Deathmatch Dimension Source Documentation
=========================================

The main dmd.zip archive includes not just the mod, but also the
source to compile the progs.dat file (changes listed below).

Progs Changes
=============
Deathmatch Dimension is completely vanilla id1 compatible. All
the gameplay in the regular maps will work identically if the
maps are extracted to id1/maps and played there with a couple
of very small exceptions:

1. Shub-Niggurath instantly gibs and an intermission is shown
  instead of the congratulation screen. This is enabled by a
  flag (2) on Shub-Niggurath when placed in a level.
2. After the intermission screen, the congratulations screen is
  shown, but the player can advance to the next map.
3. If the player has obtained all four runes, they will always
  be returned to start on completing DMD1-DMD9. This enables
  the start map to function like a hub for practicing maps and
  playing them with only default weapons on various skill levels.
4. The trigger_hurt entity can be given a "message" field,
  which allows custom death messages. This is used once in start.
5. Remove the special case code for changing to the next map from
  the start map in the case the timelimit is reached.
6. Enforcers now drop 2 cells instead of 5. 

In addition to the above, the source code is based on a cleaned
and fixed version of the Quake 1.01 source code that fixes
many bugs that shipped with the original game.

I'm not 100% sure, but I think I used the source maintained by
Jason Brownlee, which is available on Github here:
https://github.com/Jason2Brownlee/CleanFixedQuakeC/releases


Map Source
==========
I've also included the source files for all the maps, which can
be opened in any good Quake level editor, such as Trenchbroom:
https://github.com/TrenchBroom/TrenchBroom

Textures needed to compile the maps can be extracted from the BSP
files using a tool such as TexMex, which is still available:
https://www.quaddicted.com/files/tools/texmex_34_portable.7z

Maps can be compiled into bsps using the excellent tools that
have been improved over the years by various people, but are
currently maintained by Eric Wasylishen and can be downloaded
here: https://github.com/ericwa/ericw-tools/releases/

Feel free to modify the maps to your hearts content, but please
do not redistribute without giving credit to me, and also make
sure to modify your map's filename from the original.

You MAY NOT use these maps as a base for any kind of paid content
for Quake or any other game, modified or otherwise.


Per-map Compile Settings:
=========================

These settings will allow the maps to be recompiled to be the
same (or similar, depending on tools used) as those shipped in
the release version of DMD. 

DMD1
qbsp -splitturb -transwater
vis -level 4 -noambientwater
light -lit -gate 1 -extra4 -soft -surflight_subdivide 32

DMD2
qbsp -splitturb -transwater
vis -level 4 -noambient
light -lit -gate 1 -extra4 -soft -surflight_subdivide 32

DMD3
qbsp -splitturb -transwater
vis -level 4 -noambient
light -lit -gate 1 -extra4 -soft -surflight_subdivide 64

DMD4
qbsp
vis -level 4 -noambient
light -lit -gate 1 -extra4 -soft -surflight_subdivide 48

DMD5
qbsp -splitturb -transwater
vis -level 4 -noambient
light -lit -gate 1 -extra4 -soft -surflight_subdivide 64

DMD6
qbsp -splitturb -transwater
vis -level 4 -noambient
light -lit -gate 1 -extra4 -soft -surflight_subdivide 64

DMD7
qbsp -splitturb -transwater
vis -level 4
light -lit -gate 1 -extra4 -soft -surflight_subdivide 64

DMD8
qbsp -splitturb -transwater
vis -level 4 -noambientwater
light -lit -gate 1 -extra4 -soft -surflight_subdivide 64

DMD9
qbsp -splitturb -transwater
vis -level 4
light -lit -gate 1 -extra4 -soft -surflight_subdivide 32

START
qbsp -splitturb -transwater
vis -level 2
light -lit -gate 1 -extra4 -soft -surflight_subdivide 32