostly core textures.
	   - Unique textures changed to use more standard texture and patch naming schemes.
	   - Map renamed to "Wily Station Firmament"
-XDM03 - Custom textures changed to use more standard texture and patch naming schemes.
-XDM04 - Upper and lower parts now use stacked sectors and teleport zones to allow new ways to traverse the level. (Open GL Only)
	   - Several fixes applied to stage mechanics and geometry (overlapping sectors, faulty guts lift, etc.)
	   - Added a Break Dash token.
-XDM05 - Relooped music.
-XDM06 - Patched a mystery hole
-XDM08 - That corner with all the spikes is now also a pit.
-XDM07 - Fixed an error linedef that you could get stuck on.
-XDM10 - ?-Box animation changed to better match the animations in Super Mario Bros.
	   - Blocked off the ledges surrounding the background pipes.
	   - Relooped music.

IX-Pack v1G: Shade Guy takes the wheel
	-In General - MM&B content included in most maps (and MM8 weapons to XDM maps).
				- All maps converted to UDMF format.
				- Script and linedef actions edited/removed where the new format allows/requires.
				- Global music scripts updated to core standard.
				- Software issues in most (if not all) maps fixed.
	-For maps with deep water - All water updated to core standard (transparent 3D floor water instead of transfer heights).
	-For maps with ice physics - All ice floors updated to core standard (sector_setfriction script instead of Hexen ice sector effect).
	-IDM01 - Missing impassable line fixed.
	-IDM03 - The power of UDMF compels you! A total of two sectors (guard raised floors) offsetted by 16 units.
	-IDM06 - Magfly sprites removed from .pk3 because of redundancy. Magfly colour translations changed to correspond to Magfly actors in MM3MAG.
	-IDM07 - Visuals updated to use MM6CEN underwater graphics introduced in v4a.
	-IDM09 - Cossack arches changed from midtextures to slopes to correspond with visual updates to MM4DC1.
	-IDM13 - Some flats changed and some bridges changed from walkable midtextures to 3D floors to correspond with visual updates to MM5STO. Death pit obituary changed to "x fell too far."
	-IDM18 - Missing impassable line fixed.
	-IDM20 - Variant of SHADBAR texture defined so the gates return to how they once looked.
	-IDM21 - Visuals updated to use MM2WOO flats introduced in v3b.
	-IDM25 - Bubble bouncer given bounce sfx. Minor edits to the girders.
	-XDM03 - Death water obituary changed to "x can't swim".
	-XDM04 - Bridge functionality changed from bridge actors to walkable midtextures. Railing next to Treble Sentry pushed to edge.
	-XDM06 - Transfer heights bug fixed. Impassable lines added to the tops of the sandfalls indoors.
	-XDM07 - Outer hallways made slightly narrower.
	-XDM08 - Visuals updated to use MM6CEN underwater graphics introduced in v4a. Fences added alongside map boundaries.
	-XDM09 - Visuals updated to use MM5STO flats introduced in v3a. Water recoloured to resemble the Napalm Man waterfall texture.
	-XDM10 - Map redone! Map layout by Squadaloo, weapon and item placement by Shade Guy.

IX-Pack v1F: MM8BDMv3a Obligatory Update
	-In General - Most maps have been updated with MM8 stuff.
	-IDM02 - Updated Layout + New song by Squadaloo
	-IDM05 - Oil Pit replaced with a new area, upper area revised slightly.
	-IDM06 - Floor of Shame is gone.
	-IDM08 - Fixed Spawn.
	-IDM09 - Cossack Base and Freeze Man Cave redone.
	-IDM11 - (Finally) Redid that DAMN (not fourth) map. So long my most hated level in IX.
	-IDM12 - Mowed the Lawn, added Thunder Claw Pegs.
	-IDM13 - New version of the song by Llamahombre!~
	-IDM20 - Finally ensured all the block player lines are placed.
	-IDM21 - Fixed hiding place + removed a few of the trees to cut down on some lag that it generates
	-IDM22 - Oil pits use the new MM8BDMv3a method, so any fire weapon can set them off.

IX-Pack v1E: Super XDM update time. Oh and some IDM too.
	-IDM06 - Blocked the windows in the Magnet Missile Room, removed crushers at the end of conveyor belts
	-IDM08 - Reworked the lower area and giant gemini gem room place. Widened the Flash Man area.
	-IDM11 - New Weapon Layout
	-IDM16 - New layout with a new gimmick.
	-IDM17 - New layout.
	-IDM19 - Both E-Tank locations have been removed (the one with the ladder) and replaced with a W-Tank. Top Spin is now the E-Tank.
	-IDM20 - All edges that needed to be blocked, got blocked. (hopefully)
	-IDM21 - Elevation additions, cave area completely redone.
	-IDM22 - Missing texture added
	-IDM23 - Layout changes to make the map less clunky
	-IDM24 - Lower area raised higher to remove the steep climbs.
	-XDM01 - Widened halls, improved map flow
	-XDM02 - Entirely new stage
	-XDM03 - Added a few paths to improve map flow, changed weapon placement
	-XDM04 - Widened paths, rearranged cargo in cargo room
	-XDM05 - Moved flagpole platform to its proper location, added floating platforms, changed weapon placement, changed giant staircase into ramp
	-XDM06 - Music has been changed slightly
	-XDM07 - Greatly widened several areas, added paths to improve map flow
	-XDM08 - Removed some pipes on the ground to improve map flow, changed weapon placement, lowered platforms near Moby to prevent ladder boosting to the tall pillar
	-XDM09 - Added a small incline between the deep water and normal water. Should solve the low gravity problem.

IX-Pack v1D: Fixing those music scripts.
	-Music Scripts fixed and debugged. They work fine. They are also now global scripts as opposed to per map.
	-Bot fixes based on Savior's Feedback(but where I saw fit)
	-IDM01 - Size Expansion
	-IDM03 - DeSymmetricaled~(totally a word now)
	-IDM04 - Outside Layout redone to be more interesting. Weapon layout changes
	-IDM05 - Replaced Needle Cannon Sand floor with a 3D floor. Randomized Lasers.
	-IDM20 - Redone Layout
	-IDM25 - Layout Overhaul
	-IDM22 - Pit replaced with more stage
	-IDM25 - Removed Rush Jet. Apprently next to no one even knows it existed. Trains front end redone.
	-XDM02 - Weapon Layout Overhaul
	-XDM03 - Layout Tweaks and Weapon Layout Changes. New music by Squadaloo
	-XDM04 - Several Weapon Changes
	-XDM06 - Weapon Layout changes
	-XDM07 - Lalala~
	-XDM08 - LA LA LA LA~
	-XDM09 - Removed a lot of energy that surrounded weapons. Gravity fixed for sure now.
	-XDM10 - Treble Sentry Removed 
	
IX-Pack v1C: The proper update.
	-IDM01 - Visual Changes.
	-IDM02 - Better quality song version, looped by Ken.
	-IDM03 - Fixed some windows that would call the wrong script, thus allowing the wind to push players inside. Also new rain spawners. Should kill all the lag. New version of the song by Musashi-COM
	-IDM06 - New version of the song by Musashi-COM
	-IDM07 - New Song! 8 Bit Centaur Man Complete Works by Baii.
    -IDM09 - Boat textures pillar things aligned correctly. (oddly the two out in sea never had this problem.)
	-IDM12 - Redesigned the bridge rooms to be less annoying. Also fixed that little patch of ground that thought it was swamp. New Song! 8 Bit Plant Man Complete Works by Baii.
	-IDM13 - Slight Size decrease. The level flows better now. New weapon layout. More long range weapons!
	-IDM14 - Overhauled the Top Spin area and the far off building. Also changed the way Rush Jet is obtained.
	-IDM15 - 3 Rooms got layout changes. Most notably, the staircase. Wild Coil and Rush Coil Added.
	-IDM16 - One tiny change to make more sense of the level.
	-IDM17 - Layout overhaul.
	-IDM18 - Skybox ommitted. It looked very ugly and not worth the trouble to make it look pretty. Besides, the skybox's size was big enough to fit two quick-bomb alleys in it!
	-IDM19 - Swapped Junk Shield for something more worth platforming for now anyways.
	-IDM20 - Redone Dark Room
	-IDM21 - New Layout.
	-IDM22 - Mostly Visual Tweaks.
	-IDM23 - Interior accessibility tweaks
	-IDM24 - Fixed River Obituary, No more getting stuck in the waterfall...somehow random texture in an out of bound area, tagged properly... Cheaters.
	-IDM25 - Size cut to make the level flow better.
	-XDM02 - Gravity changed to IDM14 styled gravity. Heights changed to reflect this.
	-XDM07 - Outer Ring Raised.
	-XDM09 - No more water gravity outside of water!(hopefully)
	-XDM10 - New X Pack Map!
	-Entirely new Boss Scripts by Sick Sad World! New game finish fanfare by Mr.X
	-All Music was compressed. Resulting in a ~40% file size decrease.
	
IX-Pack v1B: Doh. >.<
	-Non GSXCC Music for IDM24. No idea why no one pointed that out beforehand.
	-Ran Cossack skin is no longer required.

IX-Pack v1A: The massive expansion pack + X-Pack integration update. Before the X pack was to be added in,
the expansion was known as the "Ebony Expansion". This massive expansion + integrations warrants a new name I think.
So from here on in, it's the IX-Pack.

I-Deathmatch
	-IDM01 - Layout Alterations
	-IDM02 - Pit by Super Adapter removed, 3D Bridges. Ladders in Search Snake Room.
	-IDM03 - 100% Redone.
	-IDM04 - Time Stopper Replaced with a M-Tank, various linedef tweaks.
	-IDM05 - Layout Overhaul
	-IDM06 - Slightly Smaller, Reworked design. Shadow Textures removed, Junk Textures added in.
	-IDM07 - Slight item layout tweak.
	-IDM08 - Flash Man Gemini Room expanded
	-IDM09 - Seels blocked off, Item 1 near "Zelda Style" E-Tank moved. Someone's watching...
	-IDM10 - Widened the twin waterfall halls, Offsets are correct in Software now(Finally)
	-IDM11 - Layout Overhaul
	-IDM12 - Added more ways up the cliffs from the cliff side. 3D Floor Bridges.
	-IDM13 - Far off areas are blocked off.
	-IDM14 - 3D Floors
	-IDM15 - 3D Floors
	-Script for controlling boss music edited.
	+10 New Maps, IDM16-25
	
X-Deathmatch
	-XDM01 - Minor size decrease, new weapon layout.
	-XDM02 - New weapon layout(get used to this).
	-XDM03 - New weapon layout
	-XDM04 - New weapon layout, lalala~
	-XDM05 - M-Tank pole is (slowly) climbable, beat removed. Weapon layout tweaks, Star Crash roof lowered enough for Sakugarnes super jump to make it.
	-XDM06 - Small layout expansion and, guess what? WEAPON LAYOUT FIXES.
	-XDM07 - ... ... ... ... I think I moved the weapons about... yup.
	-XDM08 - Hmm, something to do with weaponry... Slopes instead of stairs in the middle section.
	-XDM09 - Is this getting old yet? Also the side areas recieved a visual improvement. Also the deep water has darker water patches.


===========
Pre-IX-Pack
===========
I-Pack	
V3: This update contains new maps and major map fixes!

	-IDM01's music is less loud
	-IDM01's cliff areas are no longer accessible. No more hiding up there.
	-IDM01 has a new weapon layout
	-IDM02's Missing Gemini Laser added. Quick Boomerang and Rolling Cutter #2 switched places. Layout redesigned a specific stairwell.
	-IDM02's Search Snake pit is gone.
	-IDM03's Goblin exploits fixed and Rush Jet was removed due to other exploits.
	-IDM03's layout was adjusted. Instead of side open islands, you have two mini structures like the main area on the left and right side.
	-IDM04 100% Redone.
	-IDM05 heavy redesign to reduce death trolling and increase fluidness.
	-IDM06 is slightly smaller, however the upper and lower half have been completely redone.
	-IDM07 Layout alterations. No more water pit is the main change, added more ways around to make the map less circular.
	-IDM08 has been split into two levels. The Top Half is now the new IDM08, while the concept of the old one will be moved to IDM11.
	-IDM09's Upper half has been omitted and redesigned to be smaller, and keeps the combat in the two main areas.
	-IDM10's Various layout tweaks to improve fluidness.
	-Triple Blade removed. One custom weapon doesn't warrant losing compatibility with other projects such as the powered up expansion.
	- CTF Maps removed from I-Pack
	- +Six New Maps! IDM11-15 and a 100% redone IDM04
	- Music Changes: IDM02,04,09 and the first boss music have been changed.
	- Secret!
				  
V2: Software Problems Mostly

	-ICTF03 Gained a new layout
	-Triple Blade translation changed to prevent overriding roboenza colors
	-IDM05's Oil Room was tweaked.
	-IDM03 and 07 had software errors fixed.
	-IDM08's Mirror Buster was pushed back to prevent being able to jump and reach it.
	-IDM09 Roof cannot be accessed by Item 1's
	-IDM10 Cliffs are properly flagged.
	
V1: Initial Release
	-10 New Maps!