Bloody Slipgates - Source Pack
==============================

This file contains e1m1red.map (being the source to e1m1red.bsp) and the
QuakeC source code (being the source to the included progs,dat).

If all you wish to do is map for this codebase without modifying it,
then the main things you need to know are as follows:

item_redkey is the red key. It has the same dimensions as the other key items.

func_door has been modified to take an extra spawnflag (128) to tell the code
that red keys are required to open it, as well as an extra option (.redkeys)
to specify the cost to open the door. For full details, see doors.qc:388

func_keybutton is a new entity, based on func_door, It is provided to allow
easy conversion of buttons in existing maps, as well as to have a button sound
and not a door sound on it, without the need for an entity hack. It can be set
for traditional keys or red keys. Its definition is at buttons.qc:193

trigger_vend is a re-interpretation of trigger_give, first seen in OUM.
While it doesn't have all of the features of its predecessor (most notably,
the absence of armor patching), it does allow more freedom in terms of what
it can give. It also allows you to set a cost (in red keys) for it to provide
its wares. Instructions for its deployment start at triggers.qc:890

To make a monster only appear in nightmare, set .nightmare to 1
To make a monster not appear in nightmare, set .nightmare to -1
Only works for monsters currently.

If, however, you feel like playing around with the code:

Several areas of the code relating to the red keys could use some attention.
These are mostly marked "REDFIXME". A really large thing that probably needs
to be addressed is coop support. Currently, there is nothing in the code that
handles players dying, players losing connection, or the need to combine keys
from two or more players to activate something. If key dropping is added, then
the potential for keys to land somewhere unreachable needs to be considered.
The code that awards a secret for finding all of the red keys is also rather
hacked in. It could easily be extended to multiple secret rewards, if required.

There is nothing restricting the item to just be red keys. With appropriate
code changes and map design, the items could be just about anything that you
can find a model for. Coins may be a considered choice, especially if they are
used to provide access to equipment, rather than for progression from one area
to another. The main reason that I used keys was to save a model precache.

The code needed to enlarge the gap between hard and nightmare can fairly easily
be applied to all things that can be in a map, although I sispect that it would
be extremely tedious to do this. Spawnflags were not used to preserve space
for coop_only/not_coop flags, and for extendability, should another skill level
beyond nightmare be conceived.

And finally, remember one thing. The concepts that I have showcased in this map
are only the beginning of what can be acheived by someone who has more time to
dedicate to mapping. The only limit is your imagination. But remember that all
I can do is provide the tools; it is up to you to decide how to use them...

- "Lardarse" Gregory R. Payne, 12th September 2008
