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Title        : AD v1.80 Test Maps
Date         : October 2020
Author       : Simon OCallaghan
Filename     : ad_v1_80testmaps.zip

Audience     : These test maps are designed for LEVEL DESIGNERS who want to
               create maps for AD 1.8 and learn how the new features work

Summary      : A small collection of test maps showing the various new
               features found in 1.8. (Were created and used during dev)
			   The zip file contains working (BSP/LIT) examples of each
			   map and source files, which should work in any editor
			   
			   These maps are designed to work with 1.8 ONLY. They don't
               work properly in vanilla Quake or other mods
			   
Textures     : Mostly uses my new prototype texture set that is included
               in this zip fle. Quake wad file = ad_prototype.wad
	
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Installation
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* Copy this Zip file into your NEW AD 1.8 directory
* Extract the contents of this zip file
* Load your preferred Quake engine and start the AD mod
* If you don't have the AD menu then the mod did not load properly
* Open the console, type "map test_" and press tab to autocomplete

Test Map(s)                 Description
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// New vania items
test_artifact_airtank     : Player takes no damage from being in water
test_artifact_blastbelt   : Player takes no HP/armour damage from lava
test_artifact_jboots      : Player does not take splash damage
test_artifact_lavashield  : Player can do (1-4) extra jumps

// New large systems
test_custom_hud           : All items that affect the HUD layouts
test_passivestate         : Switching monster passive states
test_randomizer           : Chaos System setup and item changes
test_grapplehook          : large playground for the grapple hook
test_intermission_cam     : Shows fog/skyfog/skybox changes
test_misc_camera          : New cinematic camera system

// breakables and knights
test_breakable_pot        : New breakble model system (spawning/monsters)
test_breakable_exceptions : Showing breakable events (explosive/jump)
test_bal_knights          : All new knight skins/poses for ad_tears map

// Misc entities
test_misc_model           : New model stuff (skin/animation/rotation/pathing)
test_misc_mangle          : Different ways to rotate misc_models
test_gibfountain          : Model/gib spawning system from Zer mod
test_marshlight           : Extended Sprite/model entity from Quoth
test_corpse_model         : All corpse models from Quoth with gib system
test_fading_bmodel        : New ways to fade func_wall/illusionary bmodels

// Item/func updates
test_ammo_weapons         : All ammo/weapons with different skins
test_item_progression     : How to setup item progression system
test_light_static         : New static defaults for light models
test_light_styles         : How to change/modify light styles
test_mapvar_portals       : Using map varables across map loads
test_part_trail           : New particle trails on func_trains
test_pg_upgrade           : Changes to the Plasma Gun against Shamblers
test_switch_shadow        : Switchable shadows for breakables
test_angletarget          : New way to move func bmodels in any direction
test_door_elevator        : New platform/lift type using func_doors
test_func_train           : New extra features for func_trains
test_hazard_dmg           : Changes to map hazards via worldspawn
test_playerfall           : Changes to players (fall speed/dmg)
test_playerhpmax          : Changes to player max HP/Mega + steelclaw

// New/existing monsters
test_monster_chthon3      : Different puzzle kill for Chthon
test_monster_deflector    : From Zer Mod, Enforcer with shield
test_monster_dprince      : Floor hazard Death Knight
test_monster_floyd        : Old faithful from Rubicon2 mod
test_monster_judicator    : New boss from Bal with wave attacks
test_monster_justice      : New heavy knight from Bal
test_monster_minotaur     : New minotaur varieties
test_monster_nour         : New boss setups and attack balance
test_monster_rocketeer    : New rocket steering system
test_monster_tarbaby      : Different styles and explosion checks

// Monster related functions
test_sightgroup           : Way to sync a group of monsters together
test_monster_pathing      : Ability to switch monster pathing
test_trigger_monsterjump  : New changes to monster jump triggers
test_trigger_monsterkill  : More ways to kill monsters via scripting
test_trigger_health       : Trigger events on monsters based on % hp

// New/existing triggers
test_trigger_give         : Way to give items to the player
test_trigger_gravity      : Server/entity gravity system
test_trigger_ladder       : New ladder system (push velocity)
test_trigger_push         : New ways to direct the push angle
test_trigger_relay        : New toggle/loop functionality
test_trigger_fog          : New Fog density ranges
test_trigger_skyfog       : New fog system (r_skyfog)
test_trigger_takeartifact : Remove artifacts from player (for boss fights)
test_trigger_teleport     : New teleporter types (projectile/instant)
test_trigger_teleport2    : More teleporter examples with monster
test_trigger_teleport3    : Showing the new instant teleporter
test_trigger_timer        : Scoreboards and timers for special events
test_trigger_velocity     : Triggers based on weapons and player velocity

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Distribution / Copyright / Permissions 

Please do not use any of these assets in ANY COMMERCIAL PROJECT.
and remember to give credit if you use any of these assets.
				  
Quake I is a registered trademark of id Software, Inc.

All of these resources may be electronically distributed only at 
NO CHARGE to the recipient in its current state and MUST include this 
readme.txt file.

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