				A3: The Journey Home
			   	====================

a3.map
======

My latest and also my last Quake 1 map.  As it stands in this file it's a Single Player map, the reviews have been kind and I've had some good feedback.  

My compile tools were the QBSP and VIS supplied with Worldcraft 1.6, BSP2PRT for transparant water and TYRlite 0.5beta from Tyrann (http://www.planetquake.com/tyrann).  If you've seen any of my other .map's you'll notice that this isn't quite as tidy as the others; the main reason for this was because I ran out of brushes several times, and cut back some of the neat brushwork and replaced it with one big fat one (the water is in particular a culprit of this).

As there's so many brushes so close together, usually on some bizaar angle, this map takes a long time to compile.  The machine I eventually used was a p3-600 with 256meg of ram.  QBSP took around 5 minutes and full VIS took just over 90 minutes, so don't be worried if your machine seems to be doing nothing for a while...

a3full.map
==========

Not the final version of the map by a long way, instead this is how it stood before I initiated a major change towards the actual final version.  The reason it's named a3full is because I'd built it in 3 parts; this was the result when I stuck them together (and began work on the adjoining section).

In it's form I get the feeling that it doesn't compile properly at all.  Mainly because I think it leaks, but definately because of a CLIP_NODE_PORTAL error (or some other similar horrific sounding error) from QBSP.  The file therefore is really here only for those interested in how it was looking before I changed direction.  If you've read the development log which accompanies the .bsp then hopefully this will quench your thirst.  Textures are the same as from a3.bsp.

Textures
========

For this map I'm not releasing the .wad file seperately.  If you wish to view the textures then rip them yourself from a3.bsp.

Several are made by myself, mainly from tampering with original textures.  The rock (from which the snow and grass border are made) was originally from an addon pack to Hexen 2 from Raven Software, the rest from either the original Quake or from the addon packs by Rogue Entertainment.

GunLok.bmp and Elint.bmp were made from original Rogue textures and outlines provided with permission from Rebellion Developments Ltd.  You are not allowed to use these textures.

Future
======

I'm interested in seeing what someone else can do with this map file.  I'd like to see a DM version of A3, but I'm convinced that it would take a fair amount of work; despite being originally designed with DM in the back of my mind (2 small areas and connections were planned but ultimately discarded as I concentrated on making the SP rock).

Futher from DM I think it'd make a fantastic CTF map, definately with one map where the gold key currently resides.

If you wish to make something with this, or re-compile it for a Quake Mod (such as Nehehra) then please contact me and we'll chat about your ideas.  Convince me it'll rock and I'll let you play...

Disclaimer
==========

This map was made by me, Alex Moore, and I'm releasing this .map file so people can look at how I make my maps.  If you want to modify this map, or use it as a base for another project, you may do so under 2 conditions - you notify me about it before release and you acknowledge me as the author of the original file.

You may not re-distribute this map claiming it to be your work.

If you wish to convert this map to other games (Half-Life, Quake2 / Q3:A) then again, please let me know.

Using the .map
==============

Import it into your Quake 1 editor.  To view / compile the map properly you'll need the textures.

Notes
=====

Thankyou once again to all those I acknowledged in the .bsp release.

Enjoy yaself.

-Alex Moore, aka Pingu, April MM

Email - pingu@planetquake.com
Web   - http://www.planetquake.com/pingu
Work  - http://www.rebellion.co.uk