12 Oct 2025
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Title                   : mc_rj4_rj: Rest in Pain


Filenames               : mc_rj4_rj.bsp (map)
						  mc_rj4_rj.txt (this file)
						  mc_rj4_rj.map (source)


Version					: 1.00


Author(s)               : rj


Email Address           : rjthorne@blueyonder.co.uk (alternate futureproof email: isoterra@gmail.com)


Description             : Retro-themed map in the runic metal theme, created for the fourth Retrojam event
						  run by the Map Center discord.


Additional Credits to   : id Software
						  Crystice Softworks for J.A.C.K.
						  Ericw / Paril / Tyrann - for compile tools (http://ericwa.github.io/ericw-tools/)
						  DetroHogga, StormCatcher77, Mopey Bloke, Text_Fish, Sprony & PulSaR for beta testing
						  

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* Play Information *


Single Player           : Yes


Cooperative 2-4 Player  : Yes


Deathmatch              : No


Difficultly settings    : Easy (skill 0): 61 monsters
						  Normal (skill 1): 77 monsters
						  Hard (skill 2): 88 monsters


New Sounds              : No


New Graphics            : No


.map   Included         : Yes


Software needed to play : - Registered version of Quake. If using the original release then a source port
							will likely be needed, as this map breaks the standard clipnodes limit. Rerelease
							should work fine


Comments                : THE AIM

						  Earlier this year I remade e3m7 for the 'Quake from Memory' project and loved how
						  quick and easy it was to make decentish looking stuff in the runic/metal theme
						  using basic brushwork and original lighting techniques. When this retrojam was
						  announced I wanted to do something similar, and also trial the 'floors first'
						  mapping technique to create an original layout.
						  
						  THE RESULT
						  
						  The map ended up being a bit more expansive than planned, both in size and level of
						  detail, so it ended up being a bit of a slog to make. The lighting was especially
						  challenging; I used only point lights and flames, with no attenuation, dirt or
						  bounce (i.e. 'how id did it') but given how detailed the brushwork was it felt a
						  bit of a wasted effort, as it was never going to have a pure retro aesthetic.
						  
						  I'm still not sold on 'floors first' either; whilst it did enable me to get a layout
						  down quickly it also felt a bit restrictive and less creative when it came to fleshing
						  areas out into 'rooms'. So a few areas feel a bit generic with limited combat space.
						  The crusher area and final room were exeptions; I knew what these were going to be
						  like before starting the rooms and I think they ended up being the best parts of
						  the map.
						  
					  
						  

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* Construction *


Base            : None


Build Time      : 54 hours, over 10 days (thought I'd try timetracking this one)


Times & stats   : System Used      : GT1 Mega / Intel(R) Core(TM) Ultra 9 185H (2.50 GHz) / 32GB RAM

				  Brushes: 4826
				  Entities: 1101
				  Textures: 71
				  
				  QBSP: 7.2s
				  VIS: 15s
				  Light: 1s (one benefit of doing it the old-fashioned way)


Editor(s) used  : J.A.C.K


Known Bugs      : A few 'walkmonster in wall' errors that have no impact on the game

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* Legal Stuff *


This map is provided freely for non-commercial use.