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Title                   : Shifting planes of existence 
Date			: 28-1-2018 
Filename                : movplan2  
Version number          : version 1.1
Author                  : Spipper (aka. Di Gorgonzola on tf2maps.net)
Social media		: @spipper on twitter
Description             : Medium sized map (takes about 5 to 15 minutes to complete) featuring 9 secrets. Features a number of button-operated, movable "planes" (hence the name). Moreover, 
			  my first quake release (oh no). I'm usually mapping for TF2, so it has been excting to try and create a singleplayer map for quake. I'm impressed with the talent 
                          showcased by the Quake community!


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* Changelog *

- Version 1.2 (28-01-2018)
* Fixed the missing Pentagram of Protection.
* Moved the buttons, that operate the shielding panels at the finale, up above the panels. They should now be easier to spot/shoot.
* The button, that operates the platform at the entrance of the Gauntlet, should now be more apparent. It should be more clear now that there is a hole in the mesh at the entrance, 
  and when the player approaches the Gauntlet for the first time, the button is brightly lit while the rest of the arena is dim. Shooting the button will light up the arena. The 
  contrast in lightvalues should emphasise the button more, relative to the surrounding environment.
* Minor lighting improvements.


- Version 1.1 (06-01-2018)
* Added more health on all difficulties (+305 hp worth of extra healthpacks on easy/normal and +265 hp worth of extra healthpacks on hard).
* Moved the NG to the small bridge. 
* Placed a GA on the NG previous location.
* Replaced the GA at the entrance to the Gauntlet with a YA (on normal/easy difficulty)
These changes should improve the pacing of the level, so the beginning of the map isn't as tough anymore.

* Cut a small window into the small door that connects the YA secret to the lobby, in order to make the secret more obvious.
* Moved the Fiend at the gauntlet entrance (on hard difficulty) further into the back of the room.
* Moved the big button in the Gauntlet to the floor (players didn't realise it was a button in earlier versions)
* Added button in the runeroom so the big golden door can be opened form both sides.
* Replaced the crack with a big transparent texture to make the entrance to the Quad/Rockets secret more obvious.
* Gave the entrance to the trapfloor room a more memorable facade in order to prevent disorientarion when teleported to the top of the blue bridge. 
  It is now easier to distinquish it from the Runeroom exit.
* Added small protrusions that mark the safezones in the "masher" section to ease navigation.
* Removed the monster spawning in your face when you return to the trapfloor room, and replaced it with simple bars. The monster was meant to push the player 
  into the Blood Room, but instead of the inteded behavior, the monster had more of a "pull" effect (the players would run up to the monster and blast them in 
  the face with a shotgun). 
* Changed Sentinels to Scrags in the LG puzzleroom.
* Spikeshooter traps added to the keybridge. In order to acces the key, the shooters have to be disabled by shooting the button above them (thus teaching the player
  spiketraps can be covered up with planes. This mechanic will be expanded later on at the finale).
* Instead of killing you instantly, the deathpits know deals 30 damage and teleports you back to safety. Especially the LG puzzle should be less frustrating now. 
* Revamped the finale completely entity-wise: Instead of the floor splitting, the two walls surrounding the player will slowly move, and eventually crush the player. 
  The floor moving up and down have been replaced with a golden platform, and the shamblers have been replaced by spikeshooters. The voresection has also been removed and 
  replaced with sequence where the player has to navigate through planes and avoid fire from a Death Lord.
These changes should hopefully reduce the frustration over the finale, while still keeping up its fast pace and chaos.


- Version 1.0 (26-12-2017)
* Initial release


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* Play Information *


Single Player           : Yes
Cooperative             : Yes 
Deathmatch              : No
Difficulty Settings     : Yes (easy: 60 monsters/ Normal: 92 monsters/ Hard: 118 monsters. The RL is only present on easy skill)

New Sounds              : No
New Graphics            : No
Sound Track             : 7
Demos Replaced          : No
.map   Included         : Yes

Requires the Quoth2_2 mod and a limit-extending engine, such as Quakespasm.

* Extra information *


Texture WAD used: knavejam2017.wad
Editor(s) used  : J.A.C.K and TrenchBroom
Known Bugs      : * The zombies in the "masher" section sometimes won't die, even though they are supposed to be squished by the plane above them.
		  * Jumping into the pit behind the blue keydoor before stepping on the button will offset the teleporttrain by about 1 second relative to the golden platform.
                  * The deathpits will only deal damage half the time.
                  * Noclipping and strafing around the "shrine" (the big pillar the golden platform orbits) while the Death Lord blasts fireballs at you, may crash the map and result in the following error:
                    Host_error: Solid_BSP with a non BSP model (misc_teleporttrain at -1539.066090 -482.051147 -199.133240). The error doesn't seem to occur if you play the section as intended.