1 May 2023
================================================================================

Title                   : ttb: Time to Belong

Filenames               : ttb.zip
						  - ttb/
						   - pak0.pak (maps, custom code and sound)
						   - ttb.txt (this file)

Version					: 1.01 (fixed teleporting monsters in end map and broken lift trigger in map 3)

Author(s)               : rj

Email Address           : rjthorne@blueyonder.co.uk

Description             : Single player classic themed episode for Quake containing four main maps
						  plus start and end map, and a small amount of custom code. Loosely based on
						  some old speedmaps.

Additional Credits to   : Id Software
						  Ben Morris for Worldcraft
						  Chain Studios for J.A.C.K.
						  Ericw / Tyrann - for compile tools (http://ericwa.github.io/ericw-tools/)
						  Nihilism Unlimited for Zerstorer code, sound and inspiration
						  Onetruepurple, Drew and NewHouse for beta testing

================================================================

* Play Information *


Level Names             : start: Time to Belong
						  ttb1: Abandon Window
						  ttb2: A Stillness
						  ttb3: Faded Hearts
						  ttb4: Afterlife
						  ttbend: Stories Can Wait

Single Player           : Yes

Cooperative 2-4 Player  : I've put starts in. It should work but I haven't tested it.

Deathmatch              : No

Difficultly settings    : Yes, skill selection can be made via different exits in the start map:
						  Easy: fewest monsters in ttb1-ttb4, additional items in ttbend
						  Normal: more monsters in ttb1-ttb4, more health in ttbend
						  Hard: most monsters in ttb1-ttb4 fewer items in ttbend
						  Nightmare: same as hard but with spammier monsters

New Sounds              : A few from the Zerstorer mod

New Graphics            : Nothing noteworthy

.map   Included         : No, although available on request



Software needed to play : Full registered version of Quake, plus probably a custom source port such as
						  Ironwail or Quakespasm (both freely downloadable). It *MAY* work in the original
						  distributed engines but is not tested, and I came across one developer warning
						  during testing ttb3 that indicated a standard limit had been breached.


Installation		    : Extract the contents of the zip to your Quake folder, so that you end up with:
						  Quake
						  -ttb
						   -pak0.pak
						  Launch Quake with the "-game ttb" command line, or if using Ironwail or QuakeSpasm
						  just launch them and type 'game ttb' at the console. Then select a new game via the
						  menu, or type 'map start' at the console.


Comments                : In late 2003, a series of speedmapping events ran with the name 'The Four Seasons of
						  Quake', where entrants built maps using classic id styles (idbase, wizard, runic and 
						  elder). After finishing mine I came up with the idea to polish them up and release them
						  as a full episode.
						  
						  There is ABSOLUTELY NO GOOD REASON why it has taken 20 years for me to actually do it.
						  The maps have all been extended, but are still relatively modest in size and detail, and
						  the build standards are relatively old. There is definitely not 20 years' worth of work
						  here, I'm pretty sure an experienced Trenchbroomer could knock something like this out in 
						  a few weeks. Really it's more a testament to how terrible I am at finishing things, and
						  leaving the mapping world for several years at a time before crawling back, multiple times.
						  
						  But better late than never I guess. Just imagine it's a previously undiscovered release
						  from 1997 and you'll hopefully get some enjoyment out of it.
						  
						  Aside from the 'Four Seasons' mentioned above, a separate 2003 speedmap event ran with
						  the '~ish' theme (remixes of id maps). For my entry I chose to mash up the original
						  end.bsp with the end level from Zerstorer (zerend.bsp), and it seemed fitting to
						  include that as the ending of this episode, although the version in this release was
						  completely rebuilt from scratch.
						  
						  The start map was built from a couple of old sentimental scraps I've had since 2000-2001;
						  it's obviously bigger than it needs to be for a skill-set map but hopefully sets the 
						  mood.


* Construction *

Base            : ttb1: sm55_xen (previously unreleased as I didn't finish in time)
				  ttb2: sm56_xen
				  ttb3: sm57_xen
				  ttb4: sm58_xen
				  ttbend: sm51_xen, in turn based on end (id) and zerend (nihilism unltd)

Build Time      : See comments

Times & stats   : System Used      : Lenovo Yoga i7 
                  
				  Map     | Brushes | Entities | Textures | Qbsp | Light | Vis
				  ------------------------------------------------------------
				  start   | 1450    | 237      | 33       | 1.5s | 2.6s  | 132s
				  ttb1    | 2193    | 571      | 65       | 2.4s | 9.4s  | 252s
				  ttb2    | 3089    | 754      | 37       | 6.3s | 19.6s | 305s
				  ttb3    | 2384    | 590      | 43       | 3.4s | 9.7s  | 55s
				  ttb4    | 2292    | 565      | 44       | 2.5s | 7.6s  | 21s
				  ttbend  | 2075    | 645      | 33       | 5.3s | 7.7s  | 41s
				  
				  As someone who once spent a week VISing a single map back in the 00s, modern compile times
				  still amaze me.
                                 
								 
Texture WAD used: id1, Zerstorer


Editor(s) used  : Worldcraft 1.6 (majority of the build up until beta stage)
				  J.A.C.K. (post-beta tweaks)
				  FrikaQCC (for code compiles)

Known Bugs      : One of the testers managed to crash the game in the end map by jumping down to Shub's rock and
				  shooting, but I've been unable to recreate it. Hopefully just a random computer glitch but I
				  recommend quicksaving often in the end map just in case.


* Legal Stuff *
--------------------------

Do whatever you want with this pack. Credit always appreciated.

QUAKE is a registered trademark of id Software, Inc.
