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Title       : Midnight Stalker
Date        : 10th May 2013 (version 1c)
File        : mstalk1c.zip
Author      : Simon "sock" OCallaghan
Website     : http://www.simonoc.com
Description : E3M6 Mash-up
Feedback    : negke and necros

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Installation

* Create a new folder called "mstalk" in your Quake folder
* Copy the Zip file into the new folder
* Extract the contents of the zip file
* Create a shortcut to your preferred Quake engine
* Add the following to the command line

 -heapsize 64000 -game mstalk +map mstalk
 
* Run shortcut and make sure map loads
* The first part of the map is a skill selection area
* Remember to record a demo once you start the map!

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When I cannot sleep I often spend the small hours of the night creating 
brushwork concepts. These are not about game play, layout or design but 
about mashing, twisting and warping shapes together and seeing what
cool things happen.

Brushwork concepts are like sketching or doodling on paper but instead
of creating something from one view point it is a 3D object that
can look and feel different from many sides. It is about trying to find
harmony in shapes and creating new style directions.

One of my favourite maps of Quake is E3M6 "Chambers of Torment". A map
at the end of Episode 3 "The Netherworld" featuring a strong blue palette
and a lovely mixture of harsh metal angles and interesting shapes.

The original map has many core architectural components and most are
linked to a certain textures and patterns. The walls were split
by tall blue panels of merging faces, rooms were divided by harsh metal
trellis patterns and pools of lava were bubbling below Mayan metal snakes
weaving across the floors.

The initial idea was to take the core components and deconstruct them
to see what their basic shapes look like. Once the right shape is found
then to extend the design using iteration's to find more variants
of the same style and finally glue it all together again.

Using only the existing textures (added two, changed one and left out six)
the map is about the essence of E3M6 but warped into a new direction. Luckily
the textures are not designed for specific shapes and are perfect for
wrapping around any brush shape and still look good.

The lighting was designed to be strong upward beams with the source hidden
from direct sight. Instead of the usual bright at feet and dark ceiling
I wanted the blue ceilings to glow and shimmer making the map feel
different from the traditional green/brown. Each room was setup to have
one central light focus (strong light) and small highlights with
various pulsate/flicker styles to focus the players attention.

The map was originally just a concept but the initial layout was a lot
of fun with plenty of "up and over" routes that it developed into a proper
map. The layout is about the monsters being in positions of strength
and the player having to adapt to each new situation.

There are ten secrets in the map and they vary between button finding
and player movement (jumping) skills. Most of the weapons can be found early
in secret locations and all skill levels were completed successfully
without the use of any secret stash.

The front of the map features a skill selection system like the start map
with three hallways for easy, normal, hard skill and a nightmare skill
entrance for players who want a challenge. Once the skill has been selected
the map will restart and everything should be setup correctly.

Each skill level has different monsters types, in different positions
and can be played progressively for a different experience of the map.
All weapons, ammo and health are the same on all skill levels. It is
assumed the player will be more frugal with ammo/health consumption
on higher difficulty settings.

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copyright:        The source map file is in the zip file for viewing pleasure.
                  None of the assets in this zip can be used for any commercial
                  projects. If you use any of the assets please give credit.

additional        "skill" texture by Lunaran
credits:          "Shooter" texture originally by Kell
                  Rest of the textures are by ID Software
compilers and     BSP Compilers (txqbsp,vis,light) by Bengt Jardrup
Dev tools:        Coloured light and LIT support by MH
                  newskip by John Fitzgibbons (awesome feature)
                  TexMex 3.4 by Mike Jackman (organize textures)

engine:           Designed and tested to *ONLY* work
                  with the following engines:

Mark V (http://www.celephais.net/board/view_thread.php?id=60831)
FitzQuake 0.85 (http://www.celephais.net/fitzquake/)

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Map Information:

Game			    : Quake SP
Cooperative   : Not tested
Difficulty    : Easy 60, Normal 84, Hard 101 - Monsters
Textures		  : e3m6.wad (included in zip file)
Editor        : SDRadiant 1.3.8
Build Time    : midnight+ hours for two weeks
Brush / Ent   : 5992 / 1107

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Distribution / Copyright / Permissions 

Copyright (c) 2013 sock, mememe[at]simonoc[dot]com
All rights reserved.

Quake I is a registered trademark of id Software, Inc.

This MOD/MAP may be electronically distributed only at 
NO CHARGE to the recipient in its current state, MUST 
include this .txt file, and may NOT be modified IN 
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS MOD/MAP TO BE 
DISTRIBUTED ON CD-ROM WITHOUT PRIOR WRITTEN PERMISSION.

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