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25/03/2000.   Chocolate Biscuit (version 2)
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Map & author info.

Author:           :Eddy 'Hot Cakes' Dawson.
Emails:           :Hotcakes@planetquake.com
                  :Cakes@theoven.freeserve.co.uk

URLs:             :http://www.planetquake.com/hotcakes
                  :http://www.theoven.freeserve.co.uk           
                  :http://www.planetquake.com/freshteam

Game:             :Shoot the duck v3.1
Map title:        :Chocolate Biscuit (version 2)
Filename:         :cbic2.bsp
Player load:      :2-? 
Weapons:          :2xRL, LG, GL, SNG, SSG
Powerups:         :Only a Megahealth

Additional:       :Ok, here's the deal with this map =) :-
                   I basically wanted to make something that was really big, 
                   really open, and really impressive. Hopefully I've achieved
                   that. In my own humble opinion, this is one of the most
                   'awesome' Q1 maps to date (for want of a better word).
                   Another thing that I wanted to do with it was to make the
                   corridors wide enough to have a good fire-fight in, since at
                   the time of starting I was getting cheesed with all the maps
                   I was playing with thin walkways and passages (read: "DM4").

                   This is a remake of the original 'Chocolate Biscuit' - my 
                   first ever quake map. Unfortunately I didn't release it cos
                   it had so many flashing lights and stuff it was unplayable,
                   not to mention I made it with a grid snap of 1 =P
                   This new version has essentially the same layout with a few
                   major differences. Even though the r_speeds are higher, it 
                   runs MUCH faster. I may make a version with coloured lights
                   in the near future too, as I think some subtle colouring 
                   would go down well =)

                   Despite it's massive scale, it's still possible to play a 
                   very decent 1 on 1 game here. It will also accomodate a much
                   larger number of people too because of it's girth =)
                   However, it admittedly will need a *reasonable* spec machine
                   to run. 3 omi-bots is fine on my K6-2 300 32mb but I hesitate
                   to go any higher.... You'll have to be the judge of what your
                   system can tackle =)

                   Anyway, it was inspired by maps such as Pinion1, Nindm3, 
                   Unddm2 and of course the original version of the map (which I
                   will also upload shortly for nostalgia... and a good laugh =)
                   
                   Just one other quick note. If you're running Quake in Software,
                   you'll need to use the "-winmem 16" switch (or greater) to 
                   avoid a bad suface extents message. Same may be true for 
                   winquake also.

Other maps
     by me:       :HCDM1 - Bassai Dai.............................Q1 DM
                  :HCDM2 - Primroast..............................Q1 DM
                  :HCDM3 - Hypochondrium..........................Q1 DM
                  :HCDUEL1 - Chao$ Theory.........................Q1 DM
                  :BUNNY(XS/XL) - Indycake 500.............Q1 bunny map

                  :Q2HCDM1 - What did you say about my Ma?........Q2 DM


Build Info.

Editor used:      :Qoole v2.5
Additional:       :Adquedit, Paintshop Pro, Tex-mex, map-fix
     utils:

Construction:     :About three days for the structure + about 3 weeks or so
        time:     :for beta testing and polishing.

Compile info:     :QBSP256c.exe.......................about 2.5 mins
                  :Tyrlite.exe -extra -range 0.6......lots
                  :RVIS.exe...........................forever and a day
                  :compiled on a K6-2 300, 32mb =/

New graphics:     :Yup. Most of the textures are converted from Quake2. Some I've
                   taken from EFDM9 by Mr.Fribbles (more converted Q2 tex's).
                   Some I've made myself (those starting/ending in "hc"), 
                   basically just hack 'n' slash jobs =). Also a couple in there
                   by Headshot and one by POX from poxwad02. One's from the 
                   Zerstorer wad also.

Credits and other stuff:

Thanks to Alex Gregory for suggesting the name "Chocolate biscuit".
ZzJohNzZ for his beta testing, as always =) 
Spaz for his kind words on the map when it was in Beta stage =)
The Freshteam for beta testing, comments and general encouragement and especially 
MickeyJ for Tex-mex and map-fix.
Tyrann at http://www.planetquake.com/tyrann for Tyrlite. Big thanks for helping me 
sort out coloured lighting too. If it isn't out already, expect a version of this 
map with coloured lighting real soon.... =)
Jazz/REload and the rest of the guys at tele.fragged.org (awesome server) for 
supporting custom maps, and putting my betas on there so I can play them against real
people - thanks!
Cable Hicks for Adquedit.
Korn for making iSsuEs (which I listened to non-stop throughout this map's creation =)
Headshot, POX and Frib for their textures.
I'd also like to thank Headshot a second time for the Qboard. Unfortunately I don't 
have much time to go there anymore, but it still rox none the less =)
Anyone else that I've forgotten - sorry!

If you wanna scab any of the textures that I've put together, go ahead. With regards
to those by others, they'll probably be ok with it but I'd check first =)

Any feedback is warmly welcomed into my inbox, although if it's negative please make 
it constructive and tell me what you'd like to have seen/not seen and why. Cheers =)

Now go play,
Eddy.