7 Apr 2026
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Title                   : mc_q30th_rj: They Will Never Understand


Filenames               : mc_q30th_rj.bsp (map)
                          mc_q30th_rj.lit (colored light file)
                          mc_q30th_rj.txt (this file)
                          mc_q30th_rj.map (source)


Version                 : 1.00


Author(s)               : rj


Email Address           : rjthorne@blueyonder.co.uk (alternate futureproof email: isoterra@gmail.com)


Description             : Non-linear IKBLUE themed single-player map for Quake


Additional Credits to   : id Software
                          Iikka Keranen for the textures
                          Crystice Softworks for J.A.C.K.
                          Ericw / Paril / Tyrann - for compile tools (http://ericwa.github.io/ericw-tools/)
						                    moko, coffee009, jc, Mopey Bloke, AlexUnder, eltangente for beta testing
						  

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* Play Information *


Single Player           : Yes


Cooperative 2-4 Player  : Yes, may have issues


Deathmatch              : Yes, will be terrible


Difficultly settings    : Easy (skill 0): 61 monsters
                          Normal (skill 1): 89 monsters
                          Hard (skill 2): 105 monsters


New Sounds              : No


New Graphics            : Minor edits only


.map   Included         : Yes


Software needed to play : Registered version of Quake plus a source port like Ironwail, vkQuake, Quakespasm,
                          QSS, FTE or QrustyQuake. The Quake re-release engine may have issues with some
                          angled doors not opening correctly


Comments                : THE AIM

                          I'd always wanted to make an IKBLUE map since falling in love with the original
                          ikspq series back in 2000. I'd had a vision of the opening outdoor area in my head
                          and started from there.
						  
						                    THE RESULT
						  
						                    It ended up SUPER non-linear. I'm not sure if I intended this from the get-go but
                          once I'd put the central hub in place the four-key progression and interconnecting
                          routes kind of fell into place. I'm not sure I'm happy with it; I enjoy a good
                          non-linear layout but the majority of testers got lost or confused at some point,
                          and it made it difficult to balance. It also taught me the importance of not using
                          low/narrow corridors where you want monsters to run through them freely, so lessons
                          learned. But hey at least it looks pretty! 
						  
					  
						  

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* Construction *


Base            : None


Build Time      : 2 weeks build + 1 week tweaking


Times & stats   : System Used      : GT1 Mega / Intel(R) Core(TM) Ultra 9 185H (2.50 GHz) / 32GB RAM

                  Brushes: 9527
                  Entities: 1365
                  Textures: 39
				  
                  QBSP: 38s
                  VIS: 22s
                  Light: 1001s


Editor(s) used  : J.A.C.K


Known Bugs      : One 'walkmonster in wall' error that has no impact on the game
                : There are some angled doors with unusual lip values that will probably break in Kex
                  (re-release)
                : Some things might not trigger in co-op but the map should still be completeable

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* Legal Stuff *


This map is provided freely for non-commercial use.