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Quake 1 map ---------------- mc_q30th_coce
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PLEASE SEND ME FIRST PLAYTHROUGH DEMOS


* Specifications:

 - Title                   : Deserted fortress
 - Release date            : 18th of April, 2026
 - Filename                : mc_q30th_coce
 - Version                 : 0.f
 - Author                  : Cocerello, aka ''Coce''                 
 - Mapping time            : too many hours to count
 - Vis time                : 26:07
 - Feedback and demos      : cocerellon@gmail.co
 - Tested in               : Quakespasm 0.91, Darkplaces and Ironwail (not recommended (bugs))
 - Not recommended         : Ironwail, vKQuake, Darkplaces

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* Map Information:

 - Game			   : Quake 1 Singleplayer, cooperative, and deathmatch modes
 - Recommend players       : 1-2 players for cooperative, 4-6 players for deathmatch
 - Coop extra spwn points  : 3
 - Deathmatch spawn points : 5
 - Textures		   : id_base.wad from Qadapter for Worldcraft 3.3 by Baker, solids3.wad, ikbase.wad
 - Requirements            : A custom engine which supports coloured setttings
 - Editor                  : Worldcraft 3.3 with the Qadapter
 - Tools used              : Txqbsp and light.exe by Bengt Jardrup and MH

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* Map's story

At first i wanted to participate no matter what because there was finally one of the few events with rules that would let me join in and this time i got notice of it soon enough, but being so long since last time i mapped for Quake i was out of ideas, so i took the information and analysis i used to make  recently a website with a portfolio of my works and reused ideas from there, to choose what i felt i could take further better and liked to do. 
To do that i took a scrap of a map that fit the ideas and worked from there, where the main one was based on a map i had released for sm181 about two routes that sometimes would meet, and only sometimes to avoid issues with players not accustomed to anything but very linear maps. It should also deal with other issues that were shown on demos for that map.

But as all ideas i got made me expand what rooms i already had and always the upper route, instead of adding more rooms to the map, the rooms i had planned as the initial idea turned into a very tight and big layout. Unfortunately, i managed badly the time and the bottom route of the two planned was made rushing and in another, more common style. This decision became an issue later as i noticed while watching the demos the  players and the few testers sent me, as it became a refugee for them to fall to (literally) and return to their comfort area. So, during the playtesting time tried to control that behaviour so the map could be enjoyed as it is but, as expected, it was not possible without a complete rework, so i added a "third" route for them too. Still, if we ignore that the map can be considered a sucess as the ideas worked as intended.


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* Installation

 - Put the .bsp and .lit files in /id1/maps
 - Enjoy the map.

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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
 - All the people at Func_msgboard for their help
 - Spirit for uploading this at Quaddicted
 - Sprony for proposing the theme of this session
 - The testers and players that sent demos

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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.