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		The Deepness Below				
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A fantasy adventure mod for Quake.

By Ryan "Redfield" Johnston
contact: credfield099@gmail.com

Release: 10/01/2018

Sections:
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1) Installation and setup
2) The Story
3) Bestiary & Lore / Tips & Tricks 
4) Tools
5) Credits
6) Mapping/modelling blog
7) Legal Disclaimer
8) Secrets Guide!

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1) Installation and Setup
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1. Extract the contents of the .zip file into your Quake directory
	-Your should have the 'deepness' main folder in your Quake directory along side your id1 folder and all other mod folders

2. Choose your engine (see 'Engines' below) and launch the game by typing 'game deepness' in the main console (access with `).

3. TO START THE GAME: Press ESC to reach the start menu and choose 'New Game' or you can type: map start in the console to be sent to the start map.

Note: These maps support co-op play

ENGINES
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Recommended:
Quakespasm (v0.93.0) or Quakespasm Spiked (v0.93.1)
*See Note about MarkV Below*

All of the new textures and models were created with GL_NEAREST filtering in mind.
In the console type: gl_texturemode GL_NEAREST_MIPMAP_LINEAR to enable nice crisp pixels! 

In all cases you should disable any Darkplaces or QMB style effects or some of the new artwork is replaced.

This mod requires a Quake source port that supports increased limits and alpha masking on models.
Currently Quakespasm/Quakespasm Spiked are the only fully supported engines. It is advised not to use any Darkplaces 
or QMB style special effects when playing this mod as some of the new effects do not translate.

Testing in MarkV v1.99 revealed it was able to display the alpha masked models correctly except in the case of the Seahorse model that also has fullbrights painted on it.
These pixels will display black in MarkV v1.99. You can work around this by setting "gl_fullbrights 0" in the console. This will also disable fullbrights in things like torches,etc.

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2)		The Story				
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You came to the WaterSphere for a new life. To escape the drudgery of the orbital fleets, and the suffering of those worlds where terraforming failed.
The large, blue globe entirely covered in water was coveted by the entire cross system civilization. 
You came to the WaterSphere just to feel alive again.

Large fleets and synthetic island cities were soon established on the surface. The depths of this massive planet were never mapped.
Not long after colonists arrived, stories of the 'artifacts' began to surface.
Some said there were strange idols that floated to the surface with twisted near human forms.
Others whipsered of strange beings with supernatural qualities.
It was of no surprise to you that when the 'Community Government' arrived all known artifacts were allegedly confiscated.

It wasn't long after that until the war started. You'd heard enough about the Community Governments' corruption, and the rumours of atrocities committed.
The Insurrection was able to sieze a large fleet with both surface and orbital vehicles. You found yourself on a surface ship. A real life pirate.
Things went slow for a long while. Enemy action was minimal and you spent your days listening to stories of 'mermaids' and other things that lie below.

The flash came without warning. The fleet's flagship incinerated in an instant. Its sheilding somehow penetrated. The second flash was much closer
and the shockwave smashes you off the deck. As you fall, you see your fleet launch a counter-attack. Hypersonic missiles aimed at Government fleets and cities across the WaterSphere.
You hit the water and sink, unable to swim from shock. The surface of the ocean is burning.

Your vision starts to turn black. Cold death.
But somewhere below a voice is singing to you.
Somewhere Deep Below... 

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3) Bestiary & Lore / Tips & Tricks 
==========================================

It is rumoured that beneath the surface lies an ancient civilization, home to all manner of fantastical creatures.
Whispers tell of strange human like 'merfolk' with supernatural powers, and the vengeful spirits of drowned souls.

A common myth, said to have arisen from the study of an artifact is that of a powerful Witch that overthrew an entire kingdom
and enslaved its populace.

The Trident:
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Said to once have been the weapon of a benevolant ruler, this artifact is rumoured to bestow incredible power to the one who holds it.  

Deep Crystals:
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These pale crystals sparkle with a strange light. They are said to contain the same magic as the Trident. 
(You will probably want to collect these if you see them.)
 
Glut Sharks:
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Always hungry, and always on the hunt. These sleek and menacing beasts are at the top of the food chain in the depths.

Ghosts:
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Said to be the souls of those who have fallen under the spell of the Sea Witch. These fallen warriors now serve her in death.
It is not known if they possess any memory of their former selves. Adept both with a sword and magic.

The Sea Witch:
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Said to be both deadly and beautiful, this arrogant creature is alleged to have conquered and enslaved an entire kingdom.
The source of her strange 'seeking' magic is unknown. 

*If playing in coop mode and one player dies, or is trapped outside a sealed door, portals open at the start of the map allowing you to get back to the action. 

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4) Tools
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Map created in Trenchbroom 2.0
Map compiled with EricW-tools and necros compiling GUI
New models created and painted in Blender
Model skins and new textures edited in mtPaint and Photoshop
New sounds/music created in Goldwave
Textures organised in Texmex
Model flags edited with qmdl
QuakeC compiled with FTEqccgui
New status bar created with adQuedit

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5)		Credits				
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author: Redfield
All new models and monsters by Redfield (see model list for complete credits)
Health potion, shell/nail ammo boxes, and skull models from 'Arcane Dimensions' by Simon O'Callaghan
Original eel monster by Rogue Entertainment
Original id monsters by idSoftware, new "Deep" skins by Redfield
Some textures from The Castle of Koohoo by Vondur, some edited by Redfield
Some textures from Castle Kaahoo by sock, some edited by Redfield
Some textures from ad_magna (sock/Raven Software) edited by Redfield
Some textures from Return to Castle Wolfenstein by Gray Matter Interactive, edited by Redfield
Some textures from 'Retro Jam 6' edited by Redfield
Some new textures by Redfield
All new sounds mixed from public Creative Commons sources by Redfield
Some sounds remixed from idSoftware/Rogue Entertainment Quake and Raven Software Hexen 2 sounds
'Air bubble' sound mixed from sound effect in 'Sonic and Knuckles' by Sega Games Co. 
"Mermaid Song" sound features the voice of Jaymie Valentine, shared with Creative Commons Attribution license, please credit this artist if you use her voice.
New shotgun sound mixed from sound from F.E.A.R. by Monolith Productions  
QuakeC based on the QuakeC source files released by idSoftware, using a v1.06 compiled by Rob Albin
Also used eel.qc by Rogue Entertainment
QuakeC 'delay spawn' code provided by Preach
QuakeC code and technical support provided by: c0burn, Spike, rOOk, Shamblernaut
Modelling technical advice from Kreathor and Bal
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Testers:
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A big thanks to my playtesters for their feedback:
-One True Purple
-c0burn
-Shamblernaut
-Ionous

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Special Thanks:
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Everyone at func_msgboard, the various Quake discords, and the entire Quake community for keeping the game alive
Special Thanks to YOU! for playing this map.

Model list
------------
New models by Redfield:
airbubble.mdl, ammo_crystal(0-1).mdl, anchor.mdl, bolt2.mdl, g_explod.spr, g_trident.mdl, ghost.mdl, glut.mdl, goldstatue.mdl, h_shark.mdl, mermaid.mdl, qursula.mdl, qursulagib.mdl,
seahorse.mdl, seaweed.mdl, splash.mdl, starfish.mdl, v_trident.mdl 
Models by idSoftware and reskinned or fixed(fish) by Redfield:
fish.mdl, g_spike.mdl, gst_spike.mdl, shambler.mdl, wizard.mdl
Models by Rogue Entertainment:
eel2.mdl, eelgib.mdl, eelhead.mdl
Models from 'Arcane Dimensions' by Simon O'Callaghan:
ammo_nails(0-1).mdl, ammo_rockets(0-1).mdl, ammo_shells(0-1).mdl, health_(15,25,100).mdl, misc_skull.mdl

=========================================
6) 	Mapping/modelling blog
=========================================

This mod was inspired by the Quake Underwater Map Jam maps and maybe just a little bit by Walt Disney's The Little Mermaid.
I wanted to do a very short and action packed map. One of my favourite things to do in Quake is play through E1M1 and E2M2 really quickly.
I like the short simple layouts and consistent pacing. The layout of E1M1 is very linear, with not much interconnectivity, but the pacing is great.
The Deepness Below is also a very short, mostly linear map, with some choice of what switches to push next in the ocean part. The layout is perhaps too simple.
The geometry is mostly primitive and blocky, as I like the classic Quake map styles. But I used the Koohoo/Kaahoo textures and some of my own custom textures to help
create a more fantasy like atmosphere. I made the ceilings very high, to add complexity and scale to the environment, and to emphasize the waterfalls which was a theme of the map.
The overall simplicity of the map helped me save time for modelling, where most of the work went.

The new monsters were all meant to fit the underwater 'mermaid legend' theme. The shark 'Glut' was modelled using a Great White Shark profile as a guide.
The 'Ghost' monster originally was made for a large 'Snow White' themed castle I was making, but scrapped that and repainted for use in this map.
The Sea Witch 'Qursula' is meant to represent a cross between Ursula's beautfiul human form and the octopus form seen in the film.
The mermaid model does bear a close resemblance to Ariel, and I used reference images to help paint the models.

Quake's mdl model format is not very good. It lacks accuracy. I do not find the low poly limitations, or texture size limit to be a problem.
These limits are reperesentative of games of that era, and create a unique artstyle when adhered to. 
I wanted to create very nice faces and  human forms (for the upper bodies) of the mermaids, so it was a challenge to shape the faces especially and remain around 1000 polygons.
I mostly relied on paintwork to bring out the detail in the faces, and so these models were uv mapped with a lot of space dedicated to the face.
I used Blender to paint, and although Blender has its share of problems, the paint tools are actually quite nice for creating 'stylized' art. 
I was happy to be able to get eyeliner, eyeshadow and eyebrows all accurately painted on the Sea Witch!
Because there is no UV wrapping on the ID models, there is no space allocation for painting different parts of the model.
For comparison: Rangers face has only approximately 18x18 (324 pixels) for the face, where with UV wrapping the Sea Witch has approximtely 110x100 (11 000 pixels!) for her face
where the skin texture is only about 2.5x larger.

The models were all animated with skeletons, although because of mdl formats low accuracy, they wobble about as they move.
It is neat as a historical curiosity I think. The most time consuming part of the modelling process for me is the painting.
Making a low poly mesh can be quite quick, but making it look better with the paintwork is the hard part. I spent weeks painting a model,
only to find myself back on it several months later to fix something I didn't like. This is mostly because the paint has to be converted to Quakes limited palette.

Making all the new sounds was not fun, as I am not any good at this. I used Goldwave to remix a lot of sounds, until things sounded right.
I mostly relied on the asistance of the Quake community to provide the QuakeC advice for the monsters, but I was able to recycle a lot of code that was useful.
I also was able to do some simple changes, like make the air bubbles respawn for example.

All in all, it was enjoyable to put this strange Quake mod together.
I hope that you are able to get some enjoyment out of it, or perhaps find something useful in it to use in your own project.

Remember to stay true to your ideals and you can accomplish anything.

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7) 	Legal
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The code for this mod is to be considered open source with all consideration given to idSoftware for sharing the Quake source code.
You may use elements of this mod in creation of your own, but may NOT commercialize any such project.
You may use the models I created for this mod in your own NON-commercial project, please credit me Redfield.
Any other assets you use from this mod, you should provide reference to the appropriate author.
If you use assets from this mod, DO NOT also call your mod 'The Deepness Below'.
If you attempt to exploit assets from this mod for commercial gain, you can expect to be prosecuted civilly.
Some of the new artwork/models in this mod are inspired by characters from the Walt Disney Productions "The Little Mermaid" (1989).
I do not own any of the characters in that film. 

SPOILERS BELOW!!!


































SPOILERS START HERE:
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8) 	Secrets guide
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1. The Secret Under the Stairs. When you start in the Deepness Below, you will soon enter a large room with a hole in the floor, through which a waterfall flows.
Past this hole is a set of stairs with a sealed door you need to unlock. Facing the door, on the right side of the stairs is an alcove that can open. You need to
find 2 switches. The first shootable switch is on the pillar directly to the right of the stairs. Look up at the top and you will see it.
The other switch is on the large pillar immediately to your right when you first enter the room. Look towards the
top of the pillar again to find what you seek...

2. The Secret of the Seahorse. When you dive into the large hole in the floor you will swing down into an underwater cave. Be sure to grab the "Sonic" bubble for air.
Look off to your right and you will see a faint glow. This one isn't really that hard...

3. A Cave Diver's Secret. This secret is hidden in the ocean floor area with all the hungry sharks. The cave you want is on the left side when facing the door that leads to the 
Sea Witch's lair. This cave has a shark, some eels and one plinth inside it. The eels emerge from a dark crevice that you can enter to find the secret.

4. There is an unlisted 'uber-secret' that was originally an area to inspect the Sea Witch model quality. This room is still where the Sea Witch spawns and waits for a teleport trigger, as she does
not use the delay spawning method added to the mod. This room has a few concept art photographs that I turned into Quake textures. To see the room you must use noclip (and notarget if you want to 
see the Witch's idle animation). When facing the entrance to the final room where you encounter the Witch, enable noclip and move through the walls to your right. You should see a small square
room detached from the map, it has water in it and is lit by 2 torches. This is the Sea Witch's secret room...