Title: Parallax
Filename: parallax.bsp
Release date: first beta released early November, 2022
Author: Spoot (Spootnik)
Discord: spootnik#2115
Email: phorgettable (at) protonmail (dot) com
Play my other map, Wroth, here: https://www.quaddicted.com/reviews/wroth.html

Single Player: Yes
Cooperative 2-4 Player: No
Deathmatch 2-4 Player: No
Difficulty Settings: Yes

Tested with vkQuake

Known bugs: None yet. If you find any, please let me know.

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* Words *
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I wanted to focus more on combat and utilizing progs_dump 3.0 to a larger potential, and creating something that felt essentially like Quake, but had lots of different things going on. I wanted to refresh the mechical elements of combat, while still letting it feel like the same game. So, I took advantage of pd's monster styles, a lot. I also wanted to make the combat hectic and difficult, while not being unfair. So I feel there's  plenty of cover to take from the chaos, and loads of health, but if you get yourself stuck/cornered, or if you forget to keep track of your health and ammo enough, you'll get shafted.

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* On Difficulty *
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Skill 2 is not very different from Skill 1, but has less health, which requires having learned the map and battles. In my opinion, a Normal difficulty should give a player the "full" experience, while a Hard difficulty should add a challenge for someone who enjoyed the game, and so then wants to really learn what's going on in the level (learning the monster spawns, item pickups, etc.). Skill 0 is for those who find it a bit too chaotic, so there are less enemies in more hectic battles. Thus, Skill 1 is recommended, and if you enjoy the map and want to re-play it, Skill 2 should provide a more stressful replay experience. Switch to Skill 0 after you've found it to be too hectic, but remember there are several autosave points. I never really play Nightmare difficulty, and I don't map in its consideration. Play Skill 3 at your own discretion. 

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* Thanks *
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Thanks to Arcane Dimensions for some assets. I edited the Nour model from AD to replace the scrag model, to serve as my boss. 
Thanks to AlekswithaK for providing his .map file for me to observe and learn from, and for the advice. 
Thanks to the Quake Mapping Discord server for always being helpful and fun. 
Of course, thanks to the progs_dump crew for pd3. 
And thanks to The Ranger to "hungh!"-ing all day every day! 

Music used: 
The Hall of Souls (Track 10) from the Original Quake OST

Feedback by Aleks with a K, from the Dwell Episode 1 OST
(https://alekswithak.bandcamp.com/album/dwell-episode-1-the-shifting-domain-ost)

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* Instructions *
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Unzip the contents of the zip file into your /quake/ directory, so that the /wroth/ folder is alongside, not in, the /id1/ folder. Create a shortcut to your favorite Quake engine port in your new /wroth/ directory. Via properties, edit the command line for that shortcut with the following appended to the command line:
 
 -game parallax +skill # +map parallax

where # will be 0 (easy), 1 (normal), 2 (hard), or 3 (nightmare). 

As mentioned above, I didn't plan/test the map for nightmare (skill 3). 
I recommend Normal (skill 1)

Also, remember that if you're on the re-release, extract /wroth/ into the /rerelease/ folder. 

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* Copyright / Permissions *
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Authors may use the contents of this file as a base for modification or reuse.
Permissions have been obtained from original authors for any of their resources modified or included in this file.

You may distribute this file, provided you include this text file, with no modifications. 
You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.  
I have received permission from the original authors of any modified or included content in this file to allow further distribution.