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Title       : Cloudy with a Chance of Gibs
Date        : July 26th, 2017
File        : jam9_mjb.zip
Author      : Matthew J. "Bloughsburgh"
Website     : http://youtube.com/user/blattymeow
Description : Demonic slaughter house where the "product" pours from meat grinders high above.
Testers     : Mikko "NewHouse" Uusitalo, Khreathor, and Darren "Daz" Weekes

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Installation

1) My map is part of the Jam 9 pack. Follow the installation instructions of the pack itself and my map will be accessible under "jam9_mjb"

***My map was designed to be played with r_wateralpha 1***
When starting my map, r_wateralpha will be (ideally) set to 1. This is normal and intended.

PLEASE SET r_wateralpha to 1 if for some reason you have transparent liquids in my map. It is NOT intended to be played this way.

Bring down the console and type "r_wateralpha 1" without the quotes.

  
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Skill Levels

EASY (0) : Greatly reduced enemy threat.
Designed for "touring" the map.

NORMAL (1) : Balanced enemy threat. Moderate difficulty.

HARD (2) : Increased enemy threat.
Designed for those seeking a challenge or find normal too easy.


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Level Design Process:

This jam was announced right in the middle of the Episode jam which I am currently mapping. Because of this, I initially decided against entering but of course the mapping bug got to me and I did anyway!

For the longest time, I always had an idea of having a fight where you are pitted against large amounts of fiends and you kill them by having them leap into grinders. For this knave jam I decided to try that out!

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Contract Revoked/Knave:
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The theme of this jam was Kell's Contract Revoked/Knave texture set. I will openly admit I didn't follow anything that CR uses (unless unintentionally) and more just went with the Knave theme itself. One element I did like from CR was the slowly breathing objects that are seen in the walls. I wanted to try to make a func_train shoot out like pistons to match the tempo of the track I selected but never got to implementing.

When you think of Knave you will probably have visions of grey brick arches, light globes, book shelves, red windows, and checkered floors. While a beautiful theme, I wanted to stray away from this as I felt it didn't fit with what I had in mind. I applied the Knave theme using the rusty and bloodied metal textures and coarse brown bricks. Meaty, rusty, brown was my theme this time around.
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Layout of the map...or lack thereof)
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The only plan I had for the map was that I wanted to use grinders. For some reason, I thought grinders suspended in the sky with gibs falling from them would be pretty cool. It would maybe be almost like a weather effect but much more morbid. What you see in the map is pretty close to what I wanted. I didn't want gibs to just appear from nowhere so having them come from these spinning meat grinders worked for this purpose. The other factor I had to keep in mind is the performance factor of having these little gib models spawn in and cause slowdown. I have no idea what the capacity is for this performance but I wanted to keep it compatible with even the slowest of machines. Because of this you see a more thinned out version of what I originally conceptualized. This still works fairly well and the theme is brought together soundly I think. The layout of the map is completely impromptu and from my head without any real planning. This lack of layout resulted in a rather abstract map but interconnected and (what I hope) flows nicely.
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Just Quoth things
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This jam uses Quoth which I have used before. Quoth's bestiary involves a lot of meaty monsters with lots of health. I wanted to make sure I used Quoth monsters in a condensed format where each encounter makes the monster shine. The Death Guards are the largest example as I use them as my "sniper" monster. I think their projectile attack is perfect for it and they can also melee if need be. Flak ogres help with having some z-awareness and of course the Death Lord has great mini-boss versatility. The Death Lord is probably my favorite Quoth monster so I of course implemented it in a secret chain! Finding 3 Death Lords and killing them unlocks the true exit. Guants make for great atmosphere with the their high pitched squeals and perch ability. I use a few for the re-population of the map after grabbing the Silver Eye Key. Finally we have Droles and Poylps with the former I never used. Drole are great for a mini-boss like encounter or at least a more significant fight. They are good as corridor guards or long range snipers. The use of the trigger drole jump puts a layer of dynamics into the mix as well. Poylps are utterly annoying to me, almost worse than spawns because they are invisible for most of the time. I decided to just use a few in a place where they can push you off but not to your death. 
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Blood Red
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Another theme used is blood and there are great quantities of it. I decided on redfog as my blood because it had the perfect levels of brightness/texture for my purposes. I have some waterfalls (bloodfalls?) in the map but didn't have a "falls" texture for redfog. Luckily a func_user and fellow mapper by the name of Khreathor helped with that issue! Speaking of, func_user NewHouse helped craft the grinder blades you see spinning throughout!

I love when liquids are illuminated so I did that with the blood. The result is a pleasing red glow coming from blood surfaces. While not blood, I also used a large amount of fence/grate textures. This is a big component of the map and is used heavily throughout the level. It gives a more rusty and industrial look and I think compliments the map's visual theme.

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Brown 
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I was worried that my map's visuals would appear to brown as that is the most used texture (brown brick and cement) but the lighting really helped give its own feeling to the experience. It reminded me of something from DOOM 64 for some reason. Because of the immense brown of the map, I decided to have deep blue platforms be used as a "key gate". The player will notice these blue platforms as they go through the map and will unlock them once they reach the silver key.

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Eyes on the Gibs
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One issue that presented itself is that when a gib model falls into liquid, it makes a hardcoded splash sound. You can imagine what 30 giblets falling into liquid sounds like when trying to shoot baddies. I therefore tried my best to have gibs not fall into blood or created a func_illusionary blood brush that looks like the liquid but is not. There is still splash spam, but hopefully tolerable by most. It was either that or have little to no gibs falling in the main area. Luckily with info_rubble you can control most aspects of the gibs from their size, count, and even what sounds the make! Only 2 or so info_rubbles (of about 4 per grinder) make sounds.

Quoth comes with an Elder worldtype which changes keys to cool eye squids. Of course I am going to use this type of key and I took a step further by making the "locks" actual eyes. NewHouse was able to help me find and create these eye textures which I believe is from eye mod for Skyrim. This really helps present a theme and I really enjoy the (hopefully) originality of it.

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Die to Exit
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Something I wanted to try is have a different type of exit. I wanted the player to lose hope and kill themselves in a grinder to exit the level. I am not entirely certain if in Quoth you can control info_intermissions to the level of complexity I needed so I scrapped most of my concept. I orignally wanted the player to fall into the grinders and trigger a specific info_intermission that would show gibs falling from the grinder you just fell into! Instead you just get the intermission screen when you fall to what is seemingly your death.

However what I also wanted to do and did work is being able to bypass your fate if you solved the super secret. By killing all of the Death Lords, you stop the grinders and then can manuever over and under them to reach the true exit. I think that is a cool little story telling aspect and is my favorite part of the map. If there was more time, I would explore this gimmick and have places that were once unreachable be reachable when grinders stop. Instead I settled for at least one secret requiring this.

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Daily Grind
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This was a stressful project due to time constraints and the overall complexity I set myself up to endure. While I still there are rough edges, I have to expect such things when you only have a limited time to work on a project. I am content with the result and think it will be a memorable entry in Func's Jam 9 map pack! Thanks for reading, you lovely 2 or 3 people! 
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SECRETS:

********SPOILERS ON HOW TO FIND ALL SECRETS**********

1) At the very start of the map, turn around and whack at the discolored wall to reveal the hammer!

2) After your first swim and you arrive at the bridge of bodies, inspect the far corner for 3 impaled corpses in a triangle formation. They mark the secret pool that leads to a yellow armor!

3) When you first dive into the blood in the main room, head left through an opening in the grates to find a thunderbolt! This would be on the left side before you pass through the middle of the grates as you normally would.

4) The Cross of Deflection can be obtained a few ways. One, you can hop on the metal rafters via the top side of the secret (3). The second method is to use the small ledge outcropping of the grate by the stairs that lead out of the blood lake and make a slightly tricky jump.

5) Upon reaching the top of the start area (After your 2nd drole fight) continue through the archway and jump to the skinny ledge that leads to a wall. Hit the wall directly in the center to open a secret door and hop through window and on the spinning grinder metal bar(I know, you should fall off of it but that's far too technical for me to figure out.) and through the next window to grab the Red Armor!

6) Before jumping down after grabbing the Silver Eye key, hug the ledge on your left (facing silver eye switch) to grab 3 large cell packs! You can see the cells from the start area in the window.

7) From (6) jump into the blinking archway. From here, stand on the archway itself and make a tricky jump to the plasma rifle! You can also access the blinking arch from the main rafters along the main path. 

8) Before you drop into the blackness at the top of the map, hug the right corner closest to your entrance of the room. Drop down while hugging this corner to land on a Mega Health!

9) This secret is linked to a chain of mini-secrets (Oh wow, what a surprise! Bloughsburgh is making chained secrets!) In the final room, you will notice three Death Lord statues (one is behind the blood fall). By going near each statue, you will receive a hint to their location. You must defeat all 3 Death Lords and return to their statues to unlock the true exit.
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Death Lord 1: 
Head back to the green brick blood pool room and inspect the large block of blood falls here. You will notice red sprites coming from the falls. Ride the silver eye platform up about halfway and then walk off aiming for the falls. You will fall through and hit a switch which raises the large pentagram door in this room. The Death Lord will be up the stairs (Although you can see him earlier in the stage through the grates!)
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Death Lord 2:
Grab the respawning biosuit from where you first entered the main blood lake and quickly swim back to the otherside of the grates and onto the rising/sinking platform. Here, you will notice a small gap that will allow you to submerge back into the blood on the otherside of once blocked grate area. You can see the entrance by looking for a red light globe. Swim through this dark fleshy cavern while using the red globes as your bread trail. Follow the lights and you will come to an opening where the Death Lord will ambush you. Kill him to make the ground rise and allow you to swim back out to the main blood lake.
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Death Lord 3:
The third Death Lord is behind the Gold Eye Key door. The Gold Eye Key is sitting on a chunk of meat in the center of the main room's grinders. If you view the key from the ground, specifically from the blood current section (after the corpse bridge) you will notice a yellow cross switch is in view of the key. This is what the hint is referring to when you receive it from the Death Lord statue. Head ontop of the grates just before the drop into blackness and inspect for an opening to drop onto the small ledge that contains the switch. Press the switch and watch the the chunk of meat and the Gold Eye Key crash to the ground. Simply dive into the blood once again and locate where the key ended up!

With the Gold Eye Key in hand, head back to the small double grinder room which is located after the first Drole fight. Open the Gold Eye door and drop down into the hellish lair of the final Death Lord. Mind the grinder stuck on the wall as you dispatch your foe. When all Death Lords have been vanquished (Technically you can return when you kill each one.) head back to the final room and touch the statues to end their bind on the death machine. The grinders will come to a halt and you can now fall down through the final grinder to the final battle. This final battle in itself is considered a secret albeit a large one!
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10) With the grinders stopped and the Death Lords defeated, head back to the Red Armor location (see secret 5)  and freely hop onto the now non-lethal stopped grinder. Jump across to the top of the structure where the Silver Eye Key was and look behind the tooth structure. The Yellow Frog button not only counts as the final secret, but it also warps in a Pentagram of Protection for the final true battle! A very handy item to have down there!

*********END OF SPOILERS********


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copyright:        The source map file is included in the zip file if you want to
		  see how something was done in the map.
                  Please do not use any of these assets in any commerical project.

additional        The majority of the textures are based on existing Quake assets
compilers and     BSP/VIS Compilers - TYRUTILS v0.14 by Kevin Shanahan
Dev tools:        Coloured light and LIT support by Bengt Jardrup
		  Light modifications by Eric Wasylishen
                  TexMex by Mike Jackman (organize textures)

engine:           Designed and tested to work with the following engines:

QuakeSpasm 0.92.1

MarkV 1036 (DX9) - Small transparency issue when looking out at blood surface when underwater.

DarkPlaces (Latest Autobuild as of 7/27/2017) Do NOT use RT Lighting. Switch to High or lower for lighting mode.

*Due to the gib rain, demo sizes will be larger and hit particles may disappear (Shotgun bullet marks for example.)
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Map Information:

Game          : Quake SP only
Coop/DM       : No
Difficulty    : Easy 42, Normal 61, Hard 86 - Monsters
Textures      : Modified knavejam2017.wad, ad_start.wad, Eye textures from Argonian Skyrim eye mod, and my own texture of the yellow frog!
Editor        : TrenchBroom 2.0.0
Build Time    : About 3 and half weeks
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Thanks:

-The people of func_msgboard who are happy to provide assistance to anyone
wanting to continue the Quake legacy.

-Bengt Jardup, Eric Wasylishen, Spike, and MH for their compiling tools/modifications/efforts.

-Kristian Duske for creating TrenchBroom and TrenchBroom2. Simply the best Quake editor out there!

-Necros for the compiling GUI which makes life so much easier.

-Func_Msgboard user: Mikko "NewHouse" Uusitalo for his insights on the map's creation and grinder blade brush work. 

-Func_Msgboard user: Khreathor for creating the redfog flow texture for me.

-Func_Msgboard user: PuLSaR for organizing this map jam!

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Distribution / Copyright / Permissions 

Quake I is a registered trademark of id Software, Inc.

This MOD/MAP may be electronically distributed only at 
NO CHARGE to the recipient in its current state, MUST 
include this .txt file, and may NOT be modified IN 
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS MOD/MAP TO BE 
DISTRIBUTED ON CD-ROM WITHOUT PRIOR WRITTEN PERMISSION.

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