
The Source of Power, a Quake1 single player map pak
===================================================

This map pak was originally created by Graham Davis (OrbItaL) and released
sometime in 1999. Unfortunately, it was only playable in DOS/WinQuake at the
time and couldn't be played in any hardware accelerated engine like GLQuake.

After futile attempts to contact the author for the source maps, I decided to
try to rebuild the maps and this time make them playable in modern engines.
After a lot of work and creative thinking I finally managed to do so and at
the same time I started to make a lot of bug fixes and changes that hopefully
improve the gameplay experience significantly.

The pak should now be playable in practically any engine and most of the
previous problems should be gone. Some issues still remain since I don't know
how to fix them. The most obvious ones being one model that is partly visible
before it's spawned and the "Chariot of Air" that becomes invisible at the end
of the ride. These are problems that are the same as in the original pak. None
of them should seriously detract from the gaming experience.

As much as possible of the original pak has remained unchanged to preserve the
atmosphere; only obvious missing items or technical/logical flaws have been
corrected. One skin is taken from The Lieutenant's "Ad Infinitum" level
(lthsp2, with kind permission of) due to Custents' own variant having awkward
colours.

Also, please note that the final level sop4 is still missing due to it never
being released publicly. This means that after finishing the third level
"Getting closer...", the engine tries to load sop4 which isn't available. Just
press F10 and quit the game.

I hope you will enjoy this pak !

Bengt Jardrup (aguirRe)

May 25th 2003



* System Requirements *

This pak should be playable in practically any engine (I've tested DOS/Win/
GL/Fitz/Tomaz/MHQuake) on most Pentium 200 MHz or better computers with/without
hardware accelerated graphics.

Framerates will vary greatly of course, especially in the third level "Getting
closer..." which is very big. Most modern machines shouldn't have any problems
at all.

I almost forgot - you'll actually need Quake1 too ...


* Installation *

Standard procedure by unzipping the files to a separate sub directory "sop"
beneath your Quake directory and adding the "-game sop" option in the engine
command line. You may need to allocate more memory for the engine by adding the
command line option "-winmem 16" (DOSQuake) or "-heapsize 32768" (all other
engines).


* Gameplay *

After starting you can choose to watch the non-interactive intro demo
(recommended) by entering the command "watch" in the console or just press Esc
and start a new game. Remember that you can always press F1 during the game to
get info regarding the stone symbols.

Also, don't miss out on the "health machine" at the beginning of the 2nd level
("Exploration Camp", after emerging from the water tunnel). It can restore your
health when you enter into it.

Note that there are several modified monsters in this pak. Some of the familiar
Soldiers, Enforcers and Ogres may behave unexpectedly as a result ...


* Technical *

Tools that have been used in this resurrection include (but not limited to) :

Editor    : QuArK 6.3.0 (www.planetquake.com/quark)
Textures  : TexMex 3.4 (www.planetquake.com/texmex)
Demo	  : LMPC 3.3.0 (www.planetquake.com/demospecs)
Build     : TxQBSP 0.95, RVis 2.17 and Light 1.17 (user.tninet.se/~xir870k)
Computers : P4 1.7 GHz 512 MB Geforce3 Ti200 64 MB,
	    Pentium MMX 233 MHz 80 MB Voodoo2 12 MB

Complete rebuild of all five maps takes about 20 minutes.


* Change list (incomplete) *

General
  - Sealed up the maps. They were enclosed in huge boxes before, thereby
    killing the hardware engines (and tools).
  - Fixed missing skins to several monsters.
  - Fixed missing sounds.
  - Removed unnecessary files.
  - Fixed Custents bug that caused an engine abort when gibbing a baby
    shambler.
  - Added appropriate minlight values to most maps.
  - Fixed all intermission cameras (end level display).  
  - Fixed a lot of spelling errors.

Start
  - Fixed Nightmare skill selection.
  
Exploration Camp
  - Changed texture and added a message on the health machine to help
    recognizing it.
  - Made handling at the power generator controls more intuitive.  
  - Improved handling at the outside elevator.
  - Fixed the big fan trap; it was practically impossible to get by without
    cheating.
  - Fixed the wind tunnel that too easily could hurt/kill the player.

Getting closer...
  - Switched the servomech skin into something more suitable.
  - Removed the Gold Key, it didn't seem meaningful.
  - Sped up the cog wheel elevator.
  - Moved the Silver Key release button in order to minimize annoying map
    backtracking. This also reduces gameflow confusion.
  - Added a trap door near endgame fight to prevent player from backing out too
    easily.
  - Added monsterjump capability to one of the baby shamblers.


* Credits (see also other text files) *

Underworldfan  for testing/review/hosting (www.planetquake.com/underworld)
The Lieutenant for the shocktrooper (modified enforcer) skin
               (www.planetquake.com/commandhq)


* Copyright / Permissions *

Same as the original (see other text files).


* Addendum *

While finishing off this pak and testing various engines, I discovered that at
least TomazQuake 1.47 can actually run the original pak without aborting with
the dreaded "AllocBlock: full" error.

As far as I know, it's the only hardware engine that can do this. However, all
the skin errors and other problems above remain in the old version so I'd still
recommend playing this updated version.

If you'd like, you can load up the original and spot the differences ...
