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Title       : Inverted Tears of Naunet
Date        : December 31st, 2016
File        : retrojam6_mjb.zip
Author      : Matthew J. "Bloughsburgh"
Website     : http://youtube.com/user/blattymeow
Description : Mystic temple where the water flows from all sides.
Testers     : None! :(

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Installation

1) Place retrojam6_mjb and retrojam6_mjb.lit into your Quake\id1\maps folder
2) Place the mystic.tga files in your Quake\id1\gfx\env folder

2) Run Quake and bring down the console

3) Enter your skill (0, 1, 2, or 3)

3) Type map retrojam6_mjb

4) Enjoy!

***My map was designed to be played with r_wateralpha .65***
  
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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:

This map took all the way to my very last minute. I do not even have enough time to provide a design process which I regret.

Instead, I will be providing an indepth map analysis once it is released. Check my YouTube channel for it in the near future!


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SECRETS:

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

1) Before entering the temple, climb the ledges on the right side and grab an early SSG. Jump to the door frame and then on the light to reach the ledge above the door.
Attack the center of the wall for a Yellow Armor!

2) Underwater in the main pool room, look to the celing where the ogre lurks and shoot the red switch. Swim up for a Mega Health!

3) After the ogre trap in the main pool room, head back to secret (1) and jump to the small outcropping on the right pillar. Scramble against the ledge and jump through the
opening to reach an early Grenade Launcher!

4) At the first jump pad with the SSG, maintain air control and hold against the push to land on the railing ledge. Jump to the platform on the left side to nab some nails.
Jump across on a small loose brick, to the torch, and another loose brick to reach the Pentegram of Protection!

5) Near the end of the large anhk atrium swim, turn around when a Death Knight ambushes you from a small alcove. Swim to this alcove and turn around to see a red switch for a Ring of Shadows!

6) To find the next secret you must find 4 'X' switches. Here are their locations:
	- Right beside the 'X' Marks the Spot! Door. Head to secret (1) and shimmy on the ledge to the right to reach a small hallway.
	- After the Super Nail Gun Quad fight, re-enter this room at the top but jump to the newly pushed back wall where the Death Knights fell from.
look up on the left hole for the 2nd 'X'!
	- Before grabbing the Silver Key in the Vore ambush room, after the anhk atrium swim. Jump to the ledge and on a loose brick to reach the small alcove.
Look up the hole for the third 'X'!
	- Once you leave the lower section and swim up the water shaft towards the end, swim down and look above the door where this room was first entered from
to find the final 'X'!

Go through the 'X' Marks the Spot! door and swim up the water to reach the top of the main pool area. Fall through the anhk's loop to grab the Rune!
Open the Rune door at the very start of the map to find the Yellow Frog secret and other goodies!

7) In the Gold Key chamber, after you swim up and reach the far wall but before the first rune pillar switch. Inspect the divider for a break in the bricks and hop on top of the ledge.
Navigate the small ledge, crossing the small makeshift bridge and drop down to the Pentegram of Protection! You can see the ledge from the lower floor.

*********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)
Mark V 1.00 (http://www.celephais.net/board/view_thread.php?id=61375&start=742)
DarkPlaces
*DarkPlaces produces oversaturation for RT lighting. Some lighting issues but everything else plays fine.

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Map Information:

Game          : Quake SP only
Coop/DM       : No
Difficulty    : Easy 124, Normal 150, Hard 176 - Monsters (Rotfish improperly display the kill total due to an id1 bug.)
Textures      : egyptian.wad, sock_eg.wad, liquids.wad, id.wad, and my own texture of the yellow frog!
Editor        : TrenchBroom 2.0.0
Build Time    : About 8 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: FifthElephant for organizing this map jam!

-My wife for supporting my hobby and providing texture assistance.

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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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