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Title                   : Growth and Decay
Date                    : 12th May 2020
Filename                : qbb1_snaut.zip
Author                  : Shamblernaut
Email                   : ben.yeates@gmail.com
Description             : My submission to Quake Builder's Blockout 1 mapping event.


Play Information
================

Single Player           : Yes
Cooperative             : No
Deathmatch              : No
Difficulty Settings     : No
New Sounds              : No
New Music               : No
CD Track                : 4

Construction
============

Base                    : qbb1.map by Markie Music
Editor(s) used          : J.A.C.K
Known Bugs              : None known at the time of publishing

Texture Wad used        : idbase_mega, idbase_ultimate, mission pack textures, prototype.wad, and some custom buttons.


Notes/Thanks
============

PLEASE NOTE: AN ENGINE WITH COLOURED LIGHTING SUPPORT IS REQUIRED TO COMPLETE THIS MAP.

First off massive thanks to Markie for making this "jam" and fixing my readme, Khreathor for his great prototype textures, PoolboyQ, Henry Ambrose and Mclogenog for testing. You guys rock.

This was an interesting challenge. First and foremost highlighting the difficulties that J.A.C.K has in keeping up with more fully featured editors.

I decided to go with an idbase theme to take away from some time wasted for choosing textures. If I were to make this map again, I would just make a traditional map with good combat setups. Once again I'm reminded that quake isn't great for non-traditional play styles. 

One big hiccup that I encountered in this map is making monster and trap driven events. QC forces all text messages to be triggered by the player. So a nail-trap hitting a button won't trigger the message on the button, or the message on the entity that the button is targeting. So messages after nail and door style logic gates seem impossible at first glance. I'm sure somebody like Preach could work it out.

Hacks I used, "logic gates" (this isn't really a hack), door inventory manipulation, monster pet hack.

I enjoyed this challenge, but if I were to do it again I would make a more traditional map. 

Anyway, I hope you enjoy it.
-Shamblernaut




PUZZLE SOLUTIONS:

Both rooms require the player to enter from the bottom and for Bill the robot to enter from the top. Easiest (only) way to do this is to jump down from upstairs next to the two doors.

When Bill is up top and you're down the bottom you're able to enter one of the two rooms.

The Decay room.

Here there are three monsters in cages, they will all shoot projectiles at you. While trying your best to dodge these projectiles, lure Bill to follow you to above the buttons where there is a teleport pad. Once he is there hit the button and Bill will be teleported and telefrag a monster. He will automatically teleport back to the top.

All 3 monsters must be telefragged to complete the puzzle.

The Growth room.

Here the player needs to lure Bill to the teleporters upstairs, once he is teleported a cover will reveal itself.

Here you will see a coloured panel, with 4 buttons R, G, B, and a shootable confirm button. The goal here is to set the correct colour for that panel and then hit the confirm button. The solution should look like this 1=Green, 2=Red, 3=Orange, and 4=White. Orange is only achievable with the red light in the start room switched on.

After both puzzles are completed the exit should open. 
