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Map Title: The Monastery of Mount Cinburron (cinburron.bsp)

Author: ZetaByt

Textures used: id1, Rogue, Impel

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A vanilla map that uses a mix of mostly id1 textures, with some Impel and Rogue textures mixed in.

This was my first mapping project, which I started in September. The goal of this was mostly to get used to the basic
functions of TrenchBroom, while also creating something potentially fun to play. I had initially wanted this to release
before my Sewer Jam 2 submission, but I opted to not release it and instead keep working on it until I felt I had reached
a good stopping point.

Map source is included.

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[The Story]

Command noticed an anomaly in their Slipgate network. After sending a few scouting parties into the anomaly, 
none of which have returned, they are starting to fear the worst. They sent you in to investigate the anomaly
and report your findings upon your return.

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[Map Statistics]

*Does not support co-op

*The map does not use custom music, but it does use Quake's track 10.

*Secrets: 14

*Monster counts (subtracted 1 due to a Rotfish):

*Easy    - 463
**Normal - 474
***Hard  - 505

Item & Powerup placement changes between difficulties, in an attempt to try and balance it out without touching the
somewhat complicated monster closet teleporter system I had to use to get everything to work the way I wanted.

Nightmare might be rough, as I initially balanced this around Hard difficulty.

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It should work in most modern ports due to it being a vanilla map, but I'll still list what I tested the map in:

~Ironwail (Extensively)
~Quake Remastered (a handful of times)
~QuakeSpasm Spiked (enough to know it runs)
~vkQuake (enough to know it runs)
~QuakeSpasm 0.95 (enough to know it runs)

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Bugs: None that I am aware of (other than, y'know, the extra monster on the killcount due to the rotfish)

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Changelog:

[v1.0]
Initial Release

[v1.0.1]

+Added some additional rockets for a few rooms

-Changed/removed some monsters on lower difficulties

~Replaced two 'Cell Stash' Secrets with Lightning Guns

~Changed some spiral stair textures (that I forgot to change)

~Tried to flatten out the cave floor a bit

~Fixed some odd brushes I missed in the cave area