======================================================================

Title                   : Sinners Ascension
Version                 : 1.1a
Files				    : bots\navigation\tonsa11a.nav
						  docs\It's not that easy.txt
						  docs\tonsaspcmp4_11a.txt
						  gfx\env\mak_purplesky3_*.tga
                          maps\tonsa11a.bsp
						  maps\tonsa11a.lit
						  src\layouts\Floor *.png
						  src\layouts\GIMP map layout.xcf
						  src\making off\Day *.png
						  src\map source\additional_textures1.wad
						  scr\map source\tonsa11a.map
						  src\congrats
Author                  : Tonhao
Description             : Medium runic map with SP, coop and Deathmatch

======================================================================

* Background *

Sinners' Ascension, a place of pain and suffering where those
considered sinners by ancient civilizations are thrown to seek
their own redemption. Today, the place is infested with
creatures of darkness thirsting for blood and fresh flesh.

You have been called on a rescue mission for a Marine from
your battalion who has been captured by a creature, named
the Vore-Master, that has fled to this place. You manage to
communicate with the Marine, who claims to be in danger and
in need of help.

* How to play *

Unzip "maps" and "gfx" folders in your quake\id1 directory.
To play in KexQuake (rerelease) unzip "maps", "gfx" and "bots"
folders in quake\rerelease\id1.
In-game, set the difficult with "skill n" command in console, whithout
the quotes, with "n" being the difficult desired (0=easy, 1=normal,
2=hard, 3=nightmare). After that type "map tonsa11".
If you are playing in kex don't forget to set "scr_usekfont 0" to display
orange/bold messages.

You can play deathmatch with bots in Quake Enchanced Edition, but due to
complexity, bots can't take the red armor and quad damage, unless someone
open the door for them.
The waypoints is for deathmatch only. It will not work in cooperative.

* Play Information *

Single Player           : designed for
Cooperative 1-4 Player  : yes
Deathmatch 2-8 Player   : yes
Difficulty Settings     : yes

New Sounds              : no
New Graphics            : no
Demos Replaced          : no
Sky used                : mak_purplesky3_
.map Included           : yes, but with a twist
.wads used              : QUAKE101, hipnotic, rogue, additiona_textures1, tools.

Software needed to play : Any sourceport with increased limits

* Known bugs *

- Zombies may lie on the ground and not get up again in vanilla.
This is a source code issue, not a map issue.
- Sometimes monsters that fall into lava end up not dying in vanilla.
In this case you will have to kill them manually. Source code issue.
- the map has some vanilla bsp hacks, so there is a chance it will
not work correctly with some mod that changes functions of the source code.

* Construction *

Base                    : New from scratch
Start of Development    : 14/07/2025 (dd/mm/yyyy)
Editor(s) used          : Trenchbroom, ericw-tools, GIMP, TexMex and QEBSPEditor
Tested With             : Vanilla IronWail and IronWail with KexQuake files.

* Aditional Links *

Trenchbroom             : https://trenchbroom.github.io/
ericw-tools v0.18.1     : https://ericwa.github.io/ericw-tools/
GIMP                    : https://www.gimp.org/
TexMex                  : https://www.slipseer.com/index.php?resources/texmex.33/
QEBSPEditor by JPiolho	: https://jpiolho.github.io/QEBSPEditor/
Makkon Skyboxes         : https://www.slipseer.com/index.php?resources/makkon-skyboxes.139/
4LT Tool textures       : https://www.slipseer.com/index.php?resources/tool-textures.258/

My Slipseer page		: https://www.slipseer.com/index.php?members/tonhao.285/
My Youtube channel		: https://www.youtube.com/@tonhera_lives

* Changelogs *

Beta1:
- Playtesting.

Beta2:
- Minor changes in some monsters;
- Increased last arena size;
- Repositioned some textures
- Sligthly decreased ammo and health packs;
- Added arrows in secrets;
- Changed thunderbolt secret trigger position;
- Minor changes to trigger_pushes;
- Clipped doorways;
- Fixed some typos;
- Removed zombies in pillar ascension;
- Player can not telefrag vore maister;
- Added a megahealth and a yellow armor at the last arena;
- Deathmatch: Removed thunderbolt from third floor;

1.0 (Release):
- Fixed a bunch of softlocks;
- Non-Secret author signature;
- Minor improvement in secrets fill lights;
- Changed location of gold key and grenade launcher;
- Minor changes in textures aligment;
- Minor improvements in monster AI and trigers;
- Added a Ring of Shadows in scrag platform;
- Changed pillar buttons;
- Added goodies about development;
- Improvements in deathmatch;
- Added support to KexQuake bots;
- Full vis compiled;
- Added fog settinggs.

1.1:
- Fixed a softlock when the player falls while the platform is ascending;
- Changed delay key to open the spike-door after ascending the pillar;
- Reajusted a lot of textures. Visualy it doesn't semms different;
- Removed a light wall that was not lit;
- Minor changes in spot and switchable lights.

1.1a:
- Minor changes in some trim textures;
- Minor changes in some triggers;
- Fixed an illusionary that was not meant to be part of a group;
- Repositioned an out-of-place brushgroup;
- Re-compiled in a linux system.
