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Title       : Airing of Grievances
Date        : November 18th, 2016
File        : retrojam5_mjb.zip
Author      : Matthew J. "Bloughsburgh"
Website     : http://youtube.com/user/blattymeow
Description : Retro style cramped sewer/wind tunnel system.
Testers     : Scooter

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Installation

1) Place retrojam5_mjb into your Quake\id1\maps folder

2) Run Quake and bring down the console

3) Type map retrojam5_mjb

4) Enjoy!

***My map was designed to be played with r_wateralpha 1***
  
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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:

With the short deadline of 5 days and the difficult theme of wind tunnels, I at first decided against participating. Obviously at some point I changed my mind!

Retro jams are different than regular jams in the fact you are supposed to pay homage to the original id1 Quake maps.

For that, I see a few elements:

-id1 gameplay only (Obviously no mods and should be able to run with WinQuake.exe
-Chunky brushwork, lax texture work.
-Good gameplay flow, all skill levels planned out.
-No colored lighting

Add to that, the E3M5 wind tunnel theme:

-Wind tunnels, featuring trigger_push.
-E3M5 texture set of metals, coppers, and more metals.
-Water logged, damp, dark.
-Loop back through previous areas, trigger opening of new sections.

Okay, so in order to keep my thoughts in place let us just stroll through the requirements!



Vanilla always tastes good:

Pretty simple, do not use mods such as Quoth or Arcane Dimensions. This may sound like a no brainer but you have to remember the original id1
entities and progs have some primitive appliances. The worst of them being how to teleport monsters into the map. The other issue is the lack
of certain flags such as turning off a trigger and turning it back on. You can use map hacks for these type of occurances but I wanted to stay hack free.

Chunky but also smooth:

The wind tunnels features mostly large rooms with minimal brushwork with detail usually just being some extra metal bars on the walls.
There are slopes on the sides of most rooms and gives it this kind of funnel type look. I decided to do the same except I went with a more cramped and condensed space rather than airy and open.
This wasn't intentional and at first I wanted the map to be just two rooms. One would be the start area where you ride a tunnel to a very large room where the rest of the map took place.
You can actually see this large second room in the form the of the main hub area with the final battle, the bridge, and intial entry point all actually just brushes in a large cube.

Flow control:

Playing through E3M5 you will notice there are no keys, a few buttons, and a lot of drawing of bars. The main path is to ride a tunnel, go through some arbitrary rooms and then arrive back
via bar drawing access. Then you repeat this another time. That's basically the wind tunnels in a nutshell. I tried to mimic this flow by having the player loop to a few areas that would remove barred
paths once you come from a different angle. The largest effect being when you drop to open the bars that lead to the rune. The message "These bars seal your fate" is an actual message that prompts when
you touch the underwater bars in the original map. I liked this rather random message, and wanted to pay homage to it.

The colors duke, the...lack of colors!

Initially I was going to have colors in the map. All of those yellow light textures beg for some soft yellow glows...but since this is a retro jam and you are supposed to honor the
purity and simplicity of the original maps, I decided to keep it plain and white! The interesting thing is the way the textures work, it looks like some lights are giving off yellow lights.

Wind in my pipes:

Perhaps the greatest thing I got out of this map (other than enjoyment) is the ability to make curved hollow pipes. I somehow discovered the full usage of the TrenchBroom 2 brush tool and really got some nice
curved pipe corners. The first wind tunnel ride has blocky transitions as it was the first part of the map I worked on. I never went back to fix the curves but if you examine the pipe crossroads or the wind 
ride to the exit, you can observe much smoother work.

Heavy metal:

I decided to just use the supplied E3M5 wad in order to stay true to the jam. The textures are fun to use and work quite well when applied to large surfaces like entire walls of rooms.
There are some nice trims, and different shades of copper to help produce some variety as well. The dirty water is perfect as well.

Start.bsp:

Discovering that a start map was not going to be created I decided to include a built in skill select room into my map. Even with id1 entities, you can create a start map within the same map.
This involves info_playerstart2, item_sigil, and trigger_change level pointing to the same map. I just enjoy that extra touch and it was fun to make! If you can't tell, the skill selection room
was a direct homage to the intial room of E3M5.

Since one of the guidelines was to be light on the detail, I used the time I would have done brush detailing and texture aligning to focus on more polished gameplay instead. This worked out well
and I personally feel my map is very absent of any intrusive bugs or snags. I think some monsterjumps get a little wonky at times but nothing breaks the map. Retro or not, my name is on this map so I want
it to be as memorable as possible and not in the bad way!

This was a fun jam and I am glad I changed my mind and decided to give it a go. This is the shortest time I ever worked on a complete released map. I hope you enjoy my offering and that it gives you that retro
vanilla quake feel but in the Bloughsburgh style!


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SECRETS:

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

0) Not a secret but to access Nightmare Skill, you must press a small button behind the NORMAL pipe.
A small pocket of water will open on the far left side of the room (If facing from the start). Swim down the shaft and you will arrive!

1) After the intial wind tunnel ride, hop onto the walkway and look to your left to find an indent leading to water.
Down here, swim through a small square opening and to the end of the pipe for an early SSG!

2) Before you hop over the wall from secret (1), turn around and jump to the top of the pipe to find some yellow armor!

3) In the bridge area with the first upside down flame, swim down the pipe all the way to the bottom for a mega health!

4) At the pipe crossroads, look up and shoot the flickering yellow light. The bars underneath you will give out and send you to a
wind tunnel that propels you upwards. Quickly shoot the exposed red switch while at max height. This will bring another bar underneath your feet. Quickly turn around
and head into the fake wall for the coveted red armor! (This is the most hidden secret.)

5) In the hall of blinking lights, hug the far wall and look for a corner to drop down. The hole is blended due to the light show. (A similar secret is found in E3M5!)

6) From secret (5), be sure to turn left before heading through the slipgate to push a button. Head back to the starting area where you dropped from the
intial wind tunnel ride. On the right section there is an open pipe which leads to a once blocked door. Ride the wind tunnel up for the yellow frog secret! (Be sure to look behind the pillar!)

7) In the final battle room, look for a side room on the left side (If facing when you first come in) and hug the back corner for a quad damage!


*********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 0.91.0 (http://celephais.net/board/view_thread.php?id=60452)

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Map Information:

Game          : Quake SP only
Coop/DM       : No
Difficulty    : Easy 29, Normal 34, Hard 55 - Monsters (Rotfish improperly display the kill total, these numbers are correct)
Textures      : E3M5.wad, id.wad, and my own texture of the yellow frog!
Editor        : TrenchBroom 2.0.0
Build Time    : About 4 days

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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: OneTruePurple 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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