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Title                   : Librarian Deception
Filename                : rj2_chnuckierdbeer.bsp
Release date            : 24.10.04
Author                  : Chnucki Erdbeer
Description             : Entry for the Quake Retro Jam 2
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* Introduction *

A cursed old library rumored to host some of the most demonic tomes of all realms.

Since I tend to struggle coming up with singleplayergameplay situations (I have more of 
a history with multiplayer mapping), I decided to ask ChatGPT for help using the following 
prompt: 
"Give me a walkthrough for a fictional Quake 1 episode 1 map." 

Obviously, ChatGPT has never played Quake, but I got a pretty helpful outline that I very 
loosely followed. They came up with the idea of a library. I love libraries, so that became 
the main theme. Since no new textures were allowed, I puzzled some together via overdetailed 
brushwork for the bookshelfes. 

It has some non-linear parts, mainly the underwater section, which can be completely
avoided but have some pretty useful items and weapons. There are some tight places with 
rotfish down there. I recommend using a version of Quake that fixes the bug of fish corpses 
blocking the player. If you find the right secret and use the items there from the underwater 
section, that should also be no problem though.
  
* What is included *

New levels              : Yes
Sounds                  : No
Music                   : No
Graphics                : No
Other files required    : No
Map Source		: Yes

* Play Information *

Single Player           : Designed for
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Yes

* Construction *

Base                    : Mostly new from scratch but borrowing some props from the original game 
                          (mostly doors and those little blocks used with flame lights), plus some 
                          arch prefabs from https://spacehare.github.io/prefabs/.
Build Time              : 2 Weeks
Editor(s) used          : TrenchBroom, ericw-tools, ChatGPT
Known Bugs              : An "Object Error in Linked doors" pointed out by "deviltower". Refers to 
                          the roof stuff at the end and doesn't seem to affect the game.
Tested With             : Kex Engine 4.1
                          Ironwail


* Copyright / Permissions *

Authors (MAY) use the contents of this file as a base for
modification or reuse, provided you let me know so I can check it out.
Permissions have been obtained from original authors for any of their
resources modified or included in this file.

You MAY distribute this file, provided you include this text file, with
no modifications.  You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file 
intact.  I have received permission from the original authors of any
modified or included content in this file to allow further distribution.

* Maps-Center Discord (where the Jam took place) *

https://discord.gg/nM9KnzN8rz

* My linktree (feel free to follow me on insta and youtube. Also check out my music on Spotify)
https://linktr.ee/chnuckierdbeer

* And now for the fictional walkthrouh by Chattie the map was very loosely based on:

Map Name: Fetid Fortress  
Setting: A dilapidated, multi-leveled fortress once used for dark rituals, now flooded in its lower sections with moss, water, and filth.  
The upper sections retain more of the castle architecture, with battlements and dark corridors. The fortress contains two locked doors  
requiring keys to progress, with deadly traps waiting around every corner.

Start Area: The Mossy Entrance  
    • You spawn in a damp, overgrown corridor. Vines creep along the stone walls, and ankle-deep water sloshes at your feet. A faint  
      green glow comes from algae-coated torches.  
    • Ahead is a slightly submerged Super Shotgun, which will become crucial as you're immediately ambushed by a pair of Knights. They  
      charge from behind a nearby ruined pillar, their heavy footfalls echoing off the moss-covered stone.  
    • There's a locked door in front of you, requiring a gold key. To your left is an open archway leading deeper into the fortress.

Upper Section: The Castle Halls  
    • Moving through the archway, you ascend a worn stone staircase into the upper portion of the fortress. Here, the architecture is  
      more intact—spiked chandeliers hang from the ceiling, and dark, wooden beams reinforce the crumbling walls.  
    • Entering a grand hall, you’re greeted by the distant sound of growling and clanking armor.  
    • This area features two main paths:  
        1. The Great Hall: A large room with a high ceiling and multiple ledges. Scrags (floating acid-spitting creatures) float around,  
           attacking you from above while Ogres (chainsaw and grenade-launcher wielding enemies) roam the floor below, lobbing grenades  
           toward you. The nailgun is found here, hidden in a dark alcove behind a stone pillar.  
        2. The Library: A narrow, dusty hall with a series of bookcases and iron chandeliers. Fiends (fast, leaping demons) patrol this  
           area. In the far corner of the library, you’ll find the gold key needed for the locked door below. However, the moment you  
           pick it up, the floor beneath you collapses into a trap.

Lower Section: The Watery Dungeons  
    • The collapsed floor drops you into the lower dungeon, a dark, waterlogged chamber filled with the sound of dripping water and  
      distant growls.  
    • You land in a pool of filthy, waist-high water, and Ogres on higher ledges fire grenades down at you. A quick swim leads you to a  
      small alcove where you find grenades—perfect for taking them out.  
    • Exploring the dungeon reveals two paths:  
        1. One leads back up to the starting area near the gold key door, creating a loop in the level.  
        2. The second path winds deeper into a flooded crypt, where Fiends ambush you from the shadows.

The Gold Key Door  
    • Returning to the locked door near the start with the gold key, you unlock it to reveal another chamber in the lower section. The  
      walls here are cracked, with tree roots and moss growing through the stone.  
    • Ahead is a small trap room, with pressure plates hidden under the water. As soon as you step inside, spiked walls begin to close  
      in from either side. Quick thinking (and strafing) will allow you to avoid the trap, and using the nearby platform raises a stone  
      gate to the next area.

The Waterfall Chamber and Silver Key  
    • Past the trap, you enter a large chamber dominated by a central waterfall. The rushing water creates a constant din, and the stone  
      platforms around the room are slippery with moss. Two Scrags attack from above as you navigate the area.  
    • The silver key is placed on a high platform, but reaching it requires climbing a series of precarious stone steps that are  
      partially submerged in water.  
        ◦ Stepping too carelessly onto the wrong platform triggers a trap: the floor below opens up, dropping you into an underground  
          pit filled with Fiends.  
        ◦ A switch at the bottom of the pit activates a hidden elevator that brings you back up to the silver key.  
    • Once you grab the key, a nearby stone wall slides open, leading you to a shortcut back to the main part of the castle.

Upper Castle: The Final Gauntlet  
    • With the silver key in hand, you return to the upper portion of the castle, now using a newly accessible corridor near the great  
      hall.  
    • The silver key door leads to the final section: a narrow corridor with high gothic arches and walls lined with bloodied banners.  
    • A group of Knights guard the corridor, and a Vore (spider-like creature that shoots homing projectiles) awaits at the far end.  
        ◦ You must dodge the Vore’s projectiles and use cover while taking out the Knights.

The Chapel: The Final Showdown  
    • Past the Vore, you enter the final room, a dark chapel at the very top of the fortress. The room is dimly lit by flickering  
      candles, and the ceiling is cracked, allowing moonlight to stream through in places.  
    • On a stone pedestal in the center of the room, the exit portal hums with energy, surrounded by ancient runes.  
    • As you approach, a Shambler teleports in from a burst of red light, roaring as it charges toward you.  
        ◦ Using the grenade launcher or nailgun, you take cover behind the stone pews while avoiding its lightning attacks.  
        ◦ There is a secret alcove high above the room—accessible by shooting a switch behind one of the pews—containing the lightning  
          gun.  
    • Once the Shambler is defeated, the portal activates, and you can step through to complete the map.

Secrets and Traps  
    • Secret 1: In the upper great hall, there’s a hidden switch behind a banner that opens a small alcove containing extra health and  
      nails for the nailgun.  
    • Secret 2: In the flooded dungeon, there’s an underwater passage leading to a hidden cache of grenades and armor.  
    • Secret 3: Near the silver key, shooting a cracked wall reveals a hidden lightning gun, which makes the final fight with the  
      Shambler much easier.  
    • Trap 1: A section of the library floor collapses when you pick up the gold key, dropping you into a lower section filled with  
      water and enemies.  
    • Trap 2: The pressure plate in the lower dungeon triggers spiked walls to close in, forcing you to quickly solve the puzzle or be  
      crushed.

Conclusion  
You escape through the exit portal after defeating the Shambler in the upper chapel, having explored both the mossy lower dungeons and  
the more intact upper castle. The map mixes tight corridors with large, vertical spaces and deadly traps, and rewards exploration with  
powerful secrets like the lightning gun.
