Title    : doom e1m1 quake mix
Filename : de1m1q1.tgz
Version  : 6.0
Date     : 4.27.07
Author   : Cataboligne
Email    : Cataboligne [at] kmfms.com
Credits  : listed below
Web site : http://www.cataboligne.org/
Download : http://www.moddb.com/members/239733/techsavvy/addons

Engine
------
Quake 1, Darkplaces

Construction
------------
Base          : quakedmv converter
Build Time    : 272 seconds
Editor(s) used: Gtk-Radiant 1.4.0, Gimp 2.2.13, gedit 2.14.4, vi
Tools used    : oggenc 1.2.0, quakedmv
Compiling     : any of: hmap2, Txqbsp, qbsp161, Arghlite, rvis, (linux) qbsp + light + vis
Hardware used : AMD 64 3000+, 1G dual channel DDR, Geforce 8600 GT (single)
OS            : Morphix Linux kernel version 2.6.22-3-486
Known Bugs    : may get stuck on a corner if pushing along a wall

Description
-----------
Where it all started - Doom - e1m1 - Hangar.  Remixed for quake one.

Ver 6.0 Notes
--------------
Heard from the peanut gallery: "oh my god...not another doom e1m1.  what is it with you map
makers? we get it already - its the first map of the first awesome most best 2.5D FPS evar!"

None of 'em are like this one tho...why?  Primarily because I'm off the deep end of map
editing.

v1.0: quakedm (useful if deficient utility) translation to q1.  synopsis: sucked.
v1.3: quakedmv (slightly better) translation to q1.  synopsis: still sucked.
quakedmv has many short falls - no texture align, no lighting, doesnt compensate height diff,
but worst of all it doesnt turn every linedef into a brush!  still its better than hand building.
v2.x: converted 1.3 to quake2 with bsp editor. synopsis: much better, quite a few problems gone.
v3.x: converted 2.x to quake3 with radiant.  synopsis: finally looks good - q3 has 24 bit tga.
v4.x: converted 3.x back to quake1 with radiant.  fixed many tex & brush issues that were left.
v5.x: custom version of chaos mod, handles special doom entities.  synopsis: killer at last!
v6.0: subbed quake entities back in for q1 release - fixed some tex issues.  synopsis: quake DM goodness.
v6.1: green light for slime pit room, minor tex tweaks.

This remix has a few things most of the others dont.
1. Insane amounts of time I have spent tweaking textures - main reason I'm off the deep end.
2. Fred substitutes!  most of these are map brushes, but most other mappers leave them out.
(these are templates too for converting any doom map - makes map conversion much easier -
and yes in the v5.x version there is an exploding barrel! gotta love exploding barrels)
3. Switch conversion to quake style "push" switches - no mod needed to implement a "use" key.
(some tricky things like the secret door by the slime pit - try jumping in front of it)
4. Got the walk thru wall in the slime pit room right.
5. Preview of the club doom concept art.
6. Custom hand made tga over-rides so it looks good in engines that allow this - try darkplaces.

Lighting is still a bit dim in places.  Left it that way, I like the dark corners.
The package has override textures installed for darkplaces.  Other engines can use them, like
tenebrae but you will have to move / copy / rename files and | or make other adjustments.
Without the overrides the colors will be washed out by the quake 1 palette.
This is a deathmatch version only - no monsters.

Installation:
-------------

Linux (basic method):
launch any bash style terminal
cd to ${PATH-TO-QUAKE}/quake dir

untar with:

tar xzvf de1m1q1.tgz

verify the following are now installed:

 ./doom_e1m1_quakemix.txt
 id1/maps/de1m1q1.bsp
 id1/maps/de1m1q1.lit   	(darkplaces or .lit supporting engine required)
 id1/env/dsky1_*.tga		(darkplaces req. - if you made this, you have my thanks)
 id1/textures/*.tga		(darkplaces or override enabled engine required)
 id1/sound/cdtracks/track02.ogg	(darkplaces required)

launch:

local (LAN server) -

   darkplaces-glx -listen +map de1m1q1

net server -

   darkplaces-glx -dedicated +map de1m1q1

Connect a client and enjoy

To install on other OS or with other methods, consult information on
installing addons from archive files.  To launch with other quake engines
consult docs for those engines to use mods and custom maps

Credit
------
iD - Doom, Quake and engine releases
?  - dsky1_*.tga craftsperson
Dark Side of Phobos - Hangarmageddon (track02.ogg)



Author Information
------------------
Quaker since the beginning.  Creating maps since ver. 0.12 of BSP in May of '96.
Designing and writing games since the early Commodore 64 days, circa 1983.

Supporter of Open Source Software.  Freedom of information is where it is at.
Open source coder for the conquest project: http://www.radscan.com/conquest.html

Copyrights and Distribution Permissions
--------------------------------------

 QUAKE is a registered trademark of Id Software, Inc. QUAKE, the
 stylized reproduction of the QUAKE trademark, including, without
 limitation, the Q in QUAKE, and the images depicted in QUAKE are
 the copyrighted property of Id Software, Inc.

 Authors MAY use these modifications as a basis for other
 publicly available work, as long as the work is distributed as
 freeware.  Contact me for *.map source files.

 You may distribute this Quake modification in any electronic
 format as long as this description file remains intact and
 unmodified and is retained along with all of the files in the
 archive and no fees other than the costs of distribution are
 charged.

Disclaimer
----------
You are responsible for your own life and choices...deal with it missy.
