e1m1red - Bloody Slipgates
==========================

Date of release        : 12 September 2008

Files                  : maps/e1m1red.bsp
                         progs/keybase.mdl
                         progs/keymed.mdl
                         progs/keyrune.mdl
                         progs.dat
                         e1m1red-src.zip
                         e1m1red.txt (this file)
                         GPL.txt

Author                 : Lardarse (Gregory R. Payne)

Email address          : shrapnel.city@gmail.com

Homepage               : none yet

Description            : Single Player Level for Quake
                         Includes code changes necessary for the map,
                         and sources for both the map and the code

Other maps by author   : none yet

Single Player          : Yes

Cooperative            : Yes - 4 starts, but see below

Deathmatch             : No

Difficulty Settings    : All 4 skill settings supported (see below)

Monster count          : 36/61/84/95

Base                   : The Slipgate Duplex (e1m1rmx) by czg and vondur

Editor(s) used         : GTKRadiant 1.5.0
                         TexMex
                         Paint Shop Pro 7
                         Crimson Editor 3.70
                         qME 3.1

Additional utils used  : hmap2
                         FTEQCC

Textures               : Mostly from idbase_mega.wad
                         Also contains some modified textures

Build Time             : 1 month

Compile time           : bsp: 89.3 seconds
                         vis(level 4): 4517.87 seconds
                         light(-extra4x4): 169.23 seconds

Instructions
------------

Unzip the contents of this zip file into a folder in your Quake folder.

Then start your prefered quake engine of choice with "-game <folder_name>"
in addition to your usual command line options. If necessary for your engine,
you should tell it to allocate a minimum of 32 megabytes.

Once Quake has loaded, go into the console, and after selecting your desired
skill level, start the map by typing "map e1m1red".

Description
-----------

This map is not primarily intended to be a single player experience,
even though that aspect of it has certainly not been forgotten about.
It is intended to be a showcase for a new level design concept.
Other changes have been made to the code as well. These are mainly
to support the map, although some of them also support the concept.

In January 2006, a discussion thread on Func_Msgboard was opened
to discuss difficulty tuning. (http://www.celephais.net/board/view_thread.php?id=42640)
In that thread, metlslime makes a suggestion about including more buttons
than necessary to progress past a certain point, such as a door.
Probably unbeknownst to him, this had been attempted as early as July 1997
by Zied Rieke. (Vivisect Six - available at the single player map archive)
In his map, to open the exit, you had to find a number of blue buttons
that were located in various places in the map (2 on easy, 4 on normal,
and all 5 on hard). To my knowledge, this idea hasn't been used in
any other map since then. Until now...

Scattered across the map are 25 red keys. You will need to use most of these to
progress through the map. Which ones you decide to try and get is up to you.
Some of them are in fairly obvious places. Some of them are in areas that
you may not have had reason to visit before. And some of them are in areas
that were opened up during the refurbishment that took place during QExpo 2008.
Should you wish to know how many of them you currently hold, use "impulse 180".
Are you up to the challenge of finding all 25 keys?

There are also vending machines in some areas of the map. Make sure you look
to the walls as well as to the floor when you need supplies. Some of them
will require you to part with some of your red keys before they will pay out.
These machines are clearly marked, along with the cost of using them.
Also pay careful attention to the backpacks that monsters drop. You will soon
realise that their wares are more useful than you had anticipated.

And one final warning. The forces of Quake that guard this place have awakened
from your nigthmare. No longer do her lieutenants feel that their previous
plans to guard this place were enough to be merely hard, and have assigned
the strongest of their minions to guard the slipgate. They have also made some
changes to the battle plan, to ensure that you never wake up from the nightmare...

Known Issues
------------

Coop play is not fully supported. While the coop starts have been left in,
there are some issues in the code that need to be addressed. Some thoughts
on how to modify the code are discussed in the source package.

In DarkPlaces, it's possible to jump through one of the exploding boxes.
I have been unable to determine what causes it. It can't be done that reliably,
but it can happen if you attempt to do it a few times. Moving it from its
current position would only make it easier to reach other parts of the room
that it is in, so it has been left there.

In most other engines it is not possibly to jump off of exploding boxes.
This makes accessing an item in that area a lot harder. The map has been
modified to compensate for this, but it's still not clear that the item is
still reachable. The other way to access the item is possible, even though
it looks like it shouldn't be. Choose carefully where you jump from.

There is also a slight lighting issue. In an area that is siupposed to be
very dark, there is a streak of light running across it.

Acknowledgements
----------------

Baker, for testing, motivation, and for being a welcome distraction.

czg and Vondur, for creating the e1m1rmx, which I used as the base.

Fat Controller, for writing trigger_give for OUM (which was used as a point
of reference), and for creating the vending machine textures.

Jehar, for testing, discussion that lead to some key placements, and for
providing a version of the QExpo logo to use on a texture. Can you find it?

LordHavoc, for his insight into which monsters are likely to wonder through
a slipgate, and for doubling the MAX_CASTS limit in hmap2, so that I didn't
have to waste over an hour doing a fullvis just to check the lighting.

negke, for explaining to me how to make monsters teleport.

NotoriousRay, for compiling idbase_mega.wad, and for creating the red-themed
textures, including the number textures, as well as the blank crates.

Preach, for his useful knowledge on entity hacks.

And anyone else in #qexpo that I had to ask how to do something.

Legal Stuff
-----------

Copyright (c) 1996 Id Software, Inc.
Copyright (c) 2004 Christian Grawert and Dmitry Svetlichny
Copyright (c) 2008 Gregory R. Payne

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program. (GPL.txt)  If not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
