10/6/98
================================================================
NOTE: This map is an alpha version for testing purposes only.
================================================================
Title                   : The Frater Fracas
Filename                : rc1.bsp
Author                  : Robert "Fat Controller" Cruickshank
Email Address           : crescendo@xtra.co.nz
Description             : The first map in an upcoming episode: "Operation Urth Majik".
			  At this time the map is strictly Straight Quake, as it's actually a
			  test.  The new QuakeC and stuff hasn't been implemented yet.  However
			  it should still be a fun blast.
			  See under "Story" for details.
Additional Credits      : - Iikka Kernen for the other IKSPQ levels.
			    Find out all about them at http://www.planetquake.com/ikq/
			  - Ben Morris for Worldcraft shareware - I'll register, I pwomise! :*)
			  - The folks on rec.games.computer.quake.editing for platform and vis
			    help.

================================================================

* Story *

You only had time for a candy bar before being called up and stuck in amongst a heap of crates. 
Your backside is numb from the jolting ride, your stomach is complaining, and your standard issue
flashlight barely illuminates your orders.

According to what you've read, your destination is scenic Frater Base, where they're - 
*rehabilitating Quake goons!?*

You can feel an "oh, shit" moment coming on. You skim the rest of the garbage - not even a map, 
f'r chrissakes - and it confirms your suspicions: Quake's a possessive little bugger. And he's 
come to "reclaim" his "chosen".

Your butt leaves the floor abruptly and you bang your head on the crates overhead as the robot 
cargoplane hits turbulence; this ride isn't improving your temper one bit. You tighten your grip
on your axe and wonder why in God's name those parsimonious assholes didn't pass you something 
better than an axe and shotgun. "Covert insertion" your sore ass! What a fraggin' -

You pause, grab the flashlight and aim its weak beam at your orders. You have to reread it 
several times, but now you know that this just *cannot* be your day.

They sent two groups of crack troops in before you: A 'toon of minigunners from the 13th, aka 
"The Blues", and a brace of sappers from the 34th Heavy Infantry. Wonderful. Why don't they 
offer up a couple nukes to Quake while they're at it?

The engine tone changes subtly; the drone's starting to land. You sigh, then methodically load 
your gun. Your anger still burns, but you're resigned to your fate. May as well take it out on 
the baddies. 

================================================================

* Play Information *

Single Player            : Yes
Cooperative              : Not yet
Deathmatch               : Yes (5)
Difficulty Settings      : Yes; 46/62/88
New Sounds               : Not yet
New Graphics             : Yes, textures from IKSPQ.WAD, along with some customs to save brushes
New QuakeC Stuff         : Not yet
Demos Replaced           : Not yet
Transparent Water Support: Yes

* Construction *

Base                    : New level from scratch
Editor(s) used          : Worldcraft shareware; MipDip (wad); IKLITE; RVIS
Known Bugs              : 0) It's a beta.  Give me feedback on what can be put to rights if you
			  want your name in the credits :)
			  1) DM play is still a bit unbalanced. I intended this map primarily
			     for SPQ play, so that's where most of the work went.
			  2) One secret can be tripped by any gun, not just a grenade, dammit :(
			  3) Non-base monsters.  Still, they're just stand-ins until I get the 
			  QC right.
			  4) Quake II.  After all, everyone's drooling over it, so who'll play
			  this anachronism?
Build Time              : About a month.  I want OUM out by September, but that's probably too
			  soon.

Compile machine         : Compaq Presario 2200 (Cyrix MGX-166, 30MB RAM)
				(That's right: *30* megs!  Compaq dedicates 2 megs for video,
				but it still manages to get away with saying 16 megs in the
				ads.  In short: I ain't no Bario.)
QBSP Time               : 8 minutes 2 seconds
Light Time              : roughly 27 minutes. IKLITE's timer isn't very precise.
VIS (-level 4) Time     : 1 hour 37 minutes 51 seconds

Brushes                 : 1543
Entities                : 511
Models                  : 89
average leafs visible   : 119                                        


* How to Use *

Extract the BSP to ID1/MAPS as per usual, and run it from the console a la MAP RC1. After
this disgusting soiree you will be slipped over to E3M1.

If you find problems, contact me via email at the address above.

* Other Info *

There may or may not be enough health to get through the level.

Try to pick your fights carefully, especially when it comes time to leave.

* Copyright / Permissions *

Authors may NOT use this level as a base to build additional
levels.

You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other 
electronic format that is sold for money without my explicit written permission! This includes 
magazine cover CDs. Wait for OUM to come out.

You MAY distribute this file through any electronic network (internet, FIDO, local BBS etc.), 
provided you include this file and leave the archive intact.

You are NOT allowed to extract the wizzy new textures and distribute them.  I only kept them in
'cos I asked nicely and Iikka said it was OK.  In any case, you can get the textures at his site:
http://www.planetquake.com/ikq

* Where to get this crap map *

http://members.xoom.com/CruickRo/

* Essential single player Quake links - Get 'Em while they Last *

Visit Matt's SPQ Level Heaven:
http://www.planetquake.com/spq2/quake1/

Talon's Strike:
http://www.planetquake.com/talon/

Yet again, a plug for Iikka's site:
http://www.planetquake.com/ikq/