                 Devil's Covenant Level Credits

27th July 1998
================================================================
Title                   : various: Fort Apache and the temple
                           halls set from the first scene
Filename(s)             : various 
Version                 : 1.00 (like this means anything - heh)
Author                  : Andy Alberg (Greblaja)
Email Address           : greblaja@ids.net
Description             : Sets made for and used in
                          "Devil's Covenant"
Additional Credits to   : id Software, for Quake
                          StarFury for the original specs for the
                           map layouts ... and the tolerance to
                           let me have fun with them - especially
                           the fort maps ... :D
                          Ben Morris and Co. for Worldcraft
                          Tim Wright for his godsend, Arghlite
                          All of the wad authors, including:
                           * id Software (Quake Wads)
                           * ThreeWave (CTF Wad)
                           * Virtus (Virtus Wad)
                           * Aaron Logue (Gyrotex Wad)
                           * StarFury and Greblaja (Phantasm Wad) 
                        
             
================================================================
Play Information

Single Player           : No
Cooperative             : No
Deathmatch              : No
Capture The Flag        : No
Rocket Arena            : No
Film Set                : Yes
Difficulty Settings     : N/A
New Sounds              : N/A
New Graphics            : Yes (see Texture Wads, below)
New Music               : N/A
Demos Replaced          : N/A

================================================================
Construction

Base                    : New levels from scratch
Editor(s) used          : Worldcraft: (comm) version 1.5, 1.51, 2.0

Known Bugs              : Some polygon dropping on the fort maps,
                           depending on the memory/graphics card  
                           and settings of the machine in use
Build Time              : hmmm, how to answer this ... started them
                           sometime in '97
Texture Wad used        : combination of id, Threewave, and Virtus
                           textures, with a few Phanstam textures,
                           and one 11th hour addition from the 
                           gyrotex wad.
                          Uses about 20 textures in the map
Compile machine         : PPro 200, 192megs Ram. (fort maps took  
                          over a day, each, to fully compile)

================================================================
Other Info

General                 : The fort maps are my tribute to how not
                           to make a map for gameplay in Quake.
                           I learned a ton about map making on
                           those maps alone, though you can 
                           hardly tell from the final product. I
                           spent significant portions of the edit
                           time on the latter half of the project
                           fixing all of the stupid things I did
                           on the former half.  I corrected a bunch 
                           of the stupidities: but not all.  I    
                           encourage all budding map makers to do 
                           a r_draworder 1 on those maps and see  
                           what kind of insanity I subjected the  
                           quake engine to.  There is no good     
                           reason for it, and I will never do 
                           that again.

Lessons learned         : I could literally write a book, but above 
                          all else, NEVER adopt an "R_SPEEDS" be  
                          damned attitude at the outset of a map  
                          project - not even on a map intended on 
                          being a set. 

Web page(s)             : http://www.planetquake.com/phantasm/
                          http://grebslog.rigamer.com

================================================================
Copyright / Permissions

Authors MAY use this level as a base to build additional levels, 
provided that credit is given to Phantasm for the original map(s).

These BSPs may be distributed ONLY over the Internet and/or BBS 
systems.  You are NOT authorized to put this BSP on any CD or 
distribute it in any way without my permission.



1st August 1998
================================================================
Title(s)                : Computer Lab
                          Warehouse District
                          UAC Prison Wing
                          Cave with Pegasus
                          Landing Site with Sassy's Ship
                          Dark Side of Tyre
                          Office, Street and Phantasm Grotto
                          Lava Covered Slipgate Complex           
                           w/graveyard, etc.
                          Pyramid Exterior
                          Pyramid Exterior 2
                          Pyramid Exterior 3
                          Ending Credits Map
Filename(s)             : comp5.bsp
                          wareh1.bsp
                          prison2.bsp
                          dship3.bsp
                          sassy6.bsp
                          scene9.bsp
                          pstreet5.bsp
                          endmap07.bsp
                          pyrext.bsp
                          pyrext2.bsp
                          g.bsp
                          huzzah2.bsp 
Version                 : 1.00 
Author                  : Eric 'StarFury' Bakutis
Email Address           : bakutis@onramp.net
Description             : Sets made for and used in
                          "Devil's Covenant"
Additional Credits to   : id Software, for Quake
                          Virtus Corp for Virtus Deathmatch Maker
                          Tim Wright for Arghlite
                          All of the wad authors, including:
                           * id Software (Quake Wads)
                           * ThreeWave (CTF Wad)
                           * Virtus (Virtus Wad)
                           * Aaron Logue (Gyrotex Wad)
                           * StarFury and Greblaja (Phantasm Wad) 
                        
             
================================================================
Play Information

Single Player           : No
Cooperative             : No
Deathmatch              : No
Capture The Flag        : No
Rocket Arena            : No
Film Set                : Yes
Difficulty Settings     : N/A
New Sounds              : N/A
New Graphics            : Yes (see Texture Wads, below)
New Music               : N/A
Demos Replaced          : N/A

================================================================
Construction
Base                    : New levels from scratch
Editor(s) used          : Virtus Deathmatch Maker 

Known Bugs              : Several of the smaller maps are not     
                           vised, and pyrext2.bsp has a leak

Build Time              : Began building sets in September of 1997.
Texture Wad used        : combination of id, Virtus textures, with 
                          a few Phantasm textures.
        
Compile machine         : P 133, 32 megs of ram.

================================================================
Other Info

General                 : Some of the maps created earlier in my 
                          map making career, such as comp5.bsp and
                          wareh1.bsp, are obviously a bit rough...
                          Virtus Deathmatch Maker does not (to 
                          my knowledge) allow you to cut parts out
                          of brushes, and creating new brushes is
                          basically impossible--prefabs are the
                          only way to go.  So, all of the maps I
                          made, including the extremely complex
                          ships (the Pegasus and Iron Maiden, 
                          located on dship3.bsp and sassy6.bsp,
                          respectively) had to be built out of pre-
                          fab polygonal shapes (triangles, squares,
                          etc.)  Considering this, however, I think
                          I did a pretty decent job.


Lessons learned         : At the outset of this project, I knew
                          just about nothing about creating,
                          texturing and lighting Quake .bsps.  
                          Extensive work with Virtus and countless
                          man hours of work have provided me with
                          a respectable knowledge of how to create
                          Quake .bsps, although I still would not
                          want to try my skills at deathmatch or
                          ctf maps.  Movie sets are nice because
                          you can avoid filming the side with all
                          the untextured butts of the rough       
                          polygons you used to put the map
                          together.

Web page(s)             : http://www.planetquake.com/phantasm/
                     http://www.geocities.com/Baja/7706/index.html

================================================================
Copyright / Permissions

Authors MAY use these levels as a base to build additional levels, 
provided that credit is given to StarFury for the original map(s)
(although I don't know why you'd want to, the maps are pretty much
useless for anything except movie sets).  

These BSPs may be distributed ONLY over the Internet and/or BBS 
systems, with or without the rest of Devil's Covenant.  You are NOT
authorized to put this BSP on any CD or distribute it in any way
without my permission.
