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Map Title: Nullspace Zero (start)                                                                                      |
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Map Author: ZetaByt                                                                                                    |
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Textures used: Makkon Concrete, Makkon Metal, blood & tele textures taken from a liquid wad                            |
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Requires Copper 1.30 (not included)                                                                                    |
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Episode tested in:                                                                                                     |
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~QuakeSpasm 0.96                                                                                                       |
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~QuakeSpasm Spiked                                                                                                     |
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~vkQuake                                                                                                               |
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~IronWail                                                                                                              |
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[Remaster Related Issues Section]                                                                                      |
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*While the Kex remaster can play these, Kex doesn't seem to like Copper 1.30 for some reason. My leading theory        |
is that it has something to do with some command it's trying to run at the start to play the demo, but due to it       |
not being able to play said demo due to some error, it is stopping the menus from working. As a result, you will       |
have to manually load this pack and manually load the start map through the console:                                   |
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Game (whatever you named the directory)                                                                                |
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Map start                                                                                                              |
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*The Kex remaster has some weird thing going on with the fog which makes the fog way thicker. I would                  |
recommend changing the fog values from 0.08 to 0.05 for a slightly better playing experience.                          |
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*While this pack does make use of autosaves, Kex doesn't seem to reload the autosave on death. I am guessing that      |
these autosaves need to be manually loaded via console, not sure.                                                      |
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[Map Statistics]                                                                                                       |
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Custom music: Track18 ("Hopeless" by DEvSEb, from Music Jam 1: Runic Resonances)                                       |
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Custom skybox: A plain white TGA skybox made in paint.net                                                              |
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Co-Op support: Yes (2-4 players)                                                                                       |
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Secrets: 0 marked, 2 unmarked                                                                                          |
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Monsters: None                                                                                                         |
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Additional info:                                                                                                       |
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The intermission track, track03, has been replaced with "Concrete" by DEvSEb, which is also from                       |
Music Jam 1: Runic Resonances. Partially done because copyrighted NIN track, but also because I really                 |
wanted to use this track somewhere, it wasn't working out for any of the levels so I figured it would                  |
fit the vibe of an intermission track.                                                                                 |
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[Short description]                                                                                                    |
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The start map of the mini-episode, a blocky concrete island suspended in a foggy white void.                           |
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[Longer description]                                                                                                   |
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Decided to take 'The Nullspace', a map I submitted for Quake Brutalist Jam 2, and expand it into a mini-episode        |
consisting of 4 maps (including the original Nullspace, slightly updated/rebalanced), and a start map.                 |
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Having never made a start map before, I kinda just winged it and it ended up working out, so that's cool.              |
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All maps in this pack are built for both shotgun start and continuous start, having tested it both ways                | 
to see how the overall balance would end up being.                                                                     |
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The original build order for each map was Nullspace I, Nullspace IV, Nullstart, then Nullspace II                      |
and Nullspace III, with Nullspace V to end it all.                                                                     |
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[A Story of sorts]                                                                                                     |
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In 2004, scientists at the research facility designated "Z-374" made what they thought was a monumental                |
discovery, but it turned out to be their downfall. Through experimentation and hard work, they were able to            |
construct a device capable of reaching into a pocket dimension. Initially there was celebration, which was quickly     |
followed by horror as nightmarish creatures started pouring out of the portal. The cleanup was messy and the           |
coverup even messier, but eventually they did get it under control. Over time, recon missions were performed           |
to try and figure out what exactly they had found.                                                                     |
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Descriptions of the other side  were, to say the least, inconclusive. There seemed to be a connection between          |
two general visual cues of this dimension, which are concrete blocks and a white foggy void. Beyond that though,       |
everything seemed to vary from person to person. One group reportedly went in, all ended up in the same location,      |
and all reported the same visual surroundings but everything else in their descriptions was different. This            |
dimension was given the codename "Nullspace"                                                                           |
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You are one of the members of the security detail, posted at the Nullspace portal to watch it, as it seemed like       |
the dimension's inhabitants didn't like foreigners coming to its realm and would sometimes send monsters through.      |
Security was ordered to capture these specimens and transport them to the holding chambers, so that the science        |
team could study them and maybe learn more about their biology. Eventually the expeditions started to turn deadly.     |
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Over time, recon teams started to not return. Presumed lost in the Nullspace dimension, these same individuals would   |
return through the portal later, changed. We were told to subdue and transport these individuals to the holding        |
chambers, just like the monsters.                                                                                      |
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One night, while posted on portal watch, something big happened. Alerts started ringing out about needing to           |
evacuate the facility. Distant explosions and gunfire could be heard. As you were hurriedly packing up to get          |
out, a large explosion knocked you on the ground. After a bit of time to recover, you looked at the exits and all of   |
them have been blocked by rubble from the explosion. A few of the cooling pipes for the portal have burst and the      |
room you were in was flooding very quickly. The portal was still active, but it is clear that it wouldn't be active    | 
for much longer in the state that it is currently in.                                                                  |
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As a last ditch effort to save yourself, you decided to rush to the Nullspace portal and jump in. The moment you       |
jumped into the portal, everything went dark and cold, which was quickly followed by a sense of warmth. After a bit    |
in the darkness, a white doorway makes its presence known. You walk through the doorway. The doorway disappears as     |
you go through it.                                                                                                     |
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On the other side, you are greeted with the concrete blocks and foggy white void that were brought up in the realm's   |
descriptions. You are on an island, surrounded by other smaller islands floating in this void. It is very bright       |
here, but there doesn't appear to be any source of light. You can hear the sound of wind, but there is very clearly    |
no wind blowing, or at least you can't seem to feel it. The air seems to have a very odd odor to it, almost like it    |
is shifting between the smell of pleasant things like pine or honey, which is very quickly followed up by the          |
faint smell of something awful, like something rotting or burning. It is very unpredictable when these changes         |
would happen, and it made the air very unpleasant as a result.                                                         |
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While this first island seems to be fairly peaceful, it is very clear that this dimension, based on previous           |
encounters, does not like visitors. While your main goal is to try and find a way out, it seems pretty evident         |
that there might not be an exit and you might just be doomed to stay here.                                             |
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Credits:                                                                                                               |
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~Makkon   (Textures)                                                                                                   |
~Lunaran  (Copper)                                                                                                     |
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[Music Jam 1: Runic Resonances]                                                                                        |
https://www.slipseer.com/index.php?resources/quake-music-jam-1-runic-resonances.292/                                   |
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