Sunday, 12 July 2026
=======================
Version 1

Title		: Desecrator
Filename	: pak0.pak
Author		: Dennis Katsonis
Email Address	: dennisk at netspace.net.au

Homepage	: Borax Man's Home Site
		https://boraxman.strangled.net/

Description	: Desecrator - A Journey Through Hell

	After a bit of a hiatus, I've gone back and created this, a
	two level mini "episode".  It was meant to be more than two
	levels, but the two levels in there were longer than I had
	planned, and there is enough game-play in them to satisfy you.
	Also, I was a bit burned out and didn't want to spend too much
	time on more Quake level.  Also... I had pretty much expressed
	all the ideas I wanted to express.

	This is loosely based on Dante Alighieri's "Divine Comedy",
	namely Inferno. The level "Malebolge" is taken from Dante's
	description of Hell, concentric, descending circles, each with
	a different mode of punishment.  In the book, Malebolge is
	comprised of 10 Bolgia, but I was not able to fit them all due
	to the limitation of Quakes engine, and that the level just
	would have been too large otherwise.  This also came to me in
	a dream, which is want inspired the level in the first place.
	In my dream, I was on a ledge, looking down into a pit,
	radiating heat, with giant dinosaur like salamanders
	meandering behind me.  This is represented by the Fiend at the
	start of Malebolge.

	The city of Dis is quite different to the book, but more
	concentric circles just wouldn't have worked.

	The levels are large, designed to provide a challenge, and
	require exploration.  I wanted to create the feeling of being
	a helpless in a dark, malevolent environment.

	The levels are:
	"Mount Delectable"	start.bsp
	"Malebolge"		malebolge.bsp
	"The City of Dis"	dis.bsp

IMPORTANT INFORMATION FOR SOURCE PORTS!

It is possible that if you are using a source port with enhanced
models, that some of the entities in this mod won't display correctly.
In particular the dead players laying face down may appear to have
their feet raised.

If you are using FTE and are finding in the level Malebolge that some
of the level at a distance is being cut off, issue the following
console command

	gl_maxdist 65536

This increases the far clipping plane so that the entire level is
rendered.  From some places up high, FTE may not display the lower
Bolgia without this option.

If you get "Error: ED_Alloc: no free edicts (max is 1024)" or
something like that, issue the following command

	max_edicts 4096

You may also need to change the network protocol to 666.

Lastly, FTE may stutter some sound effects.  I'm not sure why it does
that, seems to happen with large maps and could be an issue with the
Linux client.

I recommend using Ironwail or Quakespasm.

Additional Credits to:

	Nihilism Unlimited for Zerstorer, for "chant3.wav".

	Alesia Davina for "Lurking Horror Monster" and "From Hell"
	sounds, Creative Commons.
	https://pixabay.com/users/alesiadavina-32608554/

	Makkon for his awesome textures.  This would not have been the
	same without them.
	https://www.slipseer.com/index.php?resources/makkon-textures.28/

	Dumptruck DS for his awesome Progsdump Quake mod, which is
	used for this episode.
	https://github.com/progs-dump-dev/progs_dump

	Leberch for music tracks "Dark History" used for track 33
	(Intermission), "Horror Ambient" for track 77 and "Horror
	Atmosphere" for track 78.

	Leberch's music is here
	https://pixabay.com/users/leberch-42823964/
	Free for use under the Pixabay content licence
	https://pixabay.com/service/license-summary/

	DELOsound for "Horror Background Music 4" used for track 63,
	"Scary Horror Music" for track 65 and "Suspense Horror
	Tension", track 68.

	DELOsound's music is here
	https://pixabay.com/users/delosound-46524562/
	Free for use under the Pixabay content licence
	https://pixabay.com/service/license-summary/

	Preach for the Vine model.

	Patrick Martin for Drake mod, for some of the assets W. Josiah
	Jack for Keep mod, for some of the assets in particular the
	dragon!

	Lastly, Dante Alighieri himself, for writing The Divine
	Comedy, a work that has become part of Western Canon, and to
	whom this work is dedicated to.

	Artwork is placed throughout the level, and the attribution is
	made as you play.

	The "Blood" skybox used for The City of Dis was created by The
	Mighty Pete and is licenced under GPL 2.
	He can be reached at the following WEB site:

	http://www.petesoasis.com

	Hellsky from Zerstorer Map Jam.
	                          
Beta Testing Crew       :


Other Levels by Author:
+----------------+-----------------------------------+
|      GAME      |               LEVEL               |
+----------------+-----------------------------------+
|                |Borax 4                            |
|      DOOM      +-----------------------------------+
|                |Decimator (4 level wad)            |
+----------------+-----------------------------------+
|                |DK Shrine (20 level wad)           |
|    DOOM II     +-----------------------------------+
|                |DK Shrine (Remastered - 10 levels) |
+----------------+-----------------------------------+
|                |Med Labs                           |
|                +-----------------------------------+
|                |Astrus Base                        |
|                +-----------------------------------+
|                |Dens Haus (Deathmatch)             |
|                +-----------------------------------+
|                |Dens Haus 2 (Deathmatch)           | 
|     QUAKE      +-----------------------------------+
|                |Dens Haus 3 (Deathmatch)           |
|                +-----------------------------------+
|                |The Borax Factor                   |
|                +-----------------------------------+
|                |Borax 3                            |
|                +-----------------------------------+
|                |Lord of Chaos                      |
+----------------+-----------------------------------+
|                |Borax 2                            |
|                +-----------------------------------+
|                |Heavy Industry                     |
|                +-----------------------------------+
|                |The Ulysses Project (5 level unit) |
|                +-----------------------------------+
|    QUAKE II    |Orbital Fortitude                  |
|                +-----------------------------------+
|                |Den's Palace                       |
|                +-----------------------------------+
|                |Home of Duelling Evil (Deathmatch) |
|                +-----------------------------------+
|                |Star City                          |
+----------------+-----------------------------------+


* Play Information *

Single Player           : Yes
Cooperative             : Yes
Deathmatch              : No
Difficulty Settings     : Yes
New Sounds              : Yes
New Graphics            : New console background, new models.
New Music               : Yes
Demos Replaced          : None

* Tale of the Tape *

Base                    : New level from scratch
Editor(s) used          : Trenchbroom
Known Bugs              : Some source ports may display the dead 
			  player model using the wrong frame.
Build Time              : Quite some time.  I started on this in 2025,
      			  but put it off here and there, until
			  Feb 2026 when I decided to finish it off.
Texture Wad used        : Standard Quake Textures
	    		I used several of Makkons Texture WADs,
	    		including (I think)
			makkon_building.wad
			makkon_gothic_stone.wad
			makkon_horror.wad
			makkon_marble.wad
			makkon_nature_legacy.wad
			makkon_nature.wad
			makkon_stn_wextra.wad
			makkon_stone.wad

Compile machine         : AMD Phenom II Quad Core, 3.4 MHz running GNU/Linux
                          16G RAM.  Using ericw-tools v0.18.1-32-g6660c5f.
Command line paramters used:
QBSP	: -bsp2 
VIS	: -level 4 (-noambient for MALEBOLGE.BSP)
LIGHT	: -extra4

START.BSP
QBSP Time	: 7 seconds
Light Time	: 114 seconds
VIS Time	: 19 seconds

MALEBOLGE.BSP
QBSP Time	: 15 seconds
Light Time	: 421 seconds
VIS Time	: 1,314 seconds

DIS.BSP
QBSP Time	: 68 seconds
Light Time	: 771 seconds
VIS Time	: 194 seconds


* Additional Information *

To play this, unzip in your Quake directory.

Start Quake with the '-game desecrator parameter.

To start the level, type 'map start in the console or just start a new
game.

The .pak file was built with Pakqit, a PAK file editor for Windows and
Linux created by me.
https://sourceforge.net/projects/pakqit/


Copyright Notice: 

You are free to copy this file for personal use, or to make it available for 
redistribution in its electronic format, provided that: 

(1) it remains wholly unedited and unmodified, 

(2) no fee or compensation is charged for copies of or access to this
    file, and

(3) this copyright notice and the following disclaimer remain attached.

(4) The files "track33.ogg", "track63.ogg", "track65.ogg",
"track68.ogg", "track77.ogg" and "track78.ogg" are not used without
proper attribution to the original author.  See "Additional Credits
To" section for details.

(5) The files "fromhell.wav" and "lurking.wav" are not used without
proper Creative Commons attribution to the original author.  See
"Additional Credits To" section for details.

Disclaimer: 
This file is provided by the author "as is", and any express or implied
warranties, including, but not limited to, the implied warranties of
merchantability and fitness for a particular purpose are disclaimed.  In
absolutely no event shall the authors be liable for any direct, indirect,
incidental, special, exemplary, or consequential damages (including, but
not limited to, procurement of substitute goods or services; loss of
use, data, or profits; or business interruption) however caused and on
any theory of liability, whether in contract, strict liability, or tort
(including negligence or otherwise) arising in any way out of the use of
the information herein contained, even if advised of the possibility of
such damage. 


