11 Jan 2024
===========================================================================================================

Title                   : ad_rje2m6: The Dismal Silhouette


Filenames               : ad_rje2m6.zip
						  - gfx/
						   - env/
							- [6 x skybox TGA files]
						  - maps/
						   - ad_rje2m6.bsp (main map)
						   - ad_rje2m6.lit (coloured lighting info)
						   - ad_rje2m6.map (source)
						  - music/
						   - track00.ogg (dummy file for triggered stopping of music)
						  - progs/
						   - rje2/
						    - [8 x MDL/SPR model/sprite files]
						  - sound/
						   - rje2/
							- [18 x WAV sound files]
						  - ad_rje2m6.txt (this file)


Version					: 1.01 (12 Jan 2024 - fixed lift near GKD that ogres had trouble with, clipped off
						  floor trim in end room)


Author(s)               : rj


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


Description             : Single player map for Quake, using the Arcane Dimensions mod (required to play).
						  Based on E2M6: The Dismal Oubliette, by John Romero.

						  
Other levels by Author  : ttb101: Time to Belong (2023)
						  dm4jam_rj: Total Fucking Lies (2018)
						  e2m5rmx: The Lizard's Trance (2008)
						  sm36: Subterranean Siege (2003)
						  percept: Perception (2001)


Additional Credits to   : Id Software
						  Chain Studios for J.A.C.K.
						  Ben Morris for Worldcraft
						  Ericw / Tyrann - for compile tools (http://ericwa.github.io/ericw-tools/)
						  Sock, Kinn, Necros, Bal and many others for Arcane Dimensions & various assets
						  Madfox for the rain model
						  Ogro for some custom textures
						  Kell for the skybox
						  Mexx for 'inspiration'
						  h4724 and Mopey Bloke for beta testing
						  

===========================================================================================================

* Play Information *


Single Player           : Yes


Cooperative 2-4 Player  : No, not supported or recommended. There are several coop-breaking moments.


Deathmatch              : No (despite a few rogue DM starts being left in from the original e2m6 source).


Difficultly settings    : Easy (skill 0): 193 monsters
						  Normal (skill 1): 272 monsters
						  Hard (skill 2): 321 monsters
						  There are also minor differences in items between each skill.


New Sounds              : Yes, many sourced from online free sample sites and a small handful reused from
						  old Quake releases.


New Graphics            : Primarily stock textured but there are a handful from Ogro.wad, Hexen 2, Q3A,
						  possibly Unreal. Some of my own modifications too.


.map   Included         : Yes. It used the original e2m6 source .map released by John Romero under license,
                          and some of the original entities/brushes remain, so I think I'm legally required
						  to include the modified source.


Software needed to play : - Registered version of Quake (NOT the 2021 Nightdive remaster as that doesn't
							support AD)
						  - Arcane Dimensions v1.80 (https://www.moddb.com/mods/arcane-dimensions)
						  - A custom source port with support for increased limits and the BSP2 format;
						    IronWail is recommended (https://github.com/andrei-drexler/ironwail)


Installation		    : First ensure Arcane Dimensions 1.80 is installed in your Quake folder (I'll
						  assume the Quake folder is called 'Quake' and the AD folder is called 'ad').
						  Then extract the contents of this zip to your Arcane Dimensions folder, so that
						  you end up with the bsp in the following location:
						  -Quake/
						   -ad/
						    -maps/
						     -ad_rje2m6.bsp
							 
						  ALL files in the zip need extracting, preserving the original folder structure.
						  So e.g. the sounds should also end up in Quake/ad/sounds/rje2/[wav files] etc.
						  
						  If by any chance you already have a track00.ogg under the ad/music folder, you
						  can choose whether or not to replace it. This version is only a blank audio file
						  used for switching music off.
						  
						  Once installed, launch your quake source port, and type in 'game ad' at the
						  console. Once you see the AD console background, type in 'skill X' (X being the
						  desired skill level) follwed by 'map ad_rje2m6'


Comments                : This map came about when I was invited to work on the RemakeQuake project back
						  in 2009. I'd already released the standalone e2m5rmx, and because I'm terrible
						  at saying no to things, this quickly led to me being put in charge of Episode 2.
						  
						  After restyling e2m5rmx, this was the second map I worked on. Throughout 2010 I
						  got it mostly complete and moved onto other levels, but the project died a
						  gradual death after being blighted by internal disagreements and 'mixed' public
						  feedback.
						  
						  Last year I had a "let's get shit finished" epiphany and dusted this map off
						  after releasing my Time to Belong minisode, figuring it was nearly finished.
						  Except it turns out 'nearly finished' meant 'about 6 months away from
						  finishing'; it's undergone extensive rebuilding/relighting/retexturing, as well
						  as reconfiguration of entities for Arcane Dimensions (AD) and starting the
						  gameplay over from scratch.
						  
						  I used AD as it most closely matched the features I used from the original RMQ
						  mod, including breakables and particle emitters. Plus, AD has bosses; as this was
						  planned as the final map of the episode, it had a boss arena.
						  
						  There is also a pretty heavy tribute to a classic non-ID map buried away in
						  there, as this seemed like a good idea at the time.
						  
						  Lastly, I love feedback and love watching demos/streams/recordings, please let
						  me know if you do one!
						  
						  Please also let me know if you would be interested in testing my future maps.

===========================================================================================================

* Construction *


Base            : E2M6.map


Build Time      : Long


Times & stats   : System Used      : Lenovo Yoga i7 

				  Brushes: 16789
				  Entities: 2765
				  Textures: 173
				  
				  QBSP: 38s
				  VIS: 2311s
				  Light: 512s                                 


Editor(s) used  : Worldcraft 1.6 (initial 2010 build)
				  J.A.C.K. (2023 rebuild)


Known Bugs      : -If you play with AD particles disabled, you won't get rain (the sounds will still play)
				  -When you return to the center later on in the map, the rain sometimes rotates randomly.
				   Looks like it's very windy.
				  -A tester also couldn't see rain using VkQuake.
				  -The long lift has a tendency to randomly inflict damage (I've added an in-game textbook
				   note)
				  -The boss used is slightly buggy in AD, I had to teleport the player infront of him and
				   fire a spikeshooter at him to wake him up properly.
				  -Some lantern models came out really dark. Answers on a postcard...

===========================================================================================================

* Legal Stuff *


This map is provided freely for non-commercial use.

The overall map theme/layout is based on a level from a commercial game, as are a number of textures and
models. So advisable not to try and make money off any of it.

Parts of the original E2M6 .map source were used, please see the licence information distributed with the
sources (by John Romero circa 2006, I'm sure they are still online somewhere) for further info.






























================ SECRET HINTS =====================


(stop reading now if you don't want spoilers)











#1 Look for a crack under a rocky bridge
#2 Remember the bars in the darkest corner of the cavern
#3 Go for a swim near the bell
#4 Go for a swim near the grenade launcher
#5 Remember where the silver key lies, and the gate it unlocks
#6 Go diving after the bar has been drawn
#7 A bloody wall hides a pent in the dungeon
#8 Remember the bars near the (non-secret) quad
#9 Remember the bars in the metal corridor (a way back opens at the end)
#10 Once you've remembered everything, head back to the door near #8


