        DM6RMX - The Dark Portal
=========================================
SINGLE AND MULTI-PLAYER LEVEL FOR QUAKE 1

NOTE: This level is based on the original Quake deathmatch level 'DM6' by
Tim Willits. 

*title: The Dark Portal
*Release: 08.10.2018
*Filename: dm6rmx.zip
	dm6rmx.bsp
  dm6rmx.lit
	dm6rmx.txt
	dm6rmx.map (standard source map, with Trenchbroom layers)
*Single player: YES (Easy: 85, Normal: 112, Hard: 130, Nightmare: 130)
*Cooperative: YES (4 spawns)
*Deathmatch: YES (10 spawns)

*Author: Andrew "than" Palmer
*E-mail: andyp.123@gmail.com
*Homepage: :(

*Special Thanks:
	-Tim Willits for the original layout.
  -id Software for Quake.
	-EricW, Bengt Jardrup, Tyrann and others for the brilliant compile tools.
	  -any past contributors to the tools for continued improvements!
	-The Func_msgboard and #terrafusion gang for all their help over the years.
  -SleepwalkR for Trenchbroom. Amazing to have a modern editor for Quake!
	-Ben Morris for Worldcraft 1.6a (used for about 60% of the map)
  -Mike Jackman for TexMex.
	-The entire Quake community for still being here 20+ years on!
		This is dedicated to all of you!

*Testers:
	Thanks to these awesome people for testing and suggestions:
	-Shambler
	-OneTruePurple
  -Breezeep


Installation
------------
Copy the files dm6rmx.bsp and dm6rmx.lit to your Quake/ID1/maps directory, then run
the game and type "map dm6rmx" at the console to load the map. If you are late to
the party and new to Quake, the console can be brought down by pressing the ~ key.


Compatibility
-------------
The level exceeds several limits of the original engines, and also has far higher poly
counts compared to the levels that shipped with Quake, so will not run at all on any
of the original executables. I recommend Quakespasm, a very nice cross-platform engine
based on Fitzquake, by Metlslime. Alternatively, some folk like Baker's Mark V engine,
which runs on Windows using DirectX.

Quakespasm: http://quakespasm.sourceforge.net/
MarkV: http://quakeone.com/markv/


LEVEL INFORMATION
=================

Of all the DM remakes I have done, this one has taken by far the longest to complete,
and caused me the most grief. I started off with a rough blockout of the DM6 layout,
which proved a bit small to make a satisfying SP map, so I scaled most of the areas
up considerably, and added a third floor and a fairly large area underneath the
sections that made up the original layout. However, at some point I got stuck on what
to do with the main atrium and didn't touch the map for a couple of years.

Now it's finished, the map barely resembles DM6 any more, but the original layout
remains somewhere tangled in all the new bits I added on.

The gameplay is fairly straightforward, but with a couple of things I've not tried
before, including some non-linear (simple route choice) elements. I think I've managed
to make this work fairly well, even though it was hard to resist adding the super
shotgun in both routes, since I feel kinda naked without it. Although other weapons
do get introduced toward the end of the map, weapons are fairly restrained early on.

---

After I resumed work on this map, I decided to stop using Worldcraft, the editor I
have made all my previous maps with, and switched to Trenchbroom, since it has far
better 3d view performance and is frequently updated with new features. Whilst I'm
really happy with the switch to Trenchbroom, there are certain things it was easier
to do in Worldcraft, and when I look at Worldcraft now, I realise just what an amazing
piece of software it was for something that was released for Windows 95 in 1996.

Anyway, thanks to Trenchbroom and the incredible Quake community, I managed to finally
finish the map. I think if Trenchbroom hadn't existed, or the Terrafusion and Quake
Mapping Discord channels weren't there, I wouldn't have been motivated to finish the
map, but fortunately, both those things exist, and the community hasn't just stuck
around all this time, but has gotten even better! New mappers, new maps, new tools,
and even old mappers (like myself) coming back because somehow Quake never lost its
appeal.



Story
-----

Where was he now? Dave the Quake marine had gone on another painting trip that began
with the promise of capturing rusted walls with his new tube of burnt sienna, but
ended with absolute chaos as the place to which he had ventured turned out to be
bustling with creatures from the Netherworld. Although Dave had managed to kill the
vile creatures, he hadn't managed to do ANY painting, let alone the plumbing he had
been sent to do. After all this, he now found himself in another archaic base, with
walls covered in rust and mould, and the stench of mildew thick in the air.

Dave pulled out his pocketnav computer and ran a scan of the location. Although it
was missing almost any kind of detail, the scan did reveal that there was a slipgate
nearby, although it was one of the weird old kind that Dave saw on TV when he was
a teenager.

Perhaps unsurprisingly, Dave had been an awkward teenager, spending far more time
than was healthy playing videogames and reading about weapons online. He was even
once flagged by the local police as a possible terrorist because he had downloaded
the plans to a 3d printed shotgun and 25 shells. Dave had actually printed the gun,
but the shells wouldn't fire without gunpowder, so he just pointed it at kids he
didn't like and said "bang!". Luckily for Dave, he had been born to affluent, white
parents, so instead of being shot by the police, Dave was given nothing worse than
a stern talking to by the local chief.

Understandably, society didn't like people like Dave. Fortunately, the military did,
and so Dave had joined as soon as he dropped out of school, and now Dave had access
to a real shotgun and 25 gunpowder filled shells. As a bonus, the military gave
every new recruit a trusty axe, a handy fallback for when 25 shells was just not
enough.

Dave ran his scanner once more, picking up a little more detail. He spotted some
movement but it didn't bother him. 

Dave lit a Marboro Light cigarette, its smoke wafting seductively in the cold air,
and the glow softly illuminating Dave's chiseled features. Marlboro Lights really
helped take the edge off, and without them Dave would be nothing more than another
statistic, another marine sliced by the sharp claws of a fiend, or smashed by a
Shambler. With the amazing powers granted by the tabacco in Marlboro Lights, Dave
was able to carve his way through just about any battle. For Dave, Marlboro Lights
were like quad damage, only better tasting, and without such a sudden comedown.

Dave finished his cigarette, flicking it and calmly watching the discarded but roll
into a vent. He put his scanner back in his satchel, cocked his shotgun and crawled
out of yet another duct into the flickering neon light, safe in the knowledge that
with another 19 Marlboro Lights in his pack, he could handle anything that was thrown
at him, even with just 25 shells...



Deathmatch specific comments
----------------------------

There is a token deathmatch mode, but it was slapped together quite roughly, and
is untested, so I'm not sure how it plays. As with most of the other DMRMX levels,
the layout is expanded compared to the original, and item placement completely
different, so don't expect anything close to DM6. Also, since the level has changed
so dramatically compared to the original DM6, it's now quite large and will require
4+ players to make much sense. Perhaps FFA or teamplay would be fun?

As with all my maps, the source is included, so tweak to you hearts content, and
don't forget that if you release a modified version of the level, change the name
of all the files to differentiate them.



BUILD INFORMATION
=================

*Editor: Started in Worldcraft 1.6a, finished in Trenchbroom
*Build Time: No idea, since I lost track and stopped and resumed work a few times.
*Compile Time: BSP: 8 VIS: 96 Light: 11 Total: 115
*Build Machine: i7 4790k @3.5ghz (downclocked due to problems), 16gb
*New Textures: Quake brick and metal, plus many textures I modified.
*Brushes: 7645
*Entities: point: 7643 (1099 lights), solid: 221
*Bugs: I hope not!
*Source included: Yes, see the dm6rmx.map file for a multi-editor compatible map
*Compile Tools: ericw_tools 0.18.1
  BSP      -transwater
  VIS      -level 4 -noambientsky -noambientwater
  Light    -soft -gate 1 -extra4



LEVELS BY THAN
==============

**Quake**
  DM1RMX - The Place of Many Deaths (based on DM1) *IN DEV*
  DM3RMX - The Occupied Base (based on DM3)
  DM4RMX - The Bad Palace (based on DM4) *IN DEV*
  DM5RMX - Round The U-Bend (based on DM5)
  DM6RMX - The Dark Portal (based on DM6)
  DM7RMX - Geophobia (based on DM7)
  APSP3 - Subterranean Library
  APSP2 - Plumbers Don't Wear Ties
  APSP1 - The Final Threat
  SM32 - Shut Up, RPG! (speed chainmap with contributions from RPG, Nightbringer and Gibbie)
  SM28 - Structured Chaos (speed chainmap with most work done by Damaul)
  SM24,25,26,27,29,30,33,34,37,62,99_than (regular speedmaps)
  APDM5 - Castle of Carnage
  APDM4 - The Lava Pools
  APDM3 - Pretend Dead Friend (with SP component)
  APDM2 - The Underground Base
  APDM1 - The Furnace
  APDM0 - The Tower (my first and most awful Quake map)
**Quake 2**
  KTIMPAKT - level pack (multiplayer map pack made with Killer and code by Skull)
  KTDM2 - The Boilerhouse
  KTDM4 - Pretend Best Friend
  KTDM6 - Sandstone Crypt
  KTDM8 - Rage Against The Machine
  APRA2 - Wishful Thinking (Rocket Arena 2 map)
**RTCW**
  MP_Checkpoint - Axis Rail Checkpoint
**Counter-Strike**
  CS_vineyard - The Vineyard
**Duke 3D**
  THE_BASE - The Base (my first finished level!)



DISCLAIMER AND LEGAL INFO
=========================

Disclaimer
----------
With the exception of the exhilaration Dave the Quake marine feels when he smokes a
Marlboro Light, the story, all names, characters, places and incidents are fictitious.
Any resemblance to real life events is purely coincidental. No person or entity
associated with this level received payment or anything of value, other than a
$750,000 cash in a large suitcase and a handjob, in connection with the depiction of
tobacco products, specifically Marlboro Lights (SMOKE! IT MAKES YOU HANDSOME!)

Several animals were hurt during the production of this map, but all were insured.


Copyright / Permission
----------------------
This level is copyright 2018, Andrew Palmer. The author hereby grants the right to
redistribute the level by any means deemed appropriate by users with some limitations.
1. The contents of the archive dm6rmx.zip remain unmodified.
2. If modified, dm6rmx.zip and contents should be renamed to indicate the differences.
3. Distribution is allowed only by people that own at least one, but not more than three
  hamsters. The level data must be sequenced into DNA which is injected into each hamster,
  and hamsters that have been augmented must be inserted into the rectum of those who wish
  to play the level. Playing the level without following this procedure could result in
  an unsatisfactory experience, as having a genetically modified hamster inserted in the
  anal cavity is the experience intended and verified on multiple occasions by the author.

