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TOMB OF THUNDER (Quake mod version)
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7 maps long (including a secret level) SP campaign for Quake by aDaya, using Copper 1.15 as a base while adding new features
In development since 2015, went through 3 iterations (2016, 2018, 2020 [the current one]).
Also compatible with id1 and copper maps (those which are compatible with 1.15 ver.).
Because of financial reasons I need to turn this project into a game I could sell. The mod itself however is NOT meant for sale.
This release corresponds with the release of the patreon page for the stand-alone iteration (Plotosphere : Tomb Of Thunder), in order to have the best hook for it.

This mod has been tested on ironwail 0.7.0, Quakespasm, Quakespasm Spiked, MarkV, and FTEQW.

You can contact me through my email address at biver.arthur@gmail.com.


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INSTALLATION
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1. Unzip the downloaded package and drag the folder marked tombofthunder into the main folder where Quake is installed (for the Remaster, put it in "C:\Users\Admin\Saved Games\Nightdive Studios\Quake").

IF YOU'RE USING THE REMASTER => delete the demo1, demo2, and demo3 demo files inside the mod's folder.

2. Start your favorite Quake engine port with '-game tombofthunder' appended to the command line or in the in-game console, or if the sourceport you're using allows it, activate tombofthunder through the Mods menu.

3. Start the game as usual.


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STORY
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It's been 6 years since Operation Counter Strike. The government has since shut down all research related to slipgates and transfered development to exploiting lands for new ressources.
One of which is set on an unnamed island in the Mediterranean Sea which has been abandonned years ago, but was retooled as a research base called the Damocles Facility once a top-secret discovery has been revealed.
Recent reports from this island have become confusing, if not incoherent. But the last one that made sense talked about some anomaly which is rooted at the peak. 
Because of your involvement in Operation Counter Strike, you have been tasked to go to this island, investigate, and find out what's going on. Because of its top-secret nature, there is no helipad at the facility, forcing you to start at the foot of the island at the port town, and use the railway to reach the facility at the peak on your own.
As you embark in a small boat to your destination, you cannot help but feel ill at ease around this affair, alongside an odd familiarity.
You drift into sleep, your mind worn by these thoughts...


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FEATURES
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3 replacement weapons:

	-Shotcycler [replaces Super Shotgun]
		*Hold trigger to shoot up to 5 times in a volley before reloading (its duration is the same no matter what)

	-Chaingun [replaces Super Nailgun]
		*Hitscan rapid fire weapon, has windup and down, eats nails like popcorn (2 per shot)
		*Hold trigger during the winddown to immediately start shooting again

	-Railgun [replaces Thunderbolt]
		*Hitscan thunderbolt, pierces up to 6 enemies
		*Eats 6 cells per shot


4 new enemies:

	-Nail Infantry
		*Cousin of the enforcer, shoots hitscan from a machinegun as long as target is on sight
		*Has as much health as the Enforcer, but doesn't stun as easily

	-Gladiator
		*Cousin of the Ogre, shoots wide cone of projectiles
		*Melee with trident, pushing targets back

	-Disciple
		*Flying cloaked spectre
		*Shoots thunder wisps, zapping everything around it
		*Explodes on death
	-???
		*New final boss! You'll have to experience it yourself ;)


1 new powerup:
	
	-Hourglass of Kronos
		*Slows down enemies' movements and attacks for 30 		minutes

Vanilla/Copper enemies reworks:

	-The Enforcer is back on his original behavior, though this time he will shoot three times instead of two. He still doesn't drop cells though.

	-The Death Knight has a second projectile attack where he shoots a powerful lava ball, in order to make him more efficient and more interesting to fight against at longer range.

	-The Vore is back on its original behavior, to keep it as high tier as before.


Misc:

	-New pickup messages and individual pickup sounds (armor, ammo, weapons, powerups)

	-Sounds for weapon swapping, no weapon available, and not enough ammo.

	-Backpacks overall (both drops & placed items) can go beyond the maximum amount of ammo, much like health with Megas. Placed backpacks have been reworked as well, small ones have their values reworked while big ones give a 	fixed amount of all ammo types.

	-New skill variable: SUPER MONSTERS! This buffs up monsters individually. Find the secret area in the start map to activate it, or type in console "impulse 249" to activate/deactivate it in-game. 

	-The Axe can push enemies back.

	-Nightmare mode has been reworked to work closer to Doom 3's: Health slowly rots down until it reaches 25; kill monsters with the axe to regain their total health divided by 5.


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MAPS:
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start - The Shape of Things To Come
tot1 - The Shores of Non-Existence
tot2 - Sleepwalking Through Mud
tot3 - No Rot In The Cold
tot4a - Dissection of a Concrete Body (Entrance A)
tot4b - Dissection of a Concrete Body (Entrance B)
tot4c - Dissection of a Concrete Body (Entrance C)
tot5 - His Still-Breathing Corpse
tot6 - Her Throne, Now Mine
tot7 - Even Olympus May Die
seeyou - Thank You For Playing


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KNOWN ISSUES
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-Hourglass of Kronos' slowed down entities don't go back to their original values once it runs out. 

-FOR IRONWAIL USERS: tot2's rain effect might use too much CPU power, hence why I made an autoconfig that put "r_oit" to 0. You can revert this value back to 1 if you don't have any performance issues there.

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CREDITS
---------------------

iD Software for making Quake and allowing its code to be open source.

'Copper' mod by Lunaran (available here: https://www.slipseer.com/index.php?resources/copper.27/)  

Coding help: Asaki, Huitzilopochtli, ryanscissorhands, bmFbr, Spoike, c0burn, the Quake Mapping Discord, and others I might have forgot

Final Boss sounds by Sock Uno.

Sounds originally from various sources: Daikatana, Quake 2, Quake 3, Quake 4, Doom 3, Painkiller, Team Fortress 2, Half Life 2, Unreal Tournament (99, 2004, 3), Street Fighter 3 3rd Strike/ All of these games are owned by their respective companies.

Textures from Daikatana, others by steki (decon.wad), Bal & speedy (cr8), John Fitzgibbons (jf2, jf_obtex), sock (sock_xmasjam), the LibreQuake team (everything lq_ related)

The LibreQuake team.

FK for making the complicated trigger logic for the final boss possible.

Everyone who tested Tomb of Thunder or watched me play it, and giving me precious feedback.

Soundtrack by Immorpher.


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CHANGELOG
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1.032b
	-Fixed tot4's final button to the secret exit having a loose silver key requirement

1.032a
	-Fixed a faulty trigger in tot5 where the cave tunnel at the start is sealed.

1.032
	-Added a guide for all the mod's secrets in the game files.
	-on tot3:
		*The doors leading to their respective keys lock players behind once they enter the respective silver/gold key regions so players don't backtrack needlessly.
	-on tot4:
		*Changed a secret on level 2's gold key region to be a bit more explicit.
	-on tot7:
		*Fixed a faulty secret related to silver doors, which now only display a common message.

1.031
	-on tot4:
		*Fixed the exit door not opening
		*Fixed the multi-key door not displaying the correct locked message
		*Fixed the way to the secret exit not triggering during the final sequence
		*Fixed key signs at the start of each level not showing the correct key texture

1.03
	-Added Co-operative support.
	-Chaingun rework:
		*Removed the spin-up sequence for the Chaingun in order to make it a proper panic fast firing weapon.
		*The full stop sequence lasts now 0.4 second if the weapon doesn't fire again during the spin-down sequence.
		*Damage has been boosted from 10 to 11 damage per bullet.
	-Modifications for tot4:
		*Added details
		*Instead of 6 gold keys, there is 3 gold keys & 3 silver keys, where the way to get them is color coded much like in tot3, in order to make navigation better. Due to this the way to find a specific secret has been slightly altered.
		*Removed a turbine in the second coolant pool of level 3 to better distinguish the entrance and exit of the section taken from level 2.
		*Finale has been revised.
		*Fixed a softlock at level 3's final key's room.
		*Fixed a softlock related to a specific secret
	-Fixed a faulty shortcut on tot2
	-Added silver key signs in the second temple room in tot5 to make the silver key door placement more obvious
	-Added different health for each difficulty for the final boss' final phase.
	-Disciple under supermonsters won't shoot in volleys anymore, instead his projectile will shock at faster intervals.
	-Fixed a bug where the Fiend under supermonsters wasn't transparent.

1.02b	
	-Fixed holes in tot1 as well as both an ogre and enforcer teleporting at the same time, killing each other
	-Fixed lamps in the south east section blocking a jump through a gap in tot2, as well as fixing a hole in the final area
	-Prettified the entrance to the optional area in tot2

1.02a
	-Fixed a leak in tot1
	-Fixed second goldkey lights in tot4's level 2 not triggering properly
	-Fixed tot4's alternate entrances still displaying their names as "entrance A"
	-Fixed a gold key room encounter in tot7 where one extra monster for hard skill didn't target the count to unlock the exit door

1.02

	-Made the Nail Infantry's bullet deal stronger damage (from 3 to 5)
	-Made the axe kill on Nightmare harvest killed enemies' health divided by 5 instead of 4.5
	
	-Map fixes:
		-tot1:  * Made path to nailgun more obvious
			* Made key doors more obvious
			* Changed some monster placements (mostly for hard skill)
			* Added additional teleporting monsters exclusively for when the quad damage is found

		-tot2:  * Changed nailgun placement to first elevator shortcut
			* Changed some monster placements (mostly for hard skill)
			* Made usable computers more obvious
			* Fixed an ambush where peeking through a gap in a wall would allow the player to see the upcoming monsters
			* Fixed a fiend and ogre sharing the same space on normal skill (said ogre has been changed to a gladiator)
			* Added a death knight and a fiend on normal to south-east region on normal skill
			* Revised computer room in south-east region
			* Made grenade launcher placement more obvious

		-tot3:  * Made each colored key region's doors have lights of their respective colored keys to make them more obvious
			* Changed some monster placements (mostly for hard skill)
			* Made Invulnerability secret accessible from both sides of its location

		-tot4:  * Fixed an issue on entrance B where the chaingun ambush would trigger too early
			* Fixed an issue where both an ogre and vore would teleport at the same time
			* Changed some monster placements (mostly for hard skill)
			* Added white stripes to main stair shaft
			* Fixed gold key signs & traps not triggering properly

		-tot5:  * Made the silver key more obvious while also telling the way to go
			* Gathering all gold keys now tells the way to go
			* Changed some monster placements (mostly for hard skill)
			* Changed last secret to an armor one
			* Made the switch at the top of the light world's water tower more obvious
			* Added specific colored pillars to indicate the placement of the tombs

		-tot7:  * Gold Key Gate is now much more obvious
			* Gathering all gold keys triggers a message to come back to the main tower gate
			* Added green pillars pointing the way to the gold key rooms

1.011
	-Added navigation aids for map 3, 4, and 5
	-Fixed issues on map 3 and 5 on easy skill where counter-based critical encounters didn't trigger properly, making progress impossible
	-Diminished fog amount for the final boss' third phase, making far-away targets easier to see

1.01
	-Fixed source files not matching what's inside the compiled progs files.
	-Fixed duplicate zip file.
	-Fixed series of shootable buttons leading to a secret in start.bsp where they were shootable multiple times, nullifying the challenge of finding the secret.
	-Fixed possible softlock at the end of tot1.bsp, train doors now open permanently on top of their activator being locked behind counters.
	-Railgun now does 95 damage on Deathmatch rather than the whopping 270 in Singleplayer for balancing reasons.

1.0
	-First release