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Quake 1 map ---------------- sm176_cocerello
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* Specifications:

 - Title                   : Calm
 - Release date            : 28th of August, 2014
 - Filename                : sm176_coce.bsp
                             sm176_coce.map
                             sm176_cocerello.txt
 - Speedmap theme          : Islands, Quantity over quality
 - Author                  : Cocerello, aka ''Coce''                 
 - Feedback and demos      : cocerellon@gmail.com
 - Tested in               : Quakespasm 0.85.9, Darkplaces


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* Map Information:

 - Game			   : Quake 1 singleplayer
 - Cooperative             : 1 coop start points provided
 - Difficulty modes        : 0, 1, 2
 - Requirements            : QUOTH, and an engine with support for coloured lighting
 - Version                 : 0.6
 - Textures		   : idbase.wad, crystal.wad                      
 - Mapping time            : around 40-50 hours in 5 days for sm170 + 1-2 hours on tweaks for sm176
 - Vis time                : 8 hours 47 minutes
 - Compiling parameters    : -level 4 -extra4 -soft -anglesense
 - Editor                  : Worldcraft 3.3 with Qadapter by Baker
 - Tools used              : Txqbsp and light.exe by Bengt Jardrup and MH, TexMex

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* Tricks and tips

 - Play this map with r_wateralpha 1 for better gameplay. Lower numbers can break the gameplay.

 - This map's gameplay depends a lot on exploration, for actually finishing the map, to get ammo, and to find all the secrets. There is hints on where to go, but not obvious. If you find yourselves without ammo, its because you haven't searched well enough, the map had betatesters so it is 100% sure that there is enough ammo to kill everything on sight on all dificulties, even thought as in almost every other map, that is optional, so don't come complaining about lack of ammo. Don't expect either the map to lead you everywhere.

 - Using the command ''restart'' to play the map again from the beginning can lead to some problems, its better if you use the command ''map mapname'' to avoid them.

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* Installation

 - Copy the files to /quoth/maps
 - Add the following to the command line to run your Quake engine or create a shorcut to it with this part added (omit the ''):

   ''+map ''map name'' -skill x'' (where x is 0, 1 or 2)

 - Change r_wateralpha to 1 in the game's console.

 - Enjoy the map.

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* Map's story

You have been ordered to explore the coast near your position, recognize the terrain and observe and report of any suspicious activity. 

As time passed and you were to go back to the base, you found an ample sunken cave and followed it. After wearing your biosuit and jumped into the water, you found out that the lower parts were filled with something similar to acid. As you panic you swim quickier and quickier till while sighing, you see a light. You barely know how to go back so you swim to it.

Your mission has changed, you didn't care at the beginning about reconance, as you are the type to shoot first and ask second and don't feel pity or remorse later, but this time there is another reason, you want to get out of there as fast as possible, that place gives you shivers, using any means at your disposal, no matter if you have to get them from the dead fingers of their previous owners. That's your first priority.

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* Mapping story

This is my first speedmap, the first SP map in 17 years and the first Quake map in 14 years. It's also the first one in which i used comandline parameters for compiling in a Quake map, and the first time i used coloured lighting, obviously, its also the first time i built a map for Quoth. A lot of first times. It is also the one that took me the most time, mainly because i don't know how much time it took me all of those that i did in 1996-1997, more than the jam2 one, but it is the one i am the least satisfied with and one that i barely like, at least for now.

This map began as an speedmap for sm170 event, and as an opportunity to re-learn about how to map for Quake, as i had been without mapping since 2000. I passed through many hardships and got tired of it many times, but it was worthy of the time i spent on it.

Began with thinking of the idea, by getting inspiration and reference from many real-life places, maps and places that i remembered near where i live, then used 1 day to do several sketches with layout and gameplay plannned ahead. Chose the ones that would suit it the best and used the remaining 5 days of the week to make the map.

This map was a nightmare to build: the concept behind it was too vast even though i reduced it to half, and not suited for Quake mapping or for Quake gameplay, the theme also made the brushwork very tiring to do and was the source of many leaks that appeared at random on the middle of brushes after some of the compilings, as i forgot how entities worked, i had to test every single one several and even dozens of times, which became very tedious, and my idea of making crystals as the source of lighting made me use one third of the time at getting a decent lighting that looked like was coming form the crystals, which i am not still satisfied, even though my betatesters were. 

When the day came to submit the map for sm170, my internet connection failed completely and couldn't fix it fast enough, so i couldn't submit it for sm170. It has been getting dust in my hard drive till now that Drew propsed a theme for sm176 that suit more or less this map. It wasn't that bad, gave me time to send the map for testing to others and fix some minor bugs and to give differences between skill levels, as it was back then, it was all on hard skill.

As always with my maps, this one is too a test for new experiments. In this case, the above mentioned crytals, a new way to make secrets and to increase the replayability by using Silver Keys that you have seen already as half done attempts in sm173 and in jam2, that thought after reading the thread at Func_msgboard about secrets, several ways to make ambushes and to deploy enemies into the map, which half of them never got to this version of the map, different way of using the items for gameplay and some means of transportation.

After Drew proposed the theme, i saw the opportunity to stop the dust getting on this map and planned to release it. Tweaked the ligthing, made gameplay for easy and normal, and fixed some things pointed by the testers. You have here the result of it.

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* Thanks

 - ID software for Quake
 - Ben Morris for Worldcraft
 - Valve for Worldcraft 3.3
 - Baker for the Qadapter
 - Bengt Jardrup and MH for their tools
 - Mike Jackman for TexMex
 - Necros for the CompilingGUI
 - CaSaN0va for his versions of Quake 2 crystal textures        casan0va@iname.com
 - All the people at Func_msgboard for their help.        http://www.celephais.net/board/
 - My eternal gratitude to whoever said at Func that you could clone a brush or an entity in Worldcraft by using the shift key. It saves tons of time.
 - Drew for proposing the speedmap event.
 - Ahitor and Jess for testing the map.

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* Copyright / Permissions *

Commercial distribution of this material, in whole or in part, requires
prior agreement with the author.  Commercial distribution includes any
means by which the user has to pay either for the support (e.g. CD-ROM,
or magazine CD-ROM) or for the material itself. Unauthorized commercial
distribution is prohibited.