-CHANGELOG-

(open with notepad on maximize/word wrap for ease of reading)

v2b:

- Hi, it's been another forever. Last release was November 2018, this one is (or will be at the time of this writing) July 4th 2023. haha 420 fireworks it
- This update was meant to bring maps 22 to 25 but I instead decided to start updating the other maps, and that's what this update turned into.
- Five new maps have been added replacing two old maps and three old layouts. They didn't exactly take forever to make; I just didn't map for a long while.
- But anyways, on to the changelog itself.

- All maps: water, hazard pit, two-way teleporters and bounce pads updated. (Except bounce pads on KNDM06 but that's okay)
	- Added coop starts for mods that use them.
	- Health/ammo/team start layouts revised as needed.
	- V6 weapons added across them, but not in all.
	- All maps now have Map Cards and a new intense music track was added for most of them. (GHIDORAH)
	- Nearly all tracks have been re-looped due to file size and quality issues. Some that were too long were (sadly) shortened.

- KNDM01: Pit surrounding the map is deeper now, south-east pit linked with east pit for Beat Call/flying shenanigans.
	- A few bars broken across the map to allow more Beat Call/flying shenanigans.
	- Brick bar near Flash Stopper platform broken to reduce congestion in that hallway.
	- Mortar sounds are now local for each of the four trigger platforms instead of heard across the entire map.
	- Fixed a couple visual bugs in software with textures going up forever.
	- Widened arch leading up to stairs of Needle Cannon area outside.
	
- KNDM02: Now UDMF format... for no reason at all.
	- Paths opened up through the inner grates where the W-Tanks are.
	- Shadow Blades replaced with Ring Boomerangs.
	- Skull Barrier platform lowered to 64 units instead of 128.
	- Added a rock path to Exit Unit.
	- Raised a section of the lava near the middle Fire Storm bridge to be more visible.
	- Added a couple ladders to the Napalm side of the Ice Slasher platform.

- KNDM03: Wanaans now award frags properly.
	- Rain Flush and Proto Upgrade swapped locations.
	- Three towers where Rain Flush was are now accessible and contain goodies, their height was also lowered.

- KNDM04: Now UDMF format, because I actually needed it.
	- Fence added by the river wall, Mega Weapon pickup at its end.
	- Needle Cannons replaced by Wheel Cutter.
	- Added staircase at the end of the bridge connecting to the forest area.
	- He only appears once per round now...
	- Crusher size reduced.
	- Two ledges in crusher side of the map are now sloped.
	- Tangos replaced with Treble Sentry, one in front of Danger Wrap moved to in front of the new forest staircase.
	- More decoration by the teleporter in the forest, with MM11 Torchman tents by Extus.
	- Fixed software visual bug in wall sky horizon where Scorch Wheel is.
	
- KNDM05: Silver Tomahawks replaced by Thunder Wool.
	- Middle bridge given more visibility.
	- Added a glass window near by the Danger Wrap moat for more visibility.
	- Thunder Wool water pool now has a grate next to it.
	- Used textures from core 3DW1 for underwater lighting effects.
	- Removed two props that core now uses better (boss ones).
	- Some minor decoration here and there.
	
- KNDM06: Thunder Bolt replaced by Electric Shock.
	- New hallway leading from Rain Flush area to middle area.
	- Broken pit by Mirror Buster fixed.
	- Electric lines added to the boundaries of the map, because I forgot to do that last time. Should help while Item-2 surfing.
	
- KNDM07: YES I FIXED THE CORE MAP TEXTURE ISSUES WITH THIS PACK, YOU'RE WELCOME.
	- Laser Buster and Pharaoh Shot swapped places.
	- Ladders leading up to Item-1 and Mega Weapon Ammo where Pharaoh Shot used to be.
	- Death pit is now just a slowdown sand sector, raised so players can just jump out.
	- Flash Bomb replaced with Commando Bomb.
	- Added a platform with pickups to Duo Fist tank for much easier access if using the sandstorm.
	- Grated off most of the upper opening area where Eddie Bomber is.
	- Switched the big health/ammo pickups leading to the M-Tank to Mega pickups.
	- Used various core floors for decoration, as well as some props from MM10COM.
	
- KNDM08: Knight Crush replaced with Spark Chaser.
	- Death pit is now a teleporter to near the Centaur Flash platform. (Should've sent you to the backrooms, ngl)
	- New flashing water texture made from MM3GEM's water texture.

- KNDM09: New rock texture colors, as well as Ducktales 2 textures on the sunken ship.
	- New launch pad crossing the void from teleporter cave to near W-Tank platform.
	- More visibility added to the Power Stone upper area sides, bones added below them as well.
	- More nopes in the distance, and a new roar... (credits are spoilers)
	- Eastern Tango platform re-adjusted, added a big weapon energy pickup beside Tango.
	- Teleporting void into pit now tagged with a 0dmg hazard floor indicator to prevent grief from certain classes.

- KNDM10: Snowstorm fog is now gradual.
	- Solar Blazed replaced by Water Shield.
	- Thunder Bolt replaced by Photon Missile.
	- Ring Boomerangs replaced by Magic Cards.
	- E-Tank replaced by M-Tank.
	- Added Treble Sentry in green hallway connecting Ice Wave area with the other one, replaced the small health pickup.

- KNDM11: NEW MAP! Weather Research Institute - or Cloud Man II/III/IV/insert number here. The weather affects 3d floor traction! New 8-bit textures from Megaman 7 tiles.

- KNDM12: Added new paths connecting the Thunder Claw corners to the middle area.
	- Added (hippo miniboss) platforms by where Item-2 is, with Party Ball in them.
	- Replaced the weapon that was there with Rebound Striker (it's been too long ok? :x)
	- Replaced Noise Crush with Grab Buster.
	- Star Platforms now have voxels.
	- Added a Star Platform near Tornado Blow platform, and another leading to the middle from the Metal Blade/Beat area.
	- Widened entrances into Beat/Star Platform areas from teleporter destinations.
	
- KNDM13: Middle area layout partially revamped.
	- Proto Upgrade replaced by Mega Arm.
	- Freeze Cracker replaced by Deep Digger.
	- Path leading from Needle Cannon hallway outside to either Boomerang/Needle cave or Bubble Lead cave.
	- Exit Units changed back to Treble Sentries.
	- Ladder from Needle/Boomerang cave to middle area raised by 32 units.
	- A few aesthetics here and there.

- KNDM14: NEW MAP! Metal Speedway - the conveyor belt directions can be changed by players!

- KNDM15: Removed obstructions in Ice Wall area next to undersea tunnel.
	- Replaced Thunder Bolt/Silver Tomahawk with Rebound Striker.
	- Removed pillar by Water Wave, placed the weapon in that spot.
	- Middle chains near Water Wave removed, water pit with W-Tank raised by 32 units - two small health pickups added on it.
	- Second Wire added near port area (if it wasn't there already :L)
	- Used bubble aesthetics from KNDM09 for vacuum teleporter, added a new custom texture to its floor.
	
- KNDM16: Layout partially revamped. Lots of new and custom textures added.
	- Added Tornado Hold, Beat Call moved to its platforms.
	- Wave Burners moved downstairs to the new wall areas across where they were.
	- Gyro Attacks now in front of the tower entrances downstairs, covered by a Gas Tank but can still be picked up even if you don't blow the tanks up.
	- Gas Tanks now have voxels, and also explode like they did in the original stage if next to one another.
	- Gas Tanks now properly award frags.
	- Windows are now non-broken and impassable... but they can be shattered to pass through!
	- Fixed the skybox clipping visual issue, thankfully.
	
- KNDM17: Entirely new layout! Considerably smaller than the previous one, and adds bubble bouncers in the surf areas. Pizza time~

- KNDM18: Added a platform with a Meg Health pickup in front of the Crystal Eye pool.
	- Hyper Bomb pillar lowered, can now be reached by jumping.
	- Flame Sword replaced by Water Shield, Flame Sword moved to pillar bridge.
	- Copy Vision replaced by Break Dash.
	- Rush Coils replaced by Wires.
	- Updated green pools to the new gel method.
	- New aesthetics in some areas.
	- Beat Support added by current source where Freeze Cracker is.
	- Darker spots in gel water removed due to causing darkness above the water. Instead, the indicators are green spark (gravity) particles from core.
	
- KNDM19: Entirely new layout! Somewhat bigger than the previous one, but way more organized.

- KNDM20: Teleporters removed, added Exit Unit south and Item-3 north where the teleporters used to be.
	- Count Bomb style changed to Megaman 10's.

- KNDM21: NEW MAP! Pharaoh Man Minus Infinity - the curse areas are represented by their elements, instead of actually cursing players.

- KNDM00: Added teleporters to the ceiling area in both sides of both portals.
	- Gyro Attacks changed to Triple Blades.
	- Silver Tomahawks changed to Gemini Lasers.
	- Wires changed to Wheel Cutters.
	- Added Wild Coil and Copy Vision right after the spring jumps.
	- Laser Buster changed to Mega Arm.
	- Switched Arrow Busters' places with Exit Units', then replaced Exit Units with Eddie Bombers.

- That's about it, I believe. I hope you'll enjoy this update as much as I did working on it. See you next time, if I get to that.
	- Extus (formerly Knux)


v2a:

- ...First off, bear with me. It's been fucking *FOREVER* since I updated this thing, and I may not remember every little detail. Some of these new maps and/or changes have existed for over a year or two now, even! They had just not been released yet. I will say for sure, however, that no map went without being changed up in some way. It's no exaggeration to say that this is the biggest changelog KNDM has had so far.
	
	- And before you ask, I'm cool with you playing this with with *any* mods or whatever. Yes, that includes SH/Unholy. It should be your call on how you want to have fun, you know. Just keep in mind, however, that I cater primarily to vanilla 8BDM in this pack. So if any of your mods break, well, that's tough. And no, I *don't* have any purposefully mod-breaking code placed into this map pack. Sheesh.

- All maps that weren't replaced: ammo and health layout revamped. No seriously, there used to be over 50 pellets of each in most maps... are you shitting me!? Fixed. Fixed until the cows came home.

- 4-Team starts added to all unreplaced maps, as well as the rest, of course.

- KNDM01: NEW MAP! Deserted Space Colony from Journey to Silius. The better weapons are being guarded...

- KNDM02: Most rails have been broken up... careful with the lava!
	- Indentations with lava where players can't fall into now have invisible 3d floors for item usage convenience.
	- Map name changed to "A Conflict Left Uncalcined", and music track changed.
	- Area with fire lines and Napalm Bomb overhauled, different paths added and stairs on Ice Slasher platform removed.
	- East wing: changed up the stairs leading to Ice Slasher.
	- The area containing Skull Barrier now has paths to the sides containing teleporters, as it used to be a dead end.
		- Each of these paths has a W-Tank at their ends.
	- The 3D floor above the M-Tank now has a Tango Roll, with a fire trap on each side firing at it.
	- The skybox 3d floors have been scrapped and replaced with animated textures instead.
	- Various other aesthetic updates, such as new rails made from existing textures.
	- Block Monster linedefs fixed.
	- Just. Ic-- err, Fire. Fire Man. He's on a rock. Because he can.

- KNDM03: North area with Charge Kick overhauled a fair bit.
	- Map name changed to Golden Ridge.
	- Wanaan actors had their name changed to not conflict with the core ones.
	- Thunder Claws replaced with Big Ammo pickups.
	- Dust Crusher replaced with Mega Ball.
	- Search Snake replaced with Plug Ball.
	- Pits and indents in the map raised and/or adjusted for player convenience.
	- Opened a path going indoors through the middle due south where Rain Flush is.
	- Skybox and music track changed.
	- It's supposed to be a gold mine/construction site, so now there's a gold texture... yay.
	- Wily Wars Hard Man textures added, along with other aesthetics.
	- Added some new hanging lamp actors. Borrowed the chain texture from Dive though... kek.
	- Area with Hard Knuckle used to have this double gate... now it's single for ease of access.
	- Eye see you too, Mr. Bond.

- KNDM04: Thunder Beams replaced with Laser Tridents.
		- Then, Silver Tomahawk replaced with Thunder Beam... go figure.
	- The area with Scorch Wheel is now surrounded by slime that slows players down.
	- Forest teleporter space changed up.
	- The forest area's trees now fade in and out of sight. Spoops. There's also less tree trunks.
		- In addition, there's fences through which one can peer at the forest area from the river now.
	- Building with Ice Wave had its floor raised to be a 64 unit pit.
	- Crusher to the east is now automatic... rip switch.
	- Rain Flush platform has jump stairs leading to it now, rather than a ladder needing to be jumped at.
	- Cave with the stairs leading to a W-Tank had its steps organized, rather than being a random mess.
	- Water gravity bug fixed *further*. It still technically happens, but speedily wears off upon jumping/rising.
	- New MMX8 Stage Clear jingle added.
	- Face cave eyes improved. More spoops.
	- Look out for Carl. He lives there.

- KNDM05: Search Snakes and Wave Burners relocated near to where they used to be.
	- Southern Needle Cannon relocated to near boss hallway, between the stairs.
	- Hallway with the stage boss: two small pillars removed, it's now a single one.
		- Entrance to Knight Crush room now blocked, but you can see it through an opening. This is because...
	- Knight Crush area overhauled. It's flooded now!
	- Slash Claws replaced with Silver Tomahawks.
	- Teleporters have their own little area now, near to where they were before.
	- Top Fiend area is a mountain range now, as it was always going to be. :>
	- Some Willy Wars textures added, among other aesthetic adjustments.

- KNDM06: NEW MAP! Braking Winds at Augur Bastion - wind pads, wind launchers, Fan Fiends and gems. Put on airs, now.

- KNDM07: Map name changed to "Real Super Sand", and music track changed. Hopefully we can avoid confusion with MM10COM because I ain't *ever* removing this map. :)
	- In Duel/LMS modes, the sandstorm becomes aesthetic for player convenience. Also, pillars rise in these modes to help get the giant tank prizes... though those would be relevant in non-buckshot Duel only.
	- Tango Roll replaced with Eddie Bomber.
	- Thunder Beam replaced with Rolling Cutter.
	- Flame Sword replaced with Gravity Hold.
	- Gravity Hold platform had its teleporter moved 32 units into the impassable linedef to avoid missing it.
	- New floors and aesthetics around the map. Also fixed that 3d floor confusing people during the sandstorm.
	- Sandstorm color filter re-added properly... didn't lag on testing, but let me know.

- KNDM08: Map name changed to "Citadel of Distortions", because medieval naming is cooler. >_>
	- Various floor heights adjusted (mostly raised LOL) for getting around easier.
	- Flash Bomb/fast current area revamped.
		- Wire removed from said area, and thus, from the map.
	- Southern area with red/blue teleporters revamped a fair bit.
	- Centaur Flash monument has slightly bigger gaps between floors.
	- Area with Knight Crush platform has cool ceiling decorations now.
		- And from there into the water area next to it, there's stairs now. That huge ass water jump *sucked*.
	- Various other aesthetics added.
	- _________ easter egg added. You have *one* chance to pull it off per match/round.
	- e_e

- KNDM09: NEW MAP! Pressure Trench - A map inspired on the nopes of the ocean, and also from Super Metroid's Maridia.

- KNDM10: NEW MAP! Disconnection - Every set of stairs is slippery. Everything else is frozen. And then, the snowstorm.

- KNDM11: NEW MA-- oh, nevermind. Don't hurt me. D:
	- Spread Drills removed from Super Arm area.
		- Because it went to replace Rolling Cutter.
	- Air Shooter replaced with Gyro Attack.
	- Thunder Beam replaced with Blizzard Attack.
	- Indoor cavern area has more running stairs now.
	- Four sets of stairs added in the middle area.
	- Two Beat Supports added in middle area.
	- Various heights adjusted around the map for player convenience.
	- Music replaced with GUTSBOSS.
	- I'm *pretty* sure the GutsLift to the E-Tank is a bit faster now... maybe.
	- More WahWee Wars textures added... barely.
	- Better robot ass. ;D

- KNDM12: NEW MAP! Ring Dream - One night, I had a dream of playing a new Ring Man map. Here it is, brought into reality!?
	- Features the gold block platforms from Cossack Stage 3!
	- ...Sod off, Waveman. You're oil spilled.

- KNDM13: Box area has had its boxes moved a bit towards the walls for more space.
	- All music tracks changed.
	- The playable area where the skull walkers are? You can walk on the walls now.
		- In these, there's now a Big Health and Exit Unit.
	- Skull Walker now changes the map textures to the revisit ones when shot.
	- Some areas are now one-way/pseudo one way.
	- Treble Sentry replaced with Big Ammo pickups.
	- Pathways leading to Star Crash have been shrunk by 64 units.
	- Various aesthetics added, along with more textures everywhere.
	- M-Tank is now an E-Tank.
	- Middle area had its rock platform split.
		- Because I wanted one Freeze Cracker in said crack instead of two on each direction. Crack-ception.

- KNDM14: Various pillars removed/shrunk.
	- Southwest Treble Sentry and conveyor moved to the side, as it was *quite* in the way.
	- Water Balloon area with stairs to each side? Said stairs were shrunk by a lot.
	- Treble Sentries replaced with Eddie Bombers.
	- Teleporter texture error fixed.
	- Various decoration implemented, including new floors.
	- Turboroaders outside the map getting stuck infinitely has been fixed.

- KNDM15: A bunch of shit was changed and/or fixed, to be honest. But from what I remember...
	- Shadow Blade replaced with Wire Adaptor, and placed yet another Wire near the new port area.
	- Beat Support replaced with Eddie Bomber.
	- Port area connecting the areas due Northeast, and nearby Wave Burner moved to it.
	- Teleporters removed. They're now decoration on the unreachable spikes area.
	- Bug causing people to get stuck under the chains of the vacuum teleporter destination fixed.
	- Some obstacles removed.
	- Water gravity not happening in dark sand area fixed... I fucking hope so, at least. It hasn't broken on testing.
	- Some walls weren't void sectors even though they clearly should've been... therefore, fixed.
	- New floor texture and other aesthetic changes/adjustments.
	- Better music quality.

- KNDM16: Corner towers revamped a bit. There's a gas tank in front of their entrances now, too.
	- New skybox and textures, including a recolored floor from MM9DW3 and updated tiles from Nemz's repertoire.
	- Gas Tanks now use MMXtreme sounds and explosion sprites. Implemented by Messatsu.

- KNDM17: All areas were changed up in some way to help players move around more efficiently. Pillars removed, more running stairs, less wide pits, etc.
	- More color coding on the middle area's floors.
	- Fire Storm and Blizzard Attack were moved into a corner near to where they were.
	- Some visual bugs fixed.
	- New boss and victory music added.

- KNDM18: All music replaced.
	- New area with Rush Coil added.
	- Various weapons were replaced/removed/added:
		- Charge Kicks to Tengu Blades.
		- Thunder Claws to single Plant Barrier above the bridge.
		- Copy Vision placed below the bridge.
		- Blizzard Attack to Freeze Cracker.
		- Shadow Blade removed.
		- Ice Wave removed.
		- Needle Cannon removed.
	- Ceiling barriers added near Hyper Bomb platform.
	- Path leading from middle area into fountain and vice-versa has been barred.
	- Various minor aesthetic changes and additions.

- KNDM19: Some trees and pillars removed... too little space, too many obstacles.
	- Flame Blast replaced with Hornet Chaser.
	- Leaf Shield replaced with Jewel Satellite.
	- Dust Crusher removed, with Water Balloon moved to where Dust Crusher used to be.
	- Beagle Boys up to no good. However... it backfires. Look outside where the Arrow Upgrade next to the boss room is.
	- R.I.P.

- KNDM20: Gemini Laser removed, Ice Slasher on its spot now.
	- Thunder Beam re-added, replacing Thunder Bolt.
	- Fire Storm on gold area moved to the mirror area next to it.
		- Some weapons were also moved aside and such.
	- Time Stopper count bombs have less time now. 3 to 2, 2 to 1.
	- Many new floors and some new aesthetics.
	- Atomic Fire bridge is taller now to prevent players below bumping their heads with it (unless it's a mod.)
	- New music track.

- KNDM21: NEW MAP! Ignite Man, from Megaman Time Tangent. Don't piss off the Fire Chasers! Unless it's convenient.

- KNDM00: "A Shade of Simple" added! The robots mock you with their invitation... welcome to the sudden death arena.


v1c:
- All maps: added a new music script - credit goes to Lego for this one.
- Maps with two way teleporters: made them compatible with Zandronum 2. Credit also goes to Lego for the script.
- Maps with underwater areas: Added the new underwater script.
- KNDM01: changed the name of the Killer Bullet actors so that they do not clash with the core ones.
- KNDM02: Complete layout remake which also uses WW Fire Man textures made by Nemz!
- KNDM03: Small aesthetic update, removed some excess health/ammo.
- KNDM04: Fixed a strange bug where players spawning in the forest could jump high once, and 
		  fixed the blurred crusher texture. Forest house modified.
- KNDM05: Fixed the glass by the boss display going up infinitely.
- KNDM06: Added barriers around the map for homing weapons in non DM modes. The platforms leading to Drill Bomb 
		  can now be run over from the paths branching from the middle. Missing Block Monster lines fixed.
- KNDM07: Sandtorm script updated (by Lego) to be less laggy, and teleport destinations changed. 
		  Middle with middle, corner with corner. Middle structure now has an area below it.
- KNDM08: Small aesthetic update.
- KNDM09: Changed the number of Rock Thrower actors so that they don't conflict with balloons in rozpack.
- KNDM10: Large aesthetic update to fix a lot of bad texture placement around the map, and add more detail.
- KNDM11: Area with Picketmen and Fire Storm is gone, added running stairs in some places around the map, and
		  fixed the missing Block Monster lines. Gyro Attack added, Thunder Bolt removed and replaced with Search Snake.
- KNDM12: Rearranged the Vboys close to walls.
- KNDM13: Small aesthetic update.
- KNDM14: Fixed a bug with the conveyor belts that caused them to retain speed on LMS between rounds (by Lego).
- KNDM15: Removed a couple of pillars by the area with Water Wave and green Wave Man pipes.
- KNDM18: Western area widened and modified a little to make it easier to navigate. Hard Knuckle 
		  replaced with Flame Sword.
- KNDM20: Most of the pillars have been removed, the bridge area had its floor lowered and stairs removed, and
		  running stairs were added to the golden area before Mirror Buster's area.
- New map! KNDM21 - Fortified Storage.


v1b:
- Global: Reduced the music size by a very significant amount.
- KNDM01: Gemini Laser changed to Tengu Blade, Mega Ball changed to Remote Mine.
- KNDM02: Astro Crush changed to Lightning Bolt.
- KNDM03: Fixed the metal bridge that had a rock texture.
- KNDM04: Previously known as North Hole, it has been replaced with Isolated Fear, another map.
- KNDM05: Tornado Hold replaced with Wave Burner. Skybox fixed, mostly.
- KNDM06: added more detail to the floors, added a more tolerable skybox. Drill Bomb replaced with Remote Mine, 
		  middle Air Shooter replaced with Tornado Hold, Item 1 replaced with Item 2.
- KNDM07: Sandstorm LMS/TLMS bug fixed (by Messatsu). Sandstorm lines in skybox adjusted to not 
		  start or end in the same place.
- KNDM08: Danger Wrap replaced with Magic Card.
- KNDM09: Noise Crush replaced with Copy Vision.
- KNDM10: N/A
- KNDM11: Ice Slasher replaced with Spread Drill. Gutslifts were updated and thus fixed. Skybox given a proper
		  blue top.
- KNDM12: Created a small path of Vboys due South to ledges should people crash-land on them. Northern 
		  Vboys were spread around, far enough away from the walls.
- KNDM13: The map now has its own music instead of using TOMMUS.
- KNDM14: Fire Storm replaced with Water Balloon.
- KNDM15: W-Tank in underwater sand area replaced with Rush Marine. Wave Burner replaced Napalm Bomb and
		  Crystal Eye. Drill Bomb and Danger Wrap replaced with Ice Wall.
- KNDM16: Skybox redone (but still bugs out a bit for unknown reasons), Fire Storm replaced with Wave Burner.
		  In addition, Gas Tanks no longer have a fire weakness.
- New maps: KNDM17, KNDM18, KNDM19 and KNDM20*! (And I guess KNDM04 also counts, sort of...)


v1ah (hotfix of v1a):
- Most maps: some small tetxure fixes here and there. Little nitpicks.
- KNDM02: switched Flame Sword back to Scorch Wheel.
- KNDM05: switched Super Adaptor and Leaf Shield with each other.
- KNDM06: raised the height of the ceiling by 256 units.
- KNDM07: made the powerups in the huge taks visible. Hiding things in DM is never a good idea.
- KNDM08 and KNDM09: cut down the music a great deal on both. KNDM09 got Sakugarne replaced with Noise Crush.
- KNDM11: added more detail and decoration.
- New map! KNDM16 - Storm Eagle