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Version			: 1.1

Title                   : Corruption Catharsis: Part 1 - Try To Act Normal
                          
Release Date            : This version released June 25th 2023

Filename                : rt23alk1.zip

Mod			: Requires Alkaline (https://alkalinequake.wordpress.com/)

Author                  : RickyT23

Misc. Author Info       : Still Quakin'!

Twitch			: https://twitch.tv/rickyt232

Website			: https://rickyt23.com

Note!			: copy files to your alkaline \maps\ folder and run map rt_alk0

Maps			: rt_alk0	Anomaly			A start map for the ep.
			: rt_alk1	Shipping Problems	Zerstorer-themed map.
			: rt_alk2	Transitional Base	An idbase map.
			: rt_alk3	Containment Facility	An ikbase map.
			: rt_alk4	To be continued		Placeholder map to be
								repaced in Part 2 (TBC)

About:

Yes I can run a Quake mod from 2021 in a Quake engine from 1997.  For science!

(These maps also run great in Ironwail or vkQuake or Joequake or just about any engine)

This is the first release of Corruption Catharsis. I really wanted to make some content
with the amazing Alkaline - a Quake mod with a base map theme.  I also wanted to make
some maps that I could use to run Alkaline on my old computers, for science!  I had
created rt_alk3 first, around 18 months ago, using Worldcraft 3.4!  Don't worry, I have
since transitioned to Trenchbroom, and used Trenchbrom to create the rest of the maps.
I have tested these maps to work on GLQuake with a 56000 heapsize (about 56MB of RAM).
I found a Pentium 233MMX with a 4MB 3dfx Voodoo GPU and 32MB of RAM wasn't powerful
enough, I tested on an AMD K6-2 @ 333Mhz with an 8MB 3dfx Voodoo II was almost powerful
enough.  So I would say:

Minimum requirements for a retro PC:

Processor:	Pentium II or AMD K6-3
Recommended:	Pentium III
RAM:		64MB (heapsize 56000 recommended)
Graphics Card:  16MB OpenGL graphics.
		3dfx Voodoo II in SLI or Voodoo 3
		NVidia Riva TNT2
Software:	Alkaline 1.1 (This works perfectly on Alkaline 1.2, however in GLQuake
		it will crash on loading some of the maps, especially on skill 2/3
		seemingly because there are more sound effects to precache)

Console commands - if you are playing on a very old PC or in GLQuake, I would recommend
disabling bulletholes (bulletholes in console) and footsteps (foosteps in console) to
speed things up a little and save edicts (higher skills may crash in GLQuake without
doing this).

Plot:

The ranger has been called to Ranger Station Theta as a precaution as scientists there
have reported an anomaly with their slip-tech that would indicate a malevolant force
has been trying to exploit the station. They could get a handle on the slip gate
interdimensional array and use it as a back-door that would allow them to take control
of some of Earth's remote facilities.  Your breifing was to investigate the disturbance
and eradicate any compromised forces or opposition that you encounter.

                                                  
Additional Credits to   : The creators of Alkaline
                          ID Software for quake
                          Zerstorer for the theme of the first map
			  Ikka for ikbase
                          Worldcraft 3.4
			  Trenchbroom
			  ericw for the tools
			  nathnolt for his awesome map utils

                          Also Metlslime for www.celephais.net/board

                          And not to mention playtesters:

                          Flecked, Mopeybloke, Yoder, Spootnik, bmFbr, Colossus_afps

---------------------------------------------------------------------------------------

* Play Information *

Single Player           : Yes

Cooperative             : Yes

Deathmatch              : No

Difficulty Settings     : Easy, Normal, Hard and Nightmare via the start map (rt_alk0)

New Sounds              : No

New Graphics            : ikbase, idbase textures, obtex, cr8

Recommended Port        : Any (I tested in Ironwail and GLQuake 0.97 and 1.13a)

* Construction *

Base                    : From scratch

Editor used             : Worldcraft 3.4, Trenchbroom                

Construction Time       : idk - basic maps are maybe 2-3 weeks on-and-off
			: spent a lot of time also tweaking

Compile Times           : Fast, rt_alk2 which took about 1 minute to vis was slowest

How to Install          : Put the files in quake\alk1.1\maps (or quake\id1\maps)
			: or in quake\alk1.2\maps.  You get the idea.
			: run your Quake engine with:

			:    -heapsize 56000 -game alk1.1 +map rt_alk0

---------------------------------------------------------------------------------------

Changelog

1.1			: Added missing secret trigger to rt_alk1 (Thanks Flecked!)
			: Added crushing spawnflag to some doors in rt_alk3 to fix bug
			: where platforms in cell room wouldn't raise sometimes.
			: (Thanks again Flecked!)
