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Map title: High Noon In Akhetaten (amarna.bsp) [ map version 1.2 ]                                                                           | 
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Author: ZetaByt (ExaByt)                                                                                                                     |
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Requirements: [ Copper v1.30 / Not Included ]                                                                                                |
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Textures used:                                                                                                                               |
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~Sock's Egyptian set (most of the textures)                                                                                                  |
~Koohoo (a handful of textures)                                                                                                              |
~Makkon Metal (a handful of textures)                                                                                                        |
~Textures taken from a Serious Sam texture wad collection I dug up somewhere                                                                 |
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Installation:                                                                                                                                |
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~Drop contents of this zip into your Copper 1.30 directory (whatever it may be)                                                              |
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~Run Copper 1.30                                                                                                                             |
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~type 'map amarna' in the console (or if using Ironwail, use the level select)                                                               |
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Tested in:                                                                                                                                   |
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~Ironwail (extensively)                                                                                                                      |
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~vkQuake (enough to know it works)                                                                                                           |
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~QuakeSpasm Spiked (some of the skybox disappears at a distance, map works fine beyond that)                                                 |
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~QuakeSpasm 0.95 (requires sv_protocol 999 to work properly, functionally the same as QuakeSpasm Spiked otherwise)                           |
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~QuakeSpasm 0.96 (requires sv_protocol 999 to work properly)                                                                                 |
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--Will not run in the Night Dive Rerelease, at least not to my knowledge. Maybe there is some way to get the map working in Kex              |
that I am not fully aware of, but I couldn't find a way to get it working properly.                                                          |
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Description:                                                                                                                                 |
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So this is something that I had joked about making at various points, a Quake map largely based off of Serious Sam's Karnak level.           | 
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The main reason for this coming into existence was that I wanted to do something largely outdoors, and I had created this single Egyptian    |
courtyard to test lighting functions, decided I kinda liked this single courtyard and expanded on it, using Karnak as a reference.           |
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Originally I was going to go closer to Karnak's scale, but I realized after examining the map in the Serious Editor that Karnak is way, way  |
larger than what would be realistically feasible (at least from me), and scaled everything down drastically to accomodate. Probably should   |
have went with Luxor as the frame of reference due to Luxor being arguably more interesting in terms of layout, but eh, maybe next time.     |
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I may or may not have heavy-handed the monster placement a bit, but I figure with these open spaces and the original thing I'm basing this   |
off of, it is probably fine? I dunno.                                                                                                        |
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Map statistics:                                                                                                                              |
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~Co-Op support: 2-4 players (with some changed triggers & increased monster counts)                                                          |
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~Custom music: "Temples Relax", borrowed from Serious Sam 3 (track50)                                                                        |
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~Secrets: 8                                                                                                                                  |
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Monster counts [count w/ secret encounter]                                                                                                   |
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~Singleplayer:                                                                                                                               |
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Easy  :  524 [ 740]                                                                                                                          |
Normal:  720 [1050]                                                                                                                          |
Hard+ : 1116 [1634]                                                                                                                          |
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~Co-op (One can enable this for singleplayer via console by inputting 'coop 1' then starting / restarting the map):                          |
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Easy  :  654 [ 870]                                                                                                                          |
Normal:  876 [1206]                                                                                                                          |
Hard+ : 1348 [1866]                                                                                                                          |
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Extra notes:                                                                                                                                 |
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~The map makes use of a series of invisible walls, specifically put there to prevent potential softlocks. The invisible walls are set so     |
that when enough progress is made in the map and the softlock is no longer theoretically possible, the wall gets removed. I had more of      |  
them, but I removed some of those and opted to replace them with more interesting sequences.                                                 |
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~For those who would want to disable the dust haze effect going on with the skybox, do the following:                                        |
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1. Go into the command console                                                                                                               |
2. Input "fog 0"                                                                                                                             |
3. ...                                                                                                                                       |
4. Nope, that's it                                                                                                                           |
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The story:                                                                                                                                   |
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In the distant future, time travel had technically been discovered and was accessible. This method of time travel involved taking            |
full advantage of the idea of infinite universes and trying to travel between them, the idea being that each period in time has its          |
own pocket universe that one can theoretically go to and relive the past.                                                                    |
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You are one of the few who has had the opportunity to test out this new technology, some sort of inconspicuous pod that does not             |
look like it would do what it says it can. You get inside the pod, and after a few announcements about the test starting, your               |
vision suddenly goes white, then turns to nothing.                                                                                           |
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You awaken after what feels like an eternity of emptiness, in some sort of ancient Egyptian desert temple. Everything looks right,           |
but you can't shake this feeling of something being horribly off. You continue looking around, and notice a corpse. He looks oddly           |
familiar. He is riddled with all kinds of wounds, and they all look relatively fresh.                                                        |
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You figure this is some sort of sign, so you pick up his shotgun and investigate this anomaly. There has to be some sort of way out          |
so you can warn the others about what you've discovered here.                                                                                |
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Bugs:                                                                                                                                        |
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~Scrags being scrags and clipping into stuff, because that's what Scrags do                                                                  |
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~As mentioned earlier with some ports, the skybox can disappear at a distance                                                                |
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Other maps by me:                                                                                                                            |
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~(Sewer Jam 2) Grand Sewer Cleanup Detail:                                                                                                   |
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[ https://www.slipseer.com/index.php?resources/sewer-jam-2.149/ ]                                                                            |
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[ https://www.quaddicted.com/reviews/sewerjam2_v1.2.1.html ]                                                                                 |
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= = =                                                                                                                                        |
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~(solo release) The Monastery of Mount Cinburron:                                                                                            |
[ https://www.slipseer.com/index.php?resources/the-monastery-of-mount-cinburron.159/ ]                                                       |
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[ https://www.quaddicted.com/reviews/cinburron.html ]                                                                                        |
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= = =                                                                                                                                        |
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~(solo release) Castle Karthenfrost:                                                                                                         |
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[ https://www.slipseer.com/index.php?resources/castle-karthenfrost.193/ ]                                                                    |
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[ This is where I would put the Quaddicted link, but as of creating & finalizing this readme, it hasn't been submitted there ]               |
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= = =                                                                                                                                        |
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~(Coffee Quake 2) A handful of maps:                                                                                                         |
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[ https://www.slipseer.com/index.php?resources/coffee-quake-2-double-shot.213/ ]                                                             |
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[ https://www.quaddicted.com/reviews/quoffee2_final.html ]                                                                                   |
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Credits (where applicable):                                                                                                                  |
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Lunaran - Copper                                                                                                                             |
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Kell - The skybox ("brightblue" from Kothic Skyboxes)                                                                                        |
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Croteam - some of the textures I borrowed (found in some Serious Sam texture wad), some SFX used for secret stuff                            |
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Damjan Mravunac - The music track I borrowed                                                                                                 |
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Changelog:                                                                                                                                   |
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v1.0 - Initial Release                                                                                                                       |
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v1.01 (small fixes)                                                                                                                          |
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~Moved a trigger for getting the gold key early back to where it should've been                                                              |
(I think I moved it to test something and forgot to put it back, whoops)                                                                     |
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~Fixed some triggers that should've activated for entering the ankh pool early but weren't activating for some reason                        |
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~Changed the lights on a secret shoot switch and two secret buttons to try and make them more noticeable                                     |
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~Added a new kill trigger                                                                                                                    |
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v1.2 (Copper 1.30 Update)                                                                                                                    |
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~Updated map to require Copper 1.30                                                                                                          |
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~Made the map slightly harder (mix of anti-cheese, changing how certain encounters work and buffing monster counts)                          |
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~Added a bit more to the ending tunnel (visual fluff, nothing major yet)                                                                     |
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~Removed some redundant triggers                                                                                                             |
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~Re-integrated a previously cut trap                                                                                                         |
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~Added a new secret alternate ending room (can still go the normal route for 100% kills)                                                     |
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