=========================================================================== Advanced engine needed : MBF21-compatible (-cl 21) Primary purpose : Single Player =========================================================================== Title : Hardfest 3 Filename : hardfest3.wad Release date : 28/02/2025 Author : Various Email Address : [redacted] Other Files By Author : Many, many wads - too many to list, even! Description : The final wad in the Hardfest trilogy. Features 38 "hard" maps by 29 mappers. What counts as a "hard" map? I've honestly lost track at this point. Additional Credits to : PROJECT LEAD: finnks13 MAPPERS: Archvile Hunter Cannonball CblBOPOTKA cocytus CrazedCleric Cynder_Thief dashlet finnks13 General Roasterock Gothic Box Gudermannian_func Hebonky HiRon ivymagnapinna JackDBS Makedounia MiracleWater Nootsy_Nootsy raddicted Raith138 Scionox Shove82 stephyesterday suzerduzer taviow thelokk tonytheparrot Treehouseminis vsar TEXTURES: The cool CC4-tex list: NiGHTMARE Espi Eriance Fredrik Johansson Janitor DaGGeR Ola Bjorling Vader XDelusion esselfortium RottKing Nuxius Afterglow AgentSpork RottKing Enjay Huy Pham SargeBaldy Tormentor667 The GothicDM Team The Requiem Team The Eternal Doom Team id Software Raven Software Rogue Entertainment Additional Skies by Mechadon, Eradrop and from TNT:Evilution Assorted textures by Jimmy Magnolia textures by FuzzballFox and 40oz Assorted textures from OTEX by ukiro Moon textures by skillsaw Assorted textures from DBP11, DIY, Lost Civilization, Firerainbow, Deus Vult II, Heretic, Hexen & Duke Nukem 3D Yellow & Pink recolours by finnks13 & taviow SPRITES: Darker Chaingun by Arsinikk Dark BFG by Yugiboy85 from Occula, edits by gabirupee & finnks13 Green Plasma by Ludi Green muzzle flash for pistol & chaingun by gabirupee & finnks13 Black Gloves for weapons by Grimm and MrFireSeth Ultra Rocket Launcher from Doom 64 Weak Cyberdemons from Finely Crafted Fetish Film, grey recolour by finnks13 Green Chaingunner from Cydonia Arachnorb by Jimmy & Yurithehairfan Kobold Warrior by Burgish Grenadier from Supercharge Grenade Mancubus by finnks13 Grenade Projectile from Supercharge (grey edit by finnks13) Veilimp by Vader, Ghastly_dragon & Mike12 Cybruiser by Wolfendoom & Amuscaria, edit by Ravendesk SOUNDS: New Pistol & Chaingun SFX from Deadliest Dem(o(li)ti)on by Scypek2 Arachnorb SFX by Jimmy, id Software & 3D Realms Plasma gun SFX from NoSp3 Kobold Warrior SFX from STRAIN, by the Alpha Dog Alliance Grenadier & Grenade SFX from Quake Grenade Mancubus SFX by id Software & finnks13 Veilimp SFX by Black Isle Studios, Blizzard Entertainment Cybruiser SFX by id Software & Amuscaria GRAPHICS: M_DOOM by Korp TITLEPIC by Christophine Place Palette by gabirupee Invulnerability COLORMAP by Christophine Place ENDOOM by Peccatum Mihzamiz MUSIC: Original Music by: Jimmy Korp LPad Naiad Violet thelokk Scorpius Other Music by/from: AD_79 Bloo Cammy continuum.mid Crunchynut44 DiminishedFifth Dragonfly Jimmy Knightrider of Doom Lee Jackson LPad Maxime Tondreau msx2plus Psyrus rd Revle Ribbiks Snaxalotl stewboy Xaser zan-zan-zawa-veia Fortress 2 Blue Streets of Rage 2 The Binding of Isaac The Binding of Isaac: Antibirth DEHACKED: Altered Fist Damage RNG & Jump Orbs by Ravendesk Grenadier & Grenade based on original implementation by General Roasterock Veilimp by antares031 & Bauul (modified by finnks13, to accomodate sprite changes) All other Dehacked by finnks13 MAP PLAYTESTING: AshtralFiend Brendondle chira Insane_Gazebo LadyMistDragon Lisaancelle NiGHTS108 Ravendesk Scotty (& a bunch of us mappers too :P) =========================================================================== * What is included * New levels : 38 (+1 credits map) Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : No * Play Information * Game : DOOM2 Map # : Map01 - 36, 97, 98, 99 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : No Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : Just over eight months Editor(s) used : Ultimate Doom Builder, Doom Builder X, Slade3, paint.net, DoomWriter Known Bugs : Well the Jump Orbs are really jank, but I'm not sure that counts. May Not Run With : Non MBF21-compatible ports Tested With : DSDA-Doom v0.28.2, Woof v14.5.0 =========================================================================== * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors =========================================================================== =========================================================================== ////////////////////////// ////// MAP LIST ////// ////////////////////////// =========================================================================== MAP01 - Low Simmer Author - CrazedCleric Music - "Good Luck" by Bloo Comments - Tried to make something hard with a relatively low monster count. Happy enough with the result. Enjoy your warmup. ~~~ MAP02 - The Fall of Babylon Author - cocytus Music - "The Grave Digger" by cocytus Comments - I started this map way too late. Hoped to make a sprawling city similar to City of the Unavenged and something bigger than the Root of All Evil, but alas didn't have much spare time. Instead, I created a small-to-medium sized map without a big focus. Just think the looks by the end was the biggest focus with emphasis on lots of mid-textures to divide walls or change brick colour. Lots of traps was added to keep the player on their toes. The Archvile dark pit room is a slight nod to The Metal Age's and the Root of All Evil's Archvile rooms. I guess one consistency (somewhat) was kept across my maps in the series. Anyhow, hope it's not too hard... stay sharp, don't get too cocky :) ~~~ MAP03 - Rhubarb and Custard Author - Cannonball Midi - "Space Train" by Stuart Rynn Comments - A quick entry level map focusing on mostly rocket combat. I don’t know why I chose to use the pink textures to offset the tech gray/white but I guess my last self managed to troll me because replaying this in the test build almost burnt out my retinas… ~~~ MAP04 - Hyperboloids Author - Gudermannian Function Music - "Angry Science" by Xaser Comments - This is mainly inspired by Fractured Worlds and Criticality. My main basis for this map my love for Math and Conic Sections. In every room I tried to implement this. ~~~ MAP05 - Aluminium Eyes Stare Back Author - stephyesterday Music - "Sappers & Moles" by zan-zan-zawa-veia Comments - Making a "hard" map has always been an interesting experience for me, because my favorite types of Doom gameplay are commonly found in challenge wads- tight & cramped rocket-focused combat, platforming, and heavy slaughter, but I'm also like... ass at this game, so my work is often echoing design of that type of content, but more accessible, I guess. I joined Hardfest 3 hot off the heels of finishing Rosy Rubicunda with Mocha, but only really started working on this final version of the map a mere few days before the deadline. There was a scrapped outline that was completely different from this, with a much more complex premise, but I was going through a rough patch of mapper's block so that ended up being thrown out in exchange for a much simpler map. The only thing that stayed from that version is the starting veilimp/archvile fight, which i still think is this map's strongest encounter. The most trouble I had making this was the cave fight, which I still don't think is perfect, but I guess it doesn't need to be. This version of it is slightly easier than initially, but much more enjoyable and manageable, which I think is much more important in the grand scheme of things, even when submitting to Hardfest. Either way, I hope you enjoy my somewhat challenging little breather map, and here's hoping I step more out of my comfort zone in the future. ~~~ MAP06 - Kronofogden Author - Shove82 Music - "Caught in the Shadows" by Jimmy ~~~ MAP07 - Amaranth Station Author - taviow Music - "Sent From Hell" by Crunchynut444 Comments - another old map of mine, this one was also not originally made for Hardfest 3. It was formerly made for a Scythe style project with more casual-oriented gameplay, and that is why the map largely does away with lockins and the usual challenge setpieces that I was so fond of doing in HF2. I took it out of the original project that I made it for because as usual I ended up making it too big and somewhat overdetailed, sort of just missing the point entirely of the speedmappy premise that a Scythe-like project brings. I reworked the final fight to be way harder than it was originally, so that at least that encounter brings the sort of difficulty often expected in Hardfest. Originally it was red, decided to make use of the pinks in Hardfest 3 and I think it looks way better than it did originally. The new color worked wonders for the map, I think. ~~~ MAP08 - Harmony of Pissonance Author - JackDBS Music - "Reflections Insight" by Naiad Violet ~~~ MAP09 - Raisin Bread Author - ivymagnapinna Music - subTerra.mid by Ribbiks Comments - fairly small map with a few D-Dish, kinda awkward encounters, you'll probably do a bit of dying figuring things out. I forget the build time but it was rather short. budgeting your BFG shots is mandatory on UV. visually it's something of a House of Dead Skin reprise, I revisited some of that map's texture choices and curvy geometry and added some new elements with the textures (BRWINDOW, BROVINE2, those NMB ones ribbiks loves), more jagged/angular geometry and better lighting. with that plus the night sky and midi it's a bit of a Crumpets homage as well. this was a great mapping exercise for me, glad to be on here ~~~ MAP10 - Quiet Author - Hebonky Music - "Amethyst Princess" by rd ~~~ MAP11 - The TANROCK2 Experience Author - Thelokk Music - "Angelina woke up with a gun to her side" by Thelokk Comments - Another salvaged piece, from when I briefly entertained taking part in 1X1. It then sat in a solo project for a bit, and now has a third lease on life. Chaotic, sleek, very pale, basically my ideal woman in Doom map form. Enjoy! ~~~ MAP12 - Trial by Combat Author - finnks13 Music - "Submissive Possession" by Naiad Violet Comments - Oh no! You've been captured and put on trial for all those demon killings you did in the last eleven maps! Thank goodness one of the pieces of evidence is the BFG you used. A fairly poor choice on the demons part, that. ~~~ MAP13 - Flight Author - Raith138 Music - "Weary Awakening" by Naiad Violet Comments - I did not make the first room with the intention for this to be a void themed map but it ended up happening a little later. I tried to make a map that had void in it but was still at its core just a normal map. It was definitely tight with me starting the map less then a week before the deadline but it came out well. There is also a lot of mid textures in here including one of my greatest achievements which is the floating working arachnorb portal in the bridge room. ~~~ MAP14 - Sweet Berry Wine Author - Treehouseminis Music - "Ascension" by Psyrus Comments - After making a dark atmospheric map I wanted to do the opposite. Chose green and pink textures and a week later I had this shorter map done. I dont remember what made me think of the bouncy projectile wall boom trick but I decided it sounded fun and hilarious to center a map around it. The secret area is one of my favorite things Ive made. I was watching Vytaan's Lets plays of Capybara(top3 wads of all time for me still) and got more ideas from that. I got a lot of inspiration from Capybara map 14. Mostly the fight that has sound block lines that's based on infighting and careful attack selection, but I put bouncy walls in my version for better or worse. last arena is super RL slop that makes me giggle every time I died on accident because of the bouncy walls. Difficulty low, fun factor high. ~~~ MAP15 - The Blind Leading the Blind Author - General Roasterock Music - "Soilscraper" by zan-zan-zawa-veia ~~~ MAP16 - Distilled Virulence Author - Archvile Hunter Music - "Max Man" from Streets of Rage 2, sequenced by Jose Felix Comments - A small puzzle-slaughtermap I worked on over the course of a few evenings. The main design philosophy was to create an "out of the frying pan into the fire" type of gameplay, where the player doesn't have the means of dealing with the current situation, and in the search of better weapons only makes the situation worse. Dying repeatedly is expected as you experiment and try to work out the best strategy for dealing with the overwhelming opposition. ~~~ MAP17 - Murder System Author - vsar Music - "Xenotime" by Dragonfly & Cammy ~~~ MAP18 - Techno Granadas Author - dashlet Music - techno1.mid by unknown (sorry!) ~~~ MAP19 - Molasses Facility Author - tonytheparrot Music - Fortress 2 Blue - Stage00006.mid "Culture Shock" Comments - A very simple BFG spam speedmap only containing 2 fights,should be maxable in a 3-4 minutes. This map was inspired by the recent wad synami's speedmaps 2. The idea from this map came from the fact that as good as HF2 is, it's full of long maps, especially at the end and I felt that players would appreciate a much more simple, quick and very explosive entry in the middle of the rest, maybe it ended a bit earlier in the map order than I expected, but I don't mind tbh. Hopefully the map is also really fun to speedrun. ~~~ MAP20 - Resurrection Ship Author - taviow Music - "The Cold Unknown" by Naiad Violet Comments - this is a fairly old map of mine, indeed I think it was the first HF3 submission, and it was me trying my hand at a shorter map with a lower monster count after having explored large scale encounters so much in HF2. This is also my first attempt at gameplay that I'm not overly familiar with, and in a lot of aspects I think it shows. Not originally made for Hardfest 3, was supposed to be a simple straightforward map but ended up turning into a whole scary atmospheric resource starvationy sort of map that did not make sense in the original project I made it for. I am proud of the map in a weird way as I think it was a stepping stone toward better execution of similar concepts in the Waffle House wad, but the kind of gameplay that this one incentivizes is very slow paced and deliberate, and perhaps somewhat monotonous if I'm honest, with the amount of waiting that you have to do in several fights. It is something that I don't think I had the maturity as a mapper to attempt yet, especially in the earlier versions of the map where it played even slower. But as always I've tried my best at integrating playtesting feedback into making the best version of the map that I can make, and the (final) version currently in the wad largely sped some encounters up a little bit, which is hopefully for the map's benefit. Anyway, sort of a stepping stone map for me, and it has taught (and continues teaching) me a lot about how to approach (or not to approach) different or more restrictive styles of gameplay. ~~~ MAP21 - Husk of Industry Author - Makedounia Music - "Urchin" by AD_79 ~~~ MAP22 - Watermelon Market Authors - dashlet & raddicted Music - "Cloud 9" by DiminishedFifth ~~~ MAP23 - Curse of Altamira Author - CblBOPOTKA Music - "Majesty of the Starlit Night" by Naiad Violet Comments - Medium sized map with slight non-linearity. The basic premise was in clash of cave environment with technology. The main layout of this map was done in few hours and looked as a three draft arenas. Two rules that I decided to stick to this time are not to start detailing before layout is done (spoiler: i failed) and make more interconnectivity than i usually do. So i added two more abstract regions then, one with tech corridor and blue key area. I couldn't hold back any longer and started greedily adding details. Btw, one of the buildings i added may remind some of a real theater building in my city, guess which one. I liked its unusual shape. One thing i can say surely about gameplay is that it's variative. Map was made in separate time periods, so it absorbed a wide variety of ideas in this way. Originally it was designed to have 2 ways to beat a map, but after that i added unofficial one (it rather do not bring more comfort, for my experience, but anyway i decided to left it). Cave environment allows you to use more darkness, although I don't like a lot of darkness, but seems like i am becoming converted. I am glad with atmosphere that turned out to be on the map. It is especially well supported with Naiad's music composition, this track stuck in my head for a long time. ~~~ MAP24 - The Killing Game Author - Hebonky Music - "Desaturation" by msx2plus ~~~ MAP25 - Remember Citadel Author - suzerduzer Music - "Isosceles" by Psyrus Comments - This map is a sort of tribute to Darkwave0000's "Gutter Grave", from 3 heures d'agonie 2. I've always loved that maps grand scale and the chaos of its fight design. In the end I think I sort of strayed away from what I wanted gameplay wise, focusing more on difficult lock in fights instead of the more freeform style I originally intended for. I tried to put a big spotlight on the ultra rocket launcher in this map, as at the time of submitting there weren't many other maps heavily using it. The RL will always be my favorite weapon in Doom, there's a certain amount of drama that comes with firing it in dense monster clusters that the BFG can't really compare to in my opinion. I did end up including a BFG in the maps secret fight, as I was able to heavily limit the ammo you're given as it uses its own pool of ammo seperate from the plasma, which was fun. Overall, I think the visuals came out great, the final arena really conveyed the sense of scale I wanted. It really elevates some of the duller moments in the map like the path to the red key arena. I also quite like the exit sequence, I tried to make it feel more like you've escaped the map rather then conquered it. ~~~ MAP26 - Infallible Dictator Author - Gothic Box Music - "Apostate" from The Binding of Isaac (Sunlust MAP17) Comments - Dark techbase with moderately infighting-focused combat puzzles. Paul977's work was the biggest visual influence. This map was an exercise in monster usage and creating styles of gameplay I wasn't used to making. ~~~ MAP27 - Holy Dregs Author - Treehouseminis Music - "Resurgence" by Snaxalotl I wanted to do a map that gives the same feeling as looking at artwork from Suguru Tanaka, a Japansese artist that Ive been a big fan of last few years. His art is very red, liminal feeling, very geometric at times. I cant tell if whatever he paints is made out of stone, flesh, or both. Its just vaguely unsettling liminal alien world art. I found some great duketex textures, colored them red in slade, along with a few otex stuff, and had them added to the resources. Its slower paced slaughter, combat puzzle map. Its hard for me to see the big picture in my maps so I do them piece by piece 99% of the time. I like set pieces and lock in fights for the most part. I would say the difficulty is on the low to medium side for this project. I like making fun fights that dont feel too overwhelming, Im not great at this game so I make stuff as had as I would want it and still be fun. Because of release dates, this map is sort of a prequel to my personal set I made after this. The color red has been burnt into my retinas and I can no longer see it. ~~~ MAP28 - Verdant Colony Author - CblBOPOTKA Music - "Canyon" by Ribbiks Comments - It's an inhospitable planet. It seems that it is completely covered with verdure, but the first impression is deceptive - it is poisoned and insecure. But what else do this landscape hide? This map started from strange central building made by reference image and my willing to map in a naturalistic style. Sky was originally magenta, but then i realized that i don't want such acid contrast and choosed such more fitting complementary colors as red and orange. The whole design tends to be unusual and abstract, representing some another planet probably. Talking about fights, i wanted to move away from common slaughter and provide more cooked arenas, where player may try different ways to beat them. Balance with good pace and pressure. And looking back, i found that fights quite fun overall. Only in the finals i broke that rule. Final arena is my both pride and headache. Headache because it tried to break down in a variety of places, nodebuilder was just going crazy! I spent many hours simply debugging this area, and not sure i fixed all the errors. Notice that there is nonzero chance to see some monster stuck in geometry. But I don't regret anything. This arena is designed in the spirit of SF series, there is no safe spot, all dangers forces you to move forward to survive. ~~~ MAP29 - La Scorciatoia Author - Thelokk Music - "Nastrini Viola" by Thelokk Comments - A "run n' gun+" map visually inspired by Deadwing's latest. A good chunk of it comes from a tanked solo project of mine. Wild gameplay and wild texturing: fans of color-coded nu-mapping might want to keep eye bleach handy. ~~~ MAP30 - Goop Cave #7382 Author - Nootsy_Nootsy Music - "The Deepest Secrets" by continuum.mid Comments - The initial idea for this map was to draw a snake on the automap. Bet you can't find it :) ~~~ MAP31 - Fusion Disruptor Author - MiracleWater Music - "Dystension" from The Binding of Isaac: Antibirth, arranged by Revle Comments - Started this thing back in May and chipped away at it on and off for about five months (I’m a slow mapper). But I’m pretty happy with how it turned out, especially the BFG fight on the yellow key path. Originally, I planned for the room to have enemies sprinkled throughout for some incidental combat and then afterwards, re-use the space as an arena fight by spawning a bunch of monsters in. The problem is that the arena is structured as two areas connected by two chokepoints, and spawning a bunch of monsters in really just forces the player to stay in one part of the arena because the chokepoints become saturated with enemies. So I hacked together a contraption that makes it so after an initial wave of combat, monsters only teleport into the part of the arena that the player is currently in. I’m not sure how many people will actually notice this, but I found it really makes the fight more interesting by pushing you back a forth between the two connected areas. ~~~ MAP32 - Infinity Author - finnks13 Music - "Impunitus Annuum" by Korp Comments - This is kind of a sequel to my Hardfest 1 map "Asymptote", featuring the same sort of combat & texturing. This time, it's set in a red hell fortress instead of a tan one. There's also a decent amount more blue. I really like reusing space & morphing it to allow for different fights to take place within the same area, and while I don't do this as often here as I would have initially liked (turns out, it's hard to do it for a map this big :P), it's probably for the best to not spend a 40 minute map entirely within one area! For a while, the map was left without an ending since I decided to give out the Ultra Rocket Launcher, after really enjoying it while playtesting other maps, but I had no idea how to use it. Turns out the best way is, as always, spam revenants :P ~~~ MAP33 - Hopeless Requiem Author - HiRon Music - "Darkened Sanctity" by Naiad Violet ~~~ MAP34 - In My Defense, I Was Left Unsupervised Author - Cynder_Thief Music - "White Mage Pinked" by Naiad Violet Comments - I tried hard to make a good, hard map for Hardfest 3, and I think I succeeded. Likely the hardest, and maybe the best, map I’ve yet made. Mostly highly choreographed rocket launcher fights culminating in large-scale BFG slaughter with a gimmick that’s sure to keep you on your toes. ~~~ MAP35 - Gaugamela Author - taviow Music - "Face in the Fog" by Jimmy Comments - one very lengthy slaughter map focused on large scale battles. I decided to make this map on a whim about 3 days before the end of the extended deadline, and for the rest of that time I made most of the map in a mapping frenzy. I did not have much time to actually think about anything, which may be to the map's benefit, as I don't think I actually wanted to get across much complexity in the mechanics of the fights. It's all about the spectacle, and not very much about the difficulty, though I suspect it should be difficult enough for most people. After the deadline ended, I was thankfully afforded a bit more time to finish the final arena. After the map was done it was a huge struggle to get it running well. I would like to extend my thanks to finnks for coming up with a lot of ideas to get it to a playable state without cutting any of the huge vistas I made, such as slowed down enemies that call A_Look less often and a sprite despawning mechanic for dead enemies. And thanks to ribbiks for creating a tailor made reject table for the map. I am most certain I could not have got it to a playable state without outside help. ~~~ MAP97 - Just Run Author - JackDBS Music - "Hyperloader" by Knightrider of Doom Comments - This one had a dumb history. Originally, it was made for the Junkfood 4 project, but was quickly rejected due to the somewhat obtuse concept/setup (also I'm not sure the project lead understood how maxing the map was possible at the time), and a massive argument ensued. The original name was "An Healthy Dose of Complete Fairness for Dinner", a nod to Junkfood MAP60 as the map kinda looks like it but more trippy. I do wish it was accepted because that set was finished off with 98 maps, even though everyone was adamant to getting to 99. How unfortunate. Thanks to brendondle and hebonky for doing some maxes of the map back when it was that original Junkfood 4 version. Anyways, this is Scythe MAP28 + heavy BFG spam. The timer is not too tight, but I was told it would be dumb to be even tighter. Have fun. ~~~ MAP98 - The Properties Of A Grenade Author - Scionox Music - "13_NightmareScape.mid" by Ribbiks Comments - One of first things i do when mapping for project with custom dehacked is look over heavily and see if i can plan out any ideas based on it, grenade monsters and jump orbs turned out very interesting for some setups and interactions some of which i'm not sure whether they are intended or not in first place xdd53153120598203958230958259038 First few textures chosen created a visual theme Otherwise just platforming, because why not ~~~ MAP99 - Kovácsolják Author - Hebonky Music - depths by Ribbiks Comments - This map started with just the central building, you'd go to each side, do some trickey fights then exit, then the idea came into my head to add a massive pitch black platforming section with a puzzle at the end, and so I did. The word hard was knocking around in my skull when I made an old finale, I submitted it and felt really bad, so over the course of 3 months or so since I've tweaked each encounter, cybruisers were annoying, the full health cyber was annoying, and screw the damn pain elementals. However when I got to the finale, I destroyed the entire thing and put an actual fun fight in it's place. ~~~ Credits Map Author - The Hardfest 3 Team Music - "Game Over Man" by thelokk Comments - Have a lovely stroll through the wad. We've already sent the cleaning crews through, so there's no worry about getting guts all over your boots! Use this time to reminisce about the the incredibly enjoyable parts, the exciting parts, the interesting parts, and (most importantly :P) the bullshit parts. ~~~ Hardfest as a series has been a large part of my life over the last three years. Even though it's ending now, I've had an enormous amount of fun taking part in (and compiling) Hardfest 1, and then running it's two sequels. I've made a lot of my closest friends in the community through these projects and I feel upset that I'm now going to leave it behind me. Thank you to everyone who has taken part in any of these projects (even in the smallest way!), they wouldn't have been anywhere near as much of a success if you hadn't. And if you've played any of these wads, even just a couple of maps here and there, thank you - you had so many wads to choose from, and you chose this one. It means more to me than you could ever imagine. - finnks13