
AUTHOR: alexUnder Ros
TITLE: Amusement Inferno
RELEASE DATE: August 2022

DESCRIPTION: My first solo map. Bleak fantasy with industrial bits. Medium sized for 15-25 minutes of playtime. Non-linear and therefore a bit confusing. Also map introduces some sort of stealth gameplay with the ability to eliminate some of the ambushes if appropriate secrets are found in time. All in all experience is harder than vanilla, closer to DOMA difficulty.

DM: No and not intended
COOP: No and not intended

REQUIREMENTS: latest Copper
http://lunaran.com/copper/download/

INSTALLATION:
1. Download & install Copper as it's described in mod's readme
2. Extract content of this map zip into copper main folder so it will be copper/...
3. Add -game copper +map aur1_amuse to your engine shortcut
OR 3. Launch the game and type in the console "game copper"
4. Then type in the console "map aur1_amuse"

*QSS, VK & IronWail are recommended
QSS: https://triptohell.info/moodles/qss/
VK: https://github.com/Novum/vkQuake/releases
IW: https://github.com/andrei-drexler/ironwail/releases

THANKS to Lunaran for creating Copper. THANKS to Makkon for invaluable textures packs. THANKS to BouncyTEM for the music. THANKS to creators of TrenchBroom, Compiler & GUI for Compiler, ModelViewer, TexMex. THANKS to Dumptruck, Fairweather, Markie & Yoder for their video tutorials & level design commentaries. THANKS to all Quake mappers for help & inspiration. THANKS to Quake creators for the game & the engine

SPECIAL THANKS to (in alphabetical order) 4LT, EberN150, Fairweather, Gila, Mazu & Yoder for playtesting & comments

Map source is included. Quake Valve map format
Compiled with  -soft -extra4 -dirt -bounce
Email: erase.rise.erase@gmail.com

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1.00 / Release version made after playtesting on Quake Discord
- Added doors to start area so SSG can't be missed
- Added message at the start area alerting a player that the exit is at the bottom floor and the 4 Orbs are needed in order to open it
- Added message near the start area alerting a player there are signs over doors helping to navigate around
- Added message near the exit reminding a player that it won't open until the Orbs are collected
- Added more monsters into Vores Encounter so it feels more dynamic, evolving encounter
- Tweaked final mob killing sequence, so exit gates will open not instantly but after little pause
- Turned NG secret from just a button triggering ambush into full-scale "space in between the walls" secret
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1.01 / Updated version made after comments on Slipgare Sightseer
- Turned small ammo boxes into large ones at the starting floor & added ammo to some secret areas
- Tweaked knights/barriers ambush doors so no Z-fighting there anymore
- Added some lights in the Vores Ambush room so all vores are normally lit, none are black anymore
- Added flooding lights to stuck-in-pits secret mobs so they're better lit
- Turned spikes in the walls into illusionary ones, because they are pure decorations
- Added sunlight 2 so outdoors are better lit in shadows