v.1.47 - June 20, 2011 Telefrags at spawn should be eliminated completely, Fixed player animation code. v.1.4X - August 19, 2008 Telefrags at spawn should be much less frequent, Shootable doors should open by touch. v.1.20 - July 29, 2006 Guide has been given a physical torch, looks much better in DarkPlaces. Few other small fixes, can't recall. v.1.00 - July 26, 2006 QExpo speedmod competition, original release. --- H. P. Lovecraft's The Beast in the Cave --- "Already my torch had begun to expire; soon I would be enveloped by the total and almost palpable blackness of the bowels of the earth. As I stood in the waning, unsteady light, I idly wondered over the exact circumstances of my coming end. I remembered the accounts which I had heard of the colony of consumptives, who, taking their residence in this gigantic grotto to find health from the apparently salubrious air of the underground world, with its steady, uniform temperature, pure air, and peaceful quiet, had found, instead, death in strange and ghastly form. I had seen the sad remains of their ill-made cottages as I passed them by with the party, and had wondered what unnatural influence a long sojourn in this immense and silent cavern would exert upon one as healthy and vigorous as I. Now, I grimly told myself, my opportunity for settling this point had arrived, provided that want of food should not bring me too speedy a departure from this life." A speedmod by Lord Asaki, on this day, July the twenty-sixth, of the year two-thousand and six. skill 0: one beast skill 1: two beasts, dim torches skill 2: three beasts, stay near the guide skill 3: four beasts, mute, torchless guide In place of your armor is a sanity meter, use what little you have left. Should work in SP and DM maps, supports FrikBot WAY files. SP maps will run better with "deathmatch 1" enabled. For best experience, run in DarkPlaces. Avoid the beasts and find the guide, he will lead you to safety. Bugs: Beasts will get telefragged =/ (edit: fixed...mostly) AI is wonky, I hadn't touched it. Torches stay lit underwater...it's a feature. I don't remember what else. I just may polish this up a bit and release it as a proper mini-mod some day. (edit: ^ in process)