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Map Title: Site Z-374 (v1.01)                                                                                             |
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Map Author: ZetaByt (ExaByt)                                                                                              |
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Filename: zet_z374                                                                                                        |
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Build Time: Two weeks for the Quake Brutalist Jam, then an additional amount of time                                      |
spent converting it to Alkaline and adding additional stuff to the map                                                    |
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Uses Alkaline 1.2.2 (is included, credits to BmFbr)                                                                       |
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~Copy folder to source port directory                                                                                     |
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~Start source port                                                                                                        |
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~Type "game z374" into console                                                                                            |
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~Pick difficulty via console (skill 0 for easy, skill 1 for normal, skill 2 for hard, skill 3 for nightmare)              |
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~Load map ("Map zet_z374" in console, or if Ironwail works in the future load it through level select)                    |
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Bugs:                                                                                                                     |
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~The lifts have a chance to bite. I don't think there's a good way to fix this.                                           |
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~Scrags doing weird Scrag things like clipping into doors and walls. I had to change a door to try and remedy this        |
but I cannot guarantee that will entirely fix it.                                                                         |
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Textures used (copy/pasted from the original QBJ2 readme):                                                                |
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~Prototype 1.3*                                                                                                           |
~Makkon (Concrete, Urban, Metal, Tech)                                                                                    |
~Speedbase (Speedbaze? I dunno)                                                                                           |
~Obtex                                                                                                                    |
~Rubicon 2                                                                                                                |
~cr8 (a few lampbeam textures)                                                                                            |
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*I don't usually list the prototype texture wad as it is not normally seen, but I had to get creative with                |
a particular thing and it ended up becoming relevant due to the solid color textures, so yeah.                            |
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Tested in:                                                                                                                |
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~vkQuake (works fine)                                                                                                     |
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~QuakeSpasm 0.96 (works fine)                                                                                             |
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~QuakeSpasm Spiked (seemed to work fine)                                                                                  |
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--While the remaster is able to play this map to completion, I cannot recommend it as a few models                        |
are wrong and there seems to be a really weird sound problem with enemies and water.                                      |
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--Map does not play well in Ironwail 0.7.0 or older versions of QuakeSpasm (before 0.96). A handful of                    |
fights can get very, very gib heavy which causes them to error out. My recommendation would be to play the                |
map in either QuakeSpasm 0.96 or vkQuake, but I kinda figure in a future Ironwail version this map will                   |
most likely work as intended.                                                                                             |
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Co-Op: I kept the co-op starts from the Copper version of the map, so they probably work just as well                     |
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Custom music: "Common Consciousness" by Gates of Morheim [From S.T.A.L.K.E.R. Anomaly] (track 86)                         |
https://gatesofmorheim.bandcamp.com/album/anomaly                                                                         |
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Custom sounds: Various sounds from the S.T.A.L.K.E.R. series, and S.T.A.L.K.E.R. Anomaly, one sound from Rubicon 2        |
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Custom models:                                                                                                            |
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~Dead trees and candle models taken from Arcane Dimensions                                                                |
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~Workbench, Stool, fans, and keycards taken from Alkaline models                                                          |
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Skybox: Taken from S.T.A.L.K.E.R. (Either Clear Sky or Call of Pripyat, idk, they all use the same skyboxes afaik)        |
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Secrets: 17 (9 new secrets)                                                                                               |
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Monster Count (Easy)   - 509                                                                                              |
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Monster Count (Normal) - 666                                                                                              |
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Monster Count (Hard+)  - 961                                                                                              |
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Description:                                                                                                              |
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So this is an Alkaline conversion of a map I made for Quake Brutalist Jam 2, a large bunker facility with                 |
architecture, atmosphere and gameplay inspired by a mix of Halo and S.T.A.L.K.E.R., with bits of                          |
Fallout & Metro I guess.                                                                                                  |
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When I had initially made the map, I had considered the idea of eventually converting it to Alkaline, mostly because      |
I thought the map might benefit from the added features that Alkaline provides (weapons, enemies, etc). I also took       |
the time to expand the surface and add some extra detail to the underground sections.                                     |
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The Story (copy/pasted from the QBJ2 readme, revised to fit the new outside area):                                        |
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Site Z-374 has largely been a mystery, thought to be some folk tale told by the veteran scouts of the area, an old        |
underground bunker lost to the storms and eroded by time. After the most recent storm though, the stories of an odd       |
structure in the distance started to see a sudden rise. The science team has sent you to investigate the area which       |
a large amount of individuals seem to say where the location is. They have given you a backpack with a wide array         |
of equipment, a shotgun, and some food and drink for the travel, and want you to report back your findings, that is       |
assuming you find anything of note that is worth reporting back.                                                          |
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A few days of travel later, you reach the spot and you see it through the fog, a walled off complex of some sort,         |
situated on a hill. After waiting for the fog to subside a bit, you try to find a way in. What appears to be              |
the main entrance is guarded by a den of dogs, so you walk around the perimeter to try and look for a different           |
way in.                                                                                                                   |
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You walk a good distance, and come across another gate. This gate looks like it might have been used for a vehicle        |
access point. There does not appear to be any way to open the gate, but the wall looks uneven. You climb up the wall      |
and get a good view of the facility. Multiple buildings, a vent looking thing and a bunch of dead trees.                  |
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As you were examining the facility, you lose your footing on the top of the wall and fall off of it, landing on the       |
inside of the wall, landing on a bridge. As you get back up, you look around and realize that you are extremely           |
lucky, for if you did not land on this bridge you would have most definitely ended up in the extremely radioactive        |
pool under it.                                                                                                            |
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Your main goal at this point is to get out of this facility. When you were looking at the facility from the wall, you     |
noticed that two of the doors were marked with green and gold keycards respectively. What appeared to be the              |
main entrance looks to be locked off with a gold keycard. Armed with the shotgun, you push forward to try and             |
find the advanced keycard so that you can leave this facility.                                                            |
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Other maps:                                                                                                               |
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Grand Sewer Cleanup Detail (Sewer Jam 2):                                                                                 |
https://www.quaddicted.com/reviews/sewerjam2_v1.2.1.html                                                                  |
https://www.slipseer.com/index.php?resources/sewer-jam-2.149/                                                             |
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The Monastery of Mount Cinburron (Solo Release / Vanilla):                                                                |
https://www.quaddicted.com/reviews/cinburron.html                                                                         |
https://www.slipseer.com/index.php?resources/the-monastery-of-mount-cinburron.159/                                        |
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Castle Karthenfrost (Solo Release / Arcane Dimensions):                                                                   |
https://www.slipseer.com/index.php?resources/castle-karthenfrost.193/                                                     |
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Various maps (Coffee Quake 2):                                                                                            |
https://www.quaddicted.com/reviews/quoffee2_final.html                                                                    |
https://www.slipseer.com/index.php?resources/coffee-quake-2-double-shot.213/                                              |
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High Noon In Akhetaten (Solo Release / Copper):                                                                           |
https://www.slipseer.com/index.php?resources/high-noon-in-akhetaten.240/                                                  |
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Castrum In Inani (Rotting Jam):                                                                                           |
https://www.quaddicted.com/reviews/rotj.html                                                                              |
https://www.slipseer.com/index.php?resources/rotting-jam.254/                                                             |
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The original version of this map, and the original version of The Nullspace (Brutalist Jam 2):                            |
https://www.slipseer.com/index.php?resources/quake-brutalist-jam-2.278/                                                   |
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Outpost Auriga IV (solo release / Alkaline 1.2):                                                                          |
https://www.slipseer.com/index.php?resources/outpost-auriga-iv.297/                                                       |
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Changelog:                                                                                                                |
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v1.0 - Initial Release                                                                                                    |
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v1.01                                                                                                                     |
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~Added an extra anti-softlock measure                                                                                     |
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~Changed folder/file structure to include the mod in the archive                                                          |
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~Updated Readme to reflect the change to the archive                                                                      |
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          |----------------------|
          |  Doody still droolz  |
          |                      |
          | Freedumb still roolz |
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