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Title          : The Elder Reality
Date           : 14 February 2016
Files:         : retrojam4dlc_pulsar.bsp
               : retrojam4dlc_pulsar.lit
               : retrojam4dlc_pulsar.txt
Author         : Andrey 'PuLSaR' Saenko
E-mail address : pulsar1337@gmail.com
Testers	       : Necros, FifthElephant, Onetruepurple  
Description    : A meduim-sized single-player level that contains at least one 
		 room from each quake episode 4 map (except e4m1).
Notes          : This is the extended version of my retrojam 4 map. 
		 This map requires a modern quake engine with increased limits 
		 to run it.

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Play Information 

Game                    : Quake.
Single player           : Yes.
Cooperative             : Yes. 4 starts (not tested).
Deathmatch              : No.
Difficulty settings     : Yes. 101/169/189 monsters.
New sounds              : No.
New graphics            : No.
CD track #              : 10
Recommended engines:    : Quakespasm, Mark V.
Misc info               : This map uses colored lightning. Make sure you use
			  engine with .lit support.

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Construction

Base                    : retrojam4_pulsar
Editor(s) used          : Jackhammer 1.1.855
Compiling tools         : rebb's modified txqbsp tools, Tyrann's/ericw light tool.
Build time              : 4 days for the original retrojam4 map and 3 months for 
			  the extended version.

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Installation

* Extract this archive to quake\id1\maps\ folder
* launch Quake (Quakespasm or Mark V recommended), drop down the console (~) 
  and type "map retrojam4dlc_pulsar"

==============================================================================
Behind the map

Developing this map was an unusual and interesting experience for me. It started
up with retrojam 4 that was suddenly organized by onetruepurple. I wanted to make
some small map to have a break from the giant metal map I was working on that time.

The theme was episode 4 and I was messing around with ideas of what my map should 
be. Nothing came to mind, so I decided to start from making some references to the
original E4 maps here and there. Retrojam 4 map was not initally planned to consist
of reimagined E4 rooms completely. That idea came out clear after E4M3 part had 
been made: I realised that the map progress was through e4m2 and E4M3 sections, 
therefore the next one should have been E4M4 section.

The idea to extend retrojam 4 map to cover all the remaining episode 4 maps was 
obvious and very inviting to me. I had to make each section visualy unique yet not
looking out of place. It was uneasy because episode 4 itself is a weird mix of 
styles and texturesets. While each of the first three sections (E4M2, E4M3, E4M4) 
was using the texture theme that fit the others pretty well, the succesive maps 
(E4M5-E4M8) were completely different visualy from previous ones and from each 
other. I had to do something with it.

When I make a level I usually pass the stage of finding the visual style for the 
map once, in the beginning of the development, evolving it in the process. In
this map I had to go through that process again with each new section I made. 
I started from making a section pretty similar to the original e4 map. And then 
each section started to change by getting more and more details and different 
textures multiple times.

It took me a week to find the style for E4M5 section. The E4M6 side rooms were 
re-designed 3 times in a different style. E4M7 first pool room also took me a 
long time, ended up without that much difference from the original.

Now I can clearly say that it's much easier (and more enjoyable) to make a new 
map, than re-imagining some existing content.

Gameplay-wise this map is also unusual for me. My favorite quake enemy is ogre, 
while this map's gameplay is based on vores, spawns and shamblers without ogres 
at all. Using spawns has caused a lot of problems: they could deal more damage 
than other monsters if they explode in the face of the player, while may not deal 
damage at all. Therefore I had to assure that player can recover himself in case 
of a bad damage not having the overvelming amount of medkits around at the same 
time. The compromise decision was to place megahealth in the beginning of each 
section to make sure that player is full on health but he cannot save it like 
usual medkit if his health is full (the amount of spawns was reduced too). Lots 
of power-ups placed on the main route felt very E4 also.

The interesting thing was the changing of encounters in E4M4 section. In 
retrojam 4 map that section was made right before the deadline and I was very 
exausted when I was making those encounters. It was a final fight with spawning 
waves of enemies as usual. The main problem was the amount of space in that area. 
Monsters were teleporting in on each side of that area to make sure that at least 
some of them would find player right near the spot where they spawned. That led
to excessive amount of monsters being spawned. It wasn't the final fight anymore 
so I needed to slow down the pace. I decided to let the player spawn waves when he 
is ready for them by using the buttons. Therefore a smaller bunch of enemines would 
spawn looking right at the player which was good. The problem was that player could 
press buttons in any order while I needed to spawn waves in a certain order. That 
ended up in making 'always on your side' system that was spread on many other aspects 
of the map where player can use alternate routes. It's easy to do when you need to 
spawn one monster in one of the two places but it's a little more tricky when you 
need to do this with trigger_counter. The final addition to this system was even a 
(spoiler alert) dynamic secret which was always on the opposite of the route chosen 
by player (thanks necros for the idea).

The biggest problem that was caused by using existing rooms as a base for the
level is the lack of vertical gameplay. The idea was to use the most recognizable
sections of each map. That turned out into almost doom-like layout in terms of
verticality. Unfortunatelly I realised that only after the most part of the map
had been built. The other thing was the lack of an epic feeling due to the size 
of the rooms.

This map also has a (spoiler) super secret which is an alternate exit with its
own final fight in it. It can be finished instead or after the usual final fight.

==============================================================================
Special Thanks

Sandy Peterson for making original episode 4.
Necros, FifthElephant for testing and feedback.
Onetruepurple for organizing Retrojam 4 and testing this map.
Bengt Jardrup, Tyrann, Ericw, Rebb, mh and others for our modern tools.
XaeroX for amazing Jackhammer http://jackhammer.hlfx.ru/
Daz for his youtube channel and twitch streams that made me interested in quake 
mapping again http://www.youtube.com/user/darrenweekes
Metlslime for running func_msgboard http://www.celephais.net/board/
Lots of people from func_ for inspiration.

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Distribution / Copyright / Permissions 

Copyright (c) 2016 PuLSaR
All rights reserved.

Quake is a registered trademark of id Software, Inc.

This MAP may be electronically distributed only at 
NO CHARGE to the recipient in its current state, MUST 
include this .txt file, and may NOT be modified IN 
ANY WAY.

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