
Unknown Kadath
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Author: Redfield
Contact: credfield099@gmail.com
Gametype: Id1
Build time: 10 months off and on
Play Engine: WinQuake, Quakespasm, MarkV WinQuake, GLQuake
Tools:
-Editor: Trenchbroom (ver. 1.1.6)  by Sleepwalker
-Compiler: TyrUtilities by Tyrann
-Compiling GUI by Necros
Textures: 
-Standard Id texture set from id software
-Some textures from Rogue/Hipnotic mission packs
-Knave textures by Kell
-Some textures from Zerstrer by Nihilism Unlimited
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Installation instructions:

This map is for Id1. Simply extract the Zip contents into your Id1/maps folder. Thats it.

Choose your engine, bring down the console and type skill x
x = 0 (This is easy. You will have a cake walk.)
x = 1 (Normal. You will be tested.)
x = 2 (This is how it was meant to be played. You will be pushed to the extreme.)
x = 3 (I don't play on nightmare...)

Type map redfield1. Enjoy.

The map can be played on WinQuake without any command line parameters. WinQuake is recommended for a truly 90s feel. You may get better performance on some machines by setting -winmem x (x = the amount of RAM you want to allocate) at the command line.

The map be can played on Quakespasm which is recommended. It was also tested on MarkV WinQuake and GLQuake without any noticable issues.

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Story:

Excerpt from the diary of an unknown traveller:

 	...I have come to this barren, stygian wasteland chasing rumors of the existence of the cult of the Old Ones. Of the people encountered in the scarce villages near the border none would speak of the cult save for one destitute old man. He told me how his son had left home seeking the mountains in the northern regions, seeking adventure and fame. His son had written him explaining how he planned to venture to the mountainous peak of Kadath where the gods were rumoured to once live. No one has ever seen Kadath and of those that set out for it, all have vanished or returned in failure. The old man explained that his son never returned home nor wrote again, and after his wife fell ill he wasnt able to mount an expedition to find him. He urged me to cease my curiosities into Kadath and its gods, for convinced as he was that his son had been either abducted by the feared cult or had met his death climbing to the unknown peak. I was resolved to continue in my searches and told the man I would inquire about his son so that he and his dying wife could have a sense of closure.

	 ...Weeks have passed since I left the small village and the old man. I now live in the vast shadows of the northern mountains, the peaks lie hidden above the line of steel grey clouds. There are no people here on this cold, ancient tableau of the gods and I forge on alone with only my supply pack and firearm for defense. The last rumor of the cult I encountered was from a group of shepherds on the plains for below. They had told me about a young man who had come this way months before, seeking Kadath and the path to it through the mountains. They told me of strange lights in the sky at night and horrible sounds being carried on the wind. It was foolish to seek out Kadath they warned, and of the young man they knew nothing other than he had not been seen again.

	...I have survived the cold and the fatigue, but now I am near the summit. The clouds lie beneath me and above a twisted, blasphemous peak that pierces mockingly into the black sky. Is this Kadath?
 
	...I do not know if I can continue. I came across the body of a man this morning, a broken and bloodied form in the snow. Damaged as it was by the elements I knew from the old mans description that this must be his son. Upon inspecting the cold body closer I saw that a gruesome wound had been cut into the mans chest, forming a daemonic symbol I recognized as the mark of the Old Ones. The cult was here. In the dead mans hand was a scrap of paper, bloodied and containing just one word of scribbled text: "Shoggoth." I recoiled in horror. Only in the darkest circles of ancient lore had I ever encountered mention of this abomination. What horrible forces had lured this man here and left him dead in the snow? Were these forces now acting against me, already conspiring to bring about my end? I checked my weapon and supplies and decided to make camp in a small cave as a blizzard approached.

	...Sounds of metal and grinding stone from somewhere outside the cave disturbed me through the night. A strange light emanating from somewhere beyond the nearest peak illuminated the clouds. What could be its source? Unknown Kadath: home to a mighty temple to the Old Ones. I have decided to press on until I can ascertain where the lights are coming from. If the cult is here and has murdered this man I must not let it continue. There is a large opening at the base of the peak ahead; it is where some of the noises seem to originate. I am afraid, but I must know the truth of this. I have my weapon, and I leave this journal in case I do not return. ...

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Mapping notes:

	I have been playing Quake for many years. This is my first map release. The map took along time to make because I had to research how to do everything before hand, and the version of Trenchbroom I was using was prone to crashing. The Quake community has produced some awe inspiring maps, and although this map is meant to be of more abstract Id1 nature, I wanted the level of detail to be impressive (under WinQuake engine limitations). The map is meant to be dark, the path the player advances on is always illuminated so you can see everything, the corners, walls and ceilings are in shadow to add detail. I had trouble with the scale of the map, as it came out a little too small, so the combat was kept tight to compensate for this. It was difficult learning all the entities and triggers to get the combat working, but I eventually got them working. You can see the obvious influence of e1m5 and even some from  e4m4 perhaps my favourite Id maps. 

	I had lots of trouble with the Trenchbroom crashes despite how powerful an editor it is, but otherwise it was reasonable to use. Learning the entities was a challange. Compiling the map everytime I wanted to see a change in lighting or how something played became a bit of a pain, but Necros' GUI made it easier. The process was enjoyable when everything was working and the map was coming along. I have alot of respect for the mappers that have done so much great work and all for free. Ultimately the final challenge was getting everything to work in WinQuake while still keeping a certain level of detail. The map is not perfect but I'm happy with how it all came out. 

Thank you all for playing.

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Secrets guide:

Spoilers below:




















Spoilers start here!:

Secret #1 When the map starts there is a hole the cave wall you can look through to see a super shotgun, but you can't grab it. Walk out of the cave and look left to see an entrance to the secret cave.

Secret #2 When facing the catheral from the start of the map look at the left canyon wall to see a large crevice at the top. There are small ledges you can climb to get up to this crevice but you can't reach them yet. After using the draw bridge you can jump from it over to a small rock near the waterfall and then climb the ledges up to the secret area.

Secret #3 Inside the cathedral on the second floor, go down the right most hallway with the locked door leading to the gold key. There is something different about one of the stained glass windows in this hallway...

Secret #4 After dropping into the caves you advance to see the Super nailgun in some ruins. Before getting it look to your left to see a ledge with a megahealth. How do you get over there? Notice the teleporter at the start of the cave that brings you back to the cathedral, there is something very e1m5 about this teleporter...

Secret #5 You come to a hallway with huge inverted crushing crosses. When you get to the second cross look at the floor and you see a hole; look inside! Now look off the platform to the left and I'll leave the rest to you...

Secret #6 When looking for the plinths you enter a series of caves to find one of the plinths. Advance past the plinth further into the caves to come to some ruins. The ruins have a locked door that opens via a shootable switch in the area. The switch is very near the door.

Secret #7 Inisde the redbrick temple the hallway full of fiends has a wall missing a few bricks. You can look inside and see a gift waiting for you, but how do you get in there? Return to the demon closet that contained a fiend nearest to the secret and there is a brick jutting out that can be pushed.

Secret #8 There is a very important final lift in the level. I don't think I need to tell you what to do with this final lift... 





End spoilers.

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Special thanks:

Thank you to negke and Daz for beta testing and feedback.
Thanks to Tyrann for the excellent utilities.
The entire Quake community for all its awesome work and keeping the game alive!

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Legal Disclaimer:

Quake(copyright) is owned by id Software.

You may not distribute this map for financial gain.
You may not utilize this map for your own projects without obtaining my consent.
You may share the map freely for non-profit enjoyment but must credit me Redfield as the author and include this readme.

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Thank-you

The End

Redfield  





















































  

