--
If you're reading this, it means someone has decided to go through the wad post-release and you've found an 
additional not so important goodie! I'm writing this mostly as a memoir of my thoughts and as a thanks to
those who worked with me over the years. I never imagined actually mapping or creating content 
until I ran into MXU, which really made me realize that I like mapping a lot. Over time it's been a 
slow progression of competency and really trying to catch up to the better and faster mappers of each pack 
(Dbab, Aeon, Prog and now Neon) but with Neon being the height of all of the efforts I can give and ideas 
combined with what is left of the active team makes me feel like it was definitely worth it. 

Neon's development was quite hard after year 1, with majority of the initial team dropping out 
leaving their maps behind. Honestly that part sucked a lot, and in my mind at least I wanted to finished
what I started. I felt that I had everything I needed to at least finish but it turned into just being a 
ton of work detail wise, so I slowly went through the maps I had already fixed and started detailing what I
felt I could do easier one by one. It is kinda crazy how dead the project felt, it was quite awful. 

Then Decay came to me one day about Neon, which funny enough is what I wanted to talk about that day, 
but it was moreso the state of affairs, but he came with the idea of a split. We already had enough maps 
to speed the project up, so I hopped on his idea to cut out the remainder of what really was holding the 
pack behind, and already progress felt much better. What really boosted the project up was 
Michaelis, Dragonfly and Killerkouhai's immense support shortly after the split. It was the life 
I had been really looking for the whole time to push the wad forward. 

It's nice to honestly see the end of the line for Neon, everyone on the team has helped play a 
part in the end result of the pack, but there are thanks and praises to be given for sure. 

Decay definitely is a huge contributing factor to the packs success due to his sharp QC skills 
and being able to help pinpoint what is wrong and where, and also he receives a lot due to carrying 
the pack near the end of the release period due to myself becoming too busy to deal with the nuances 
from day to day. 

Combinebobnt was a large factor in structuring the internal workings of the pk3 and even providing a slightly
cleaned up - expanded palette, providing doom2 png converted textures, and a truck ton of recolors. 

Michaelis has been excellent at providing support on cleaning up all the excess in the internal wad itself 
near the end of the project and providing scripting, while also being one to help organize 
compatability with qc:de and d4t. 

Dragonfly gets a lot of credit for providing a good map on such short notice, and also gave skyboxes and 
ideas on how to improve Subnautical. 

Killerkouhai brought a TON of support for all the maps in general, or any maps that we felt could use a 
little extra, and also gave us great graphics and sky textures/ boxes and did advertising for Neon. 

Really without these last 3, Neon would not have been slated for late April, and I have been glad to have worked
on the project and help bring something pretty big into the DM scene, smaller than Dbab and Aeon, 
but just as powerful and impactful. Hopefully I can find time to bring Delta into the scene as well
but I will definitely take a brief break on DM mapping for a while, brief but not long I'm sure. 

Hopefully till next time!

--Razgriz