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Title       : The Long Way 'Round
Compile Date: 10th of August 2018
Files       : uwjam_pritchard.bsp
			  uwjam_pritchard.txt <--- This file! Wow!
			  uwjam_pritchard.map
			  uwjam_pritchard.lit
			  misc_candle1.mdl
			  misc_candle2.mdl
			  misc_candle3.mdl
			  gong.wav
			  rain_loop.wav
			  rumbleloop.wav
			  rumbleoff.wav
			  shortgustloop.wav
			  thunder.wav
			  
Author      : Jack "Pritchard" Viney
Website     : https://twitter.com/PritchardGSD
Description : You were out hunting at night, in the rain, in the woods. You fell down a hole. Good job! 

Skybox      : skystars2
Textures: soc_ikblue.wad; IKBLUE.WAD; ikwhiteplus.wad; ikwhiteplus-defullbright.wad; wads/KOOHOO1.WAD; pritchard.wad; socktech-trans.wad; iktrans.wad; special.wad;

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Extended description:
I really enjoyed working with this theme, as it gave me a good excuse to try out some different texture sets that I had never touched before. The real key here was the moss texture I created (based on Koohoo textures), which allowed me to create a very effecctive "overgrown" look - used perhaps to an excessive degree in a few places, but hey, it was fun!

I tried to do some interesting things with my lighting - using small, bright lights with high _deviance values to create fake water caustics - obviously they don't move, but I think it at leasts adds some details to the surfaces it's near. It was also a good out for lighting the map otherwise - water essentially gives off its own light in this map, though i did my best to keep it subtle. Almost all of the 'real' light sources are in dry areas!

In terms of gameplay, I tried to take advantage of some of the new water functionality and monsters in interesting ways. It's a little bit gimmicky, but I'm glad all the same that monster drowning made it into the progs ;)
I also did my best to support several difficulty options, though I must admit that easy and normal are very similar - hard is quite different though, and I think should provide a good challenge.

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copyright:        CC BY-NC-SA 4.0

additional        
compilers and    
Dev tools:        ericw-tools V0.18.1
                  Wally
				  GIMP
				  Goldwave
				  Audacity

engine:           Designed and tested to work with the following engines:
QuakeSpasm (http://celephais.net/board/view_thread.php?id=60452)

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Map Information:

Coop/DM       : Perhaps? A coop spawn exists, never tested.
Difficulty    : Easy, Normal and Hard are all different.
Editor        : TrenchBroom 2.0.2, TrenchBroom 2.0.4, TrenchBroom Build v2.0.3-176-g9f30fe7 (Don't ask)
Build Time    : < 1 month (started after jam began)

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Distribution / Copyright / Permissions 

Quake I is a registered trademark of id Software, Inc.

Please follow the conditons of the CC BY-NC-SA 4.0 license in regards to the map sources,
and please respect copyright in regards to the .bsp and its included textures.

The content below is from Arcane Dimensions:
misc_candle1.mdl
misc_candle2.mdl
misc_candle3.mdl
rumbleloop.wav
rumbleoff.wav
shortgustloop.wav

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