===========================================================================
Title                   : The Twisted Tabernacle
Version			: v6.0
Filename                : filename of primary file (mc_q30th_eltangente.bsp)
Release date            : 31 May 2026
Author                  : eltangente
Email Address           :
Other Files By Author   : 
Misc. Author Info       : 

Description             : Part of the Map Centre Quake 30th Anniversary jam event.			  
Theme Spoiler		: The map is a homage to E2M6 - The Dismal Oubliette, and perhaps even
			  something closer to how John Romero could see such a place in his mind, and 				  would create today with modern tools and engines.
			  The original is one of my favourite levels because it has a cool 
			  progression marked by the central hub, with intricate and claustrophobic
			  puzzles in between.

			  The texture set is one of my favourites, ikblue. It's a limited palatte but
			  the spatial variety in each area helps to create a visual link which offering
			  different challenges in related spaces.

			  I also found inspiration from the work of MC Escher, and have always wanted
			  to experiment with his ideas in the Quake environment. Enjoy your time in the
			  "Blue Oubliette".

Additional Credits to   : AlexUnder & Sprony for running the jams.

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* What is included *

New levels              : Yes
Sounds                  : No
Music                   : No
Graphics                : No
Other                   : No
Other files required    : None


* Play Information *

Single Player           : Yes
Cooperative 2-4 Player  : Yes, up to 4
Deathmatch		: Yes but not optimal, 16 spawn points (no .nav file)
Difficulty Settings     : Easy, Medium and Hard
PSA			: Note that this map assumes you have a good general skill level
			  playing quake and are used to navigating and looking around in its
			  3D environment. It is aimed at medium - high skill levels.

* Construction *

Base                    : New from scratch
Build Time              : 3 weeks
Compile time		: 22.465 seconds
			  qbsp - notranswater -splitturb	
			  light -dirt 1 -lit -extra4 -soft 4
			  vis -level 4
Editor(s) used          : Trenchbroom Version 2023.1 Build v2023.1 Release Win64 Qt 5.15.2
May Not Run With        : No known compatibility issues
Tested With             : Quakespasm (0.95.1), Ironwail (0.7.0-win64), Kex Engine (4.0 Quake 1.0.5278), VKQuake (1.31.1)
Compiled with		: Ericw Tools (2019-03-25 ericw-tools 0.18.2-rc1)
Known Issues            : There are fish.


* Version Changelog *

VERSION #2.0
- Key system changed to make progression through the map more logical
- Changes to the bridges and lighting to aid player orientation at the hub
- Instances where monsters can be easily cheesed have been removed or modified
- Increased challenge on Hard skill level in 'room 1'
- Improved progression logic in 'room 2' and more interesting encounters
- Need to backtrack through water in 'room 3' reduced
- Issue with wind tunnel momentum in final fight fixed
- Messages added to a few doors i reduce frustration
- Added some additional clips here and there to reduce snagging
- Deathmatch mode has its own door, button and bridge entities for easier navigation
- All skill levels rebalanced

VERSION #3.0
- Shambler encounter in 'room 1' involving a teleport changed to avoid telefrag kill-trigger bug

VERSION #4.0
- Added geo to make jump progressions in 'room 3' more intuitive
- Changes to rooms 1 & 2 to prevent players getting soft-locked out of being able to pick up 
  silver or gold keys in rare or deliberate cases
- Fixed trigger_changelevel target map
- Minor lighting improvements

VERSION #5.0
- Spiced up final battle on hard skill
- Fixed 2 monster in wall errors

VERSION #6.0
- Fixed issue where exit door from 'room 1' to the hub would not open on some engine ports
- Fixed rare softlock if wizards were killed before silver key door triggered
- Fixed central hub door and bridge misbehaviour in deathmatch mode
- Added surprise zombie

* Copyright / Permissions *

This work is licensed under the Creative Commons Attribution 4.0
International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by/4.0/

You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material except for commercial purposes.
If you do so, you must give appropriate credit, provide a link to the license, 
and indicate if changes were made. You may do so in any reasonable manner, 
but not in any way that suggests the licensor endorses you or your use.


* Thanks *

idsoftware - for Quake
Eric Wasylishen - for ericw tools
Andrei Drexler - for the Ironwail sourceport
Iikka Keränen - for the ikblue textures
Dumptruck_ds - for all the youtube tutorials
Sprony - for the amazing work you do for Map Centre
Grue - for continued inspiration and good chat

And the other fine folks on the Map Centre discord for their help with general question
answering and troubleshooting.


* SECRET SPOILERS *

- For maximum enjoyment, please play the level once first before scrolling down.
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- 'Room 1' (right-way-up room) drop down to first ogre ledge and go through door to find grenade launcher behind the waterfall.
- 'Room 2' (sideways room) shoot the button behind the crates and the door in the 'ceiling' at the top of the stairs can be accessed for armor.
- 'Room 3' (upside-down room) back up and drop under the first lift for another armor.