         DMD - Deathmatch Dimension
============================================
 SINGLE AND MULTI-PLAYER EPISODE FOR QUAKE

Note: The levels contained in this episode are inspired by the Deathmatch maps
that shipped with the original Quake. Some of which I had previously released
under the name DM#RMX. All of the maps have been enhanced to add coloured
lighting, gameplay tweaks etc. and I have finally made the remaining maps in
the series to turn this into a complete episode - Deathmatch Dimension.

* Title: Deathmatch Dimension
* Release: June 9th 2023
* Filename: dmd.zip
* Version 1.02
* Single player: YES
* Cooperative: YES
* Deathmatch: YES
    All levels support all modes, including start
* Custom Progs: Yes, but mostly vanilla. Gameplay on maps is identical to id1
    other than Enforcers now drop 2 cells instead of 5, but there are some
    changes that enable the start map to turn into a level select hub after
    completing the episode.

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

* Special thanks:
- id Software for Quake.
- John Romero, Tim Willits and American McGee for the original DM levels.
- Kevin Cloud and Mike Rubits for the email that motivated me to finish this.
- Matthew Breit (Lunaran) for sharing the textures he made for UDOB
- SleepwalkR for Trenchbroom. Amazing to have a modern editor for Quake!
- EricW, Bengt Jardrup, Tyrann and others for the brilliant compile tools.
- Mike Jackman for TexMex. It still works great in 2023!
- Anyone else making or improving tools for Quake mapping and modding.
- The various testers who kindly helped to make the maps better.
- The Func_msgboard and #terrafusion gang for all their help over the years.
- Quake Mapping and Terrafusion Discords for help and moral support.
- The speed running community for all the awesome videos you guys put out.
    I hope you do some runs on this episode!
- The entire Quake community for still going strong 25+ years on!
	  This is dedicated to all of you!

* Extra special thanks to people who tested maps:
  Zothique and OneTruePurple for helping directly test DMD maps
  2006 DM3RMX (DMD3) Tyrann, Bengt Jardrup, Bambuz, JPL, Spirit, CZG
  2012 DM5RMX (DMD5) Negke, SleepwalkR
  2012 DM7RMX (DMD7) Negke, Necros
  2018 DM6RMX (DMD6) Shambler, OneTruePurple, Breezeep



Installation
============
Extract the contents of this archive into the Quake folder as follows:
  <QUAKE FOLDER>\dmd
If using the Quake remaster Steam release:
  C:\Users\<USERNAME>\Saved Games\Nightdive Studios\Quake\dmd
If you are using the old Steam release
  <STEAM ROOT FOLDER>\steamapps\common\Quake\dmd
Run Quake and enter "game dmd" at the console (press ~ to open the console),
and then "map start" to begin playing from the beginning. You can also
begin a new game from the main menu after loading the mod.

Note: Some engines make loading maps and mods even easier!

Alternatively, you can extract all the files contained in the dmd/maps
folder into your quake/id1/maps folder and play them out of order, or
using a mod such as Copper or Arcane Dimensions.

These maps do not require any special mod, so should work fine with
other game mods active, although I can't guarantee you won't encounter
bugs with certain mods. For instance, DMD6's central encounter is a
little broken in Arcane Dimensions (ad), but the map is completeable.

If you take this path, you should rename start.bsp and start.lit to
something else or just start the game with "map dmd1" at the console
if you wish to play the maps in sequence.

Compatibility
-------------
You will need a modified Quake engine with increased limits to run some
of the levels in this pack. A modern engine will also properly support
some of the features used in the levels, such as transparent surfaces and
coloured lighting, so it is highly recommended that you install one.

The engine I recommended is Ironwail because it supports the animated
skies I've used in this episode, and also has a nice 8-bit shader that
looks really nice (I recommend subtle or balanced, NOT raw). Ironwail also
supports a couple of other things such as lit water, so water and slime
will look much better than in some other engines.

Ironwail - https://github.com/andrei-drexler/ironwail
vkQuake - https://github.com/Novum/vkQuake

If you are running the Quake re-release, you can safely ignore this message,
as it already uses the KEX engine, which supports much more complicated
levels, and lots of enhancements such as coloured lighting and transparency,
however, it does not support lit water or animated skies, so for the optimal
experience, Ironwail is still recommended.

Known Bugs / Issues
-------------------
DMD4 can exhibit strange green lighting around the lava in some engines due
to an issue with the way they blend colours. This does not happen in the
latest versions of the engines listed above.


Levels
======
START - Deathmatch Dimension
DMD1 - It Begins With Two Deaths
  Inspired by DM1 - The Place of Two Deaths, by Tim Willits
DMD2 - Hemophobopolis
  Inspired by DM2 - Claustrophobopolis, by American McGee
DMD3 - The Occupied Base
  Inspired by DM3 - The Abandoned Base, by John Romero
DMD4 - The Bad Palace
  Inspired by DM4 - The Bad Place, by American McGee
DMD5 - Round the U-Bend
  Inspired by DM5 - The Cistern, by Tim Willits
DMD6 - The Dark Portal
  Inspired by DM6 - The Dark Zone, by American McGee
DMD7 - Geophobia
  Inspired by DM7 (remaster DM8) - Acrophobia, by American McGee and David Namaksy
DMD8 - The Edge of Oblivion
  Inspired by Q2DM1 (remaster DM7) - The Edge, by Tim Willits
DMD9 - Sludge Refinery


Background
==========
All the levels in this episode were created by me over an embarrassingly long
period of time. I originally made DMD3 way back in 2006 for Quake's 10th
anniversary, and it was released at an online event called QExpo, which was
an event to showcase the work of mappers, modder and speed runners in the
Quake community.

Note: The map was originally called DM3RMX, or DM3 Remix. The rmx suffix was
first used in E1M1RMX, by CZG and Vondur, which was a remix of E1M1.

Originally, there was no plan to release an entire episode, but after I made
another map in the series (DM7RMX) and later another (DM5RMX) in 2012, it
seemed like I should do them all. However, since making Quake levels is a time
consuming hobby, and one that is quite close to my day job, I didn't have the
motivation to do much more than a couple of abandoned attempts of DM1, DM4
and DM6.

DM6RMX was released in 2018 after I picked up an earlier scrap and finished it.
The Quake community had sort of undergone some kind of renaissance around this
time, probably due to an influx of new mappers, big mods like Arcane Dimensions,
and Trenchbroom, a modern editor for making levels for Quake. I had originally
begun the map in Worldcraft 1.6, which was amazing back in the late 90s, but
barely worked on modern computers and I had begun to hate using it. Trenchbroom
was easy to pick up, and really fast, so I was able to finish DM6RMX with it.

Another four years passed and I didn't do a thing to move toward finishing the
episode until I got an email from Kevin Cloud at id, asking if they could use
DM5RMX as part of a Quake Remaster mod release. Since I'd already made three
other levels in the series, I said I'd like to include them all with some basic
enhancements like coloured lighting and would attempt the other levels if I had
time.

Since then, I've polished the original levels and made another six from scratch
just to finish the episode. A huge amount of work has gone into finishing this
off, and while it is not perfect because nothing ever is, I'm quite pleased
with the result, and really hope people enjoy playing the levels.

Although these levels are inspired by the original deathmatch levels, I doubt
you will notice the original layouts very much. The maps that look closest to
the source material are DMD2, DMD3 and DMD8, but every map has a different
scale, layout additions and a lot of extra details. The texture themes are
broadly similar, with the exception of DMD7 and DMD8, but hopefully you will
notice that I've aligned the textures ;)

DMD9 is an entirely new level, but its theme was based on a map scrap named DM8,
which I found in the Quake map source* that was released by John Romero. There
is almost nothing in the original file but a bit of slime and some base textured
brushes, so that's why DMD9 is a slime filled base.


* I'm pretty sure that Romero released the map source around the time of the
10th anniversary QExpo event. DM3RMX was definitely built by measuring areas
by counting texture repeats, and I think I was also able to extract the entities
from the level using qbsp, and since I knew were they should be, I built the
level around them. The entities in DMD3 deathmatch mode are actually those
ripped from DM3 using QBSP, and this is one of the reasons I kept the deathmatch
mode of that level close to the original.

For some of the other levels, I used the map source as a guide for where things
should be, but I put it in another layer and built everything from scratch in
the end, since the scale of the original maps is not useful for single player,
and honestly the brushwork is quite messy!


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

Disclaimer
----------
The author bears no responsibility for any harm incurred to users of these
maps that occured as a direct result of playing them. Such harm is extremely
likely to occur if users do not take adequate safety precautions.

ALWAYS wear a shower cap while playing Deathmatch Dimension.

Deathmatch Dimension remains a potential safety hazard for chinchillas
(NOT to be confused with chimichangas).


Copyright / Permission
----------------------
Deathmatch Dimension may be shared free of cost via the internet, or on a
Iomega Zip Disk selotaped to the penis of a wild horse. The whereabouts
of the horse must be updated via RSS feed, and users who wish to copy the
data may do so as long as they agree to refresh the selotape upon returning
the disk to horse's penis. Each time the disk is returned, the horse must
be fed a MINIMUM of three carrots. The horse's permission must be obtained
in writing.

You may not sell Deathmatch Dimension or distribute it in a commercial addon
without the express permission of the author.

You may use the provided level source files as a base to build additional
levels provided that it is not for profit, and that credit is given.
