
The Night Journey, a Quake1 single player map pak
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This map pak was originally created by Dustin 'Tronyn' Geeraert and Darren
'Daz' Weekes and released sometime in 2003. Unfortunately, it was unfinished
and had e.g. a lot of entity and progression problems.

I thought this was a shame as the pak had great potential and as the source
maps were also released, I decided to try to rebuild the maps and fix up the
entity issues.

As much as possible of the original pak has remained unchanged to preserve the
atmosphere. Apart from obvious technical issues, lighting and minor gameplay
balance (monsters, ammo etc) has also been changed.

Also, please note that the final level nj4 is still missing due to it never
being released publicly. This means that after finishing nj3b "The Second
Portal", the engine tries to load nj4 which isn't available. Just press F10 and
quit the game.

I hope you will enjoy this pak!

Bengt Jardrup (aguirRe)

Sep 28th 2005



* System Requirements *

This pak should be playable in practically any engine on most Pentium 200 MHz
or better computers with/without hardware accelerated graphics.

Framerates will vary greatly of course, especially in the big levels. Most
modern machines shouldn't have any problems at all.

Note: Besides Quake1, you'll also need the Rogue mission pack "The Dissolution
of Eternity" installed.


* Installation *

Standard procedure by unzipping the files to a separate sub directory
"nightjourney" beneath your Quake directory and adding the
"-rogue -game nightjourney" options to the engine command line. Then either add
the "+map njstart" option or just load the start map from the console with
"map njstart".

You may need to allocate more memory for the engine by adding the command line
option "-winmem 16" (DOSQuake) or "-heapsize 32768" (most other engines).
Adjust upwards if still insufficient.


* Gameplay *

Should be very familiar; spawn, fight, kill, exit. The pak is pretty intense,
so use resources wisely. Especially, don't miss the secret GL near the end of
the start map, you're going to need it ...


* Technical *

Tools that have been used in this resurrection include (but not limited to) :

Editor    : QuArK 6.3.0 (www.planetquake.com/quark)
Build     : TxQBSP 1.12, RVis 2.30 and Light 1.41 (user.tninet.se/~xir870k)
Computers : P4 1.7 GHz 768 MB Geforce3 Ti200 64 MB,
	    Pentium MMX 233 MHz 80 MB Voodoo2 12 MB

Complete rebuild of all seven maps takes about 12 hours.


* Change list (incomplete) *

- Sealed up njstart.
- Repaired damaged brushwork (invisible or penetrable).
- Fixed all entity/trigger issues.
- Transformed all Hipnotic func_spawn entities into standard Q1 teleport
  repository style.
- Improved lighting by moderating light levels and adding ambient lights.
- Remade a large part of the lighting in nj3/nj3b.
- Fixed missing skins to several monsters.
- Added more intermission camera spots (end level display).  
- Fixed many QC/trigger issues that e.g. caused invalid monster kill counts.
  The supplied progs.dat is a bugfixed version of Rogue's that works in any
  Rogue map.
- Fixed invalid SK texture on GK door in nj2.


* Credits (see also other text files) *

Tronyn              for the original material and for permission to re-release
                    it (www.planetquake.com/tronyn)
Scragbait           for testing and feedback
Underworldfan       for review/hosting (www.planetquake.com/underworld)
Rogue Entertainment for the excellent mission pack and for providing QC source
                    code


* Copyright / Permissions *

Same as the original (see other text files).


