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    UNDERDARK OVERBRIGHT
    
    File      : udob1-1.zip
    Version   : 1.1 - June 20th, 2020
    Release   : July 11th, 2019
    Authors   : Matthew "Lunaran" Breit | Sean "Scampie" Campbell
    Emails    : itslunaranyo@gmail.com  | scampie@gmail.com
    Websites  : http://www.lunaran.com  | https://twitter.com/ShrimpScampie
    
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    Play Information
    ----------------
A 7+2 level episode for Copper Quake. Designed for single player and cooperative.
All maps are playable as a contiguous episode, but supplies are provided to ensure
they are all completable from a shotgun start as well.

    "Trapped in the Past" (start) - Lunaran (because aren't we all?)
    "Space Jam" (udob1) - Lunaran
    "A Drowning" (udob2) - Lunaran
    "Pit of the Living Dead" (udob3) - Lunaran
    "A Saint Nobody Has Heard Of" (udob4) - Lunaran
    "Last Waltz" (udob5) - Scampie
    "How Deep Is Your Lava" (udob6) - Lunaran   
    "House of Pain" (udob7) - Scampie   
    "Mothers Be Good To Your Spawns" (end) - Lunaran

Autosaves are supported in single player - type 'load auto' at the console to load 
the last autosave.

Rather than treat the Easy/Normal/Hard/Nightmare curve as a measure of combat 
intensity, as is common for Quake, we instead consciously envisioned difficulty 
level as a measure of survivability. We made the choice everywhere possible to
scale the resources and situational benefits given to players as much as we added
or removed monsters, to ensure that Easy doesn't mean boring and that Hard 
doesn't mean endless hordes (usually :)). Underdark Overbright takes full advantage 
of the higher skill ceiling provided by Copper, and is designed to be fair but 
challenging. However, if it feels like you selected the wrong value of fair in the
start map, changing the 'skill' cvar at the console at any time will take effect
upon starting the next map or upon typing 'restart' at the console to re-attempt the
current level. You should feel free to do so without fear that you may be "missing" 
something by not sticking with your usual skill setting. (The intermission screen is 
a good place to remember this.)

As of 1.1, all levels have been updated with extras specific to Cooperative mode: 
extra challenges, resources, and surprises.

udob1, udob2, udob3, and udob4 support deathmatch. Actual gameplay quality not
guaranteed.

    
    Requirements
    ------------
UDOB requires a registered copy of Quake, and for Copper to be installed. Copper can 
be downloaded from [ http://www.lunaran.com/copper/ ]. This pack requires at least
version 1.1.

A few of UDOB's maps require an engine with support for increased limits (efrags, 
static entities, etc) and alpha cutout textures. Fitzquake-derived engines such as 
Quakespasm or MarkV are recommended, and should work with zero fiddling by the user. 

DarkPlaces is not supported. DarkPlaces is stupidly broken. DarkPlaces is cursed.


    Installation
    ------------
Unzip the contents of udob.zip into your /copper/ directory, preserving subfolders.

Start a new game from the menu or type 'map start' at the console, then do what comes 
naturally.


    Acknowledgements
    ----------------
start based on a real neat-o concept by scampie
udob4 based on q3dm6 by id Software
udob7 based on q3dm2 by id Software
end based on Quake's original end by John Romero

Borrowed assets:
- misc_smoke.mdl is by Andrew 'Preach' Denner
- Some assorted textures are from various AD maps, by Simon 'sock' O'Callaghan,
    from the expanded DM4 set by Benoit 'Bal' Stordeur, and probably elsewhere;
    apologies if a texture of yours snuck into UDOB without mention here

Thanks to:
- Bal, ijed, ionous, negke, JCR, mfx, sock, muk, and NewHouse for testing
- VuRkka and zigiii (the Suomi Homies) for coop testing
- EricW, rebb, Bengt Jardrup, metlslime, spike, Tyrann and others for crucial and 
    ongoing engine and compiler advances
- SleepwalkR for Trenchbroom, which neither of us used actually but it's still great
- czg, because
- Spirit for shouldering the task of archiving everything Quake that ever was
- Mike Jackman for TexMex
- id Software for Quake


    Revision History
    ----------------
Version 1.1:
- udob1
    - extra monsters and ammo in Coop
    - secret nailgun in the start room traded for another item that doesn't break the
        intended shotgun mechanic demonstration of the lower level
- udob2
    - extra monsters and ammo in Coop
    - fixed broken shortcut return lift and silver key button geometry on Coop Hard
    - fixed errant "did you forget something?" message when swimming back in Coop
- udob3
    - extra monsters and ammo in Coop
    - adjustments to some secrets that appeared to relate to each other but didn't
    - 2-player trickery required to get the silver keys in coop
    - added water to the start chamber to relate to the end of udob2 better
    - fixed black poly on secret MH stairs
- udob4
    - extra monsters and ammo in Coop
    - added better lighting on the (east) gold key door bridge
    - fixed the kill count for the exit room misleading players into looking for
        monsters elsewhere
- udob6
    - extra monsters and ammo in Coop
    - waffled back to chthon waking up on approach like normal quake, made other
        changes to draw attention to the lightning-rocket-port more gently
    - revised coop structure to no longer fight against players 'exploiting' staying 
        on the upper level
    - fixed the buttons on the left path so the air-step bug doesn't drop you into
        the void if you don't land on them right (sorry zigi)
- start
    - faulty lift door in the first room now opens when you grab the quad from the
        other side
- end
    - extra monsters and ammo in Coop
    - fixed runes not being granted in Coop

Version 1.05:
- start
    - added coop starts
    - removed 'did you choose a skill?' nag trigger because we're all adults here
- udob2
    - "this way to gold key" indicator in the high tunnel is removed once the player
        has the gold key, so it doesn't lead him away from the gold door
    - secret supernailgun changed back to lightning gun; finding the SNG that early 
        was too OP
    - the single button to open back access to the key arena in coop has been 
        changed to a two-player tandem button, one on either side of the bars
    - inaccurate underwater "this way to silver key" indicator removed from coop        
- udob3
    - added up arrows flanking the northwest (shambler) lift, in a desperate attempt
        to stop players from just wandering away from it after finding a certain
        secret
    - lowered GL platform 32 units to put it more clearly in view, and added arrows
        above the four buttons to try and associate them with it a little better
    - added yet another arrow next to the double bridge to try and associate it with
        the button far below which toggles it
    - arrows are not a good solution to any of these problems
    - added DM support
- udob4
    - ogre in north (silver key) room is now not spawned until the player gets the
        silver key, as he distracted players on the lower level from the main path
    - added DM support
- udob5
    - added telealpha/lavaalpha worldspawn keys
    - fixed critical typo in "chthon awaits" exit message
- udob6
    - chthon does not appear and the three teleporters remain locked until the player
        shoots the rocket switch that activates the lightning, so the fight can't be
        started without knowing where it is
    - heavily revised in coop mode; added two-player tandem buttons in all three side
        areas, and hitting an electrode switch teleports the player who did so back to
        the lower level, so the boss fight can't be exploitably cheesed
    - ammo in the start corridor respawns in coop every 5 seconds instead of every 30
- udob7
    - added telealpha/lavaalpha worldspawn keys
- end
    - ring of invisibility test now works properly with multiple clients in view of
        the arcane eye


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    COPYRIGHT / PERMISSIONS

 * You MAY: 
- Use included custom textures or sounds in your own maps.
- Distribute this archive and/or its contents by any ELECTRONIC means, provided you 
leave the contents unaltered and include this text file, also unaltered.

 * You MAY NOT:
- Commercially exploit this file or its contents in any way.
- Distribute this archive and/or its contents on any HARD MEDIA whatsoever, including 
but not limited to magazine coverdisks or level compilations, without prior consent of 
and negotiation with the authors.


                    ,========================================,
                    |                                        |
                    |    shub's real weakness is the         |
                    |       friends we made along the way    |
                    |                                        |
                    '========================================'
