
Odyssey One, a Quake1 single player map
=======================================

This map was originally created by Whitewind and released sometime in 1998.
Unfortunately, it was only playable in DOS/WinQuake at the time and couldn't
be played in any hardware accelerated engine like GLQuake.

As I've been unable to contact the author for the source map or permission, I
decided to try to rebuild the map and this time make it playable in modern
engines. After doing this, I started to make a lot of bug fixes and changes
that hopefully improve the gameplay experience significantly.

The map should now be playable in practically any engine and most of the
previous problems should be gone.

As much as possible of the original brushwork and textures have remained
unchanged to preserve the atmosphere. Apart from obvious technical issues,
lighting and gameplay (monsters, ammo etc) has also been changed, especially
on Normal/Hard skill. Easy skill and DM is basically the same as the original.

I hope you will enjoy this map !

Bengt Jardrup (aguirRe)

April 4th 2005



* System Requirements *

This map should be playable in practically any engine on most Pentium 200 MHz
or better computers with/without hardware accelerated graphics. In many engines
there might be some sound drop-outs in some combat areas when playing on higher
skill levels. The engines mentioned in the Addendum below don't have this
problem.

Framerates will vary greatly of course since it's a fairly big level. Most
modern machines shouldn't have any problems at all.

You'll need Quake1 as well ...


* Installation *

Standard procedure by unzipping the map to id1\maps beneath your Quake
directory and adding the "+map odyssey1" option in the engine command line (or
just load the map from the console with "map odyssey1"). You'll probably need
to allocate more memory for the engine by adding the command line option
"-winmem 32" (DOSQuake) or "-heapsize 32768" (all other engines). Adjust
upwards if still insufficient.


* Gameplay *

Should be very familiar; spawn, fight, kill, exit. Easy skill is basically the
same as the original; pretty easy. Normal should provide a much bigger
challenge and Hard even more. Make sure to use your resources wisely and
hopefully you shouldn't run out of ammo at any time. Due to the selected
monster groups, infighting will occur no matter what you do. Use this to
conserve ammo and have fun watching the show.

Don't forget to pay a visit to the lonesome Fiends in the pits ...


* Technical *

Tools that have been used in this resurrection include (but not limited to) :

Editor    : QuArK 6.3.0 (http://www.planetquake.com/quark)
Build     : TxQBSP 1.11, RVis 2.30 and Light 1.40 (http://user.tninet.se/~xir870k)
Computers : P4 1.7 GHz 512 MB Geforce3 Ti200 64 MB,
	    Pentium MMX 233 MHz 80 MB Voodoo2 12 MB

Complete rebuild takes about 20 minutes.


* Change list (incomplete) *

- Sealed up the map. Large areas were enclosed before, thereby exceeding
  lightmap limit and killing the hardware engines (and tools).
- Rebuilt damaged brushwork (invisible or penetrable).
- Added minor brushwork to ease player/monster movements.
- Improved lighting by moderating light levels and adding ambient lights.
- Significantly increased challenge on Normal/Hard skill by replacing/adding
  monsters and tweaking player resources.
- Added some triggers to wake up monsters at alternate paths.
- Added teleporters at the bottom of the Fiend pits.
- Fixed the "Raft Ogres".


* Credits (see also other text files) *

Underworldfan  for hosting/review (http://www.planetquake.com/underworld)
HeadThump,
Hrimfaxi,
RPG and
Scragbait      for beta testing and many good suggestions


* Copyright / Permissions *

Same as the original (see other text files).


* Addendum *

Nowadays you can play the original (DM section of any idgames2 mirror) also in
selected GL-engines, e.g. Enhanced GLQuake at http://user.tninet.se/~xir870k
or DarkPlaces at http://icculus.org/twilight/darkplaces.

If you'd like, you can load up the original and spot the differences ...
