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Title       : When Worlds Collide (Nothing to do with the old film or song!)
Date        : 22nd December 2025 (version 1c)
Author      : The Krampus!?! Down the coal mine for you!

Description : A Map Center Xmas AD map
Important   : This map requires Arcane Dimensions v1.81
              (https://www.moddb.com/mods/arcane-dimensions)
Feedback    : Thanks sprony and konig for your all your help and suggestions

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The Design
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This map has two beginnings, two middles and one end! Each route choice flows
into the next and ultimately pushes the player towards the end. People trying
to experience everything with one playthrough will be sorely disappointed
because large parts of this map are optional.

To give this map a more dynamic flow many of the weapons and items are setup
with a linear progression list, but can be found in many different locations
at once. Depending on which direction the player goes, the items will move
around to suit the players exploration or progress.

This map has two keys (silver / gold) which have unique areas and different route
progression, however they both end in the same place. So it does not matter
which key is found first or which order, only one key is required to complete
this map. This means at least half of this map is optional!

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Map Waffle
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"What is colliding?"
For a very long time I have been fascinated with the concept of map history and
visual storytelling. This idea started with my map Ivory Tower, where everything
was created in layers like a giant onion. Each area had a current and previous
history and every now and then the history breaks through and influences the
present architecture.

Many great fantasy novels have huge backstories to their world where each place
has experienced lost civilizations and different architectural styles.
As you dig deeper behind the walls and floors you find something else lurking
there forgotten and mostly reused. it is usual to find ancient sites being
pilaged for materials to be reused for newer projects.

This map started with a Runic Temple that was then turned into a Red Brick Temple
and then finally a tech / modern race turned up and reused the space. In the
original map the blends between the time periods had more detail and style,
however much of that has been lost because time restraints.

The original map was going to be part of a large episode exploring layered
history styles however the early screenshots were not well received and the
whole project was abandoned. I do like the concept of the idea, however I am
not convinced the execution of my style is the right direction.

"The map feels disjointed"
This is because the map is trying to mash together different texture and
architectural styles. Unfortunately the seams between the styles are very bland
and lack detail, but alas this is mostly down to time, ironically broken
stuff takes longer to create because it looks better when the breakage happen
after the architecture has been built completely first!

"I do get the feeling I am missing out on a lot"
This is a common feedback, its partly because there are multiple routes aimed
at multiple playthrough's. Is this going to change? Its very unlikely because I
like the non linear style of choices with consequences. The only way this
feeling would go away is if my maps were linear and that is not a style
I want to spend time creating.

"What is this Krampus thing!?!"
Sometimes its nice to be unknown, players have less judgements of new mappers.
An unknown mapper can often receive more honest reactions and feedback.

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copyright:        The source map file is in the zip file for viewing pleasure.
                  Please do not use any of these assets in ANY COMMERCIAL PROJECT.
                  Remember to give credit if you use any of the assets.

Compilers:        BSP/VIS Compilers - by Kevin Shanahan/Eric Wasylishen
Dev tools:        Latest Version - ericwa.github.io/tyrutils-ericw/
                  TexMex 3.4 by Mike Jackman (organize textures)

Engines:          Designed and tested to work with the following engines:

VkQuake           (https://github.com/Novum/vkQuake/releases)
QuakeSpasm        (http://quakespasm.sourceforge.net/download.htm)

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Map Information:

Game          : Quake SP only
Coop/DM       : Spawn points exist, not tested.
Difficulty    : Easy 60 - Normal 84 - Hard 120 - Monsters
Textures      : Mostly ID textures and few remixed by me
Editor        : SDRadiant 1.3.8
Build Time    : 2 weeks (using previous wwc map)

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Distribution / Copyright / Permissions 

Quake I is a registered trademark of id Software, Inc.

This MOD/MAP may be electronically distributed only at 
NO CHARGE to the recipient in its current state, MUST 
include this .txt file, and may NOT be modified IN 
ANY WAY.

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