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Project Name:		"Inferiority Complexx"
			Deathmatch level for Quake 2
			by Carson Utz (Riscchip)

Files:			Riscdm1.zip / Riscdm1.bsp / Riscdm1.txt / Riscdm1.rtz

Web Page:		http://www.riscchip.com
Work Web Sites:		http://www.princeofpersia3d.com
			http://www.mindscape.com

Email:			cutz@mindscape.com
						

Version:		October 17, 1999
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**ADDITIONAL CREDIT**

	* Robert A. Duffy for QERadiant:  http://www.qeradiant.com
	* Ryan Feltrin & The Impact Development Team
	  for the Eraser Bot:  http://impact.frag.com/
	* RUST -- Game design paradise:  http://www.gamedesign.net
	* ID Software
	
	Thanx:

	* All the unknown beta-testers & especially Matt Christmann.
	* Rob Taylor (The Atom Splitter) for a zillion things.
	* Richard Neff for a lot of feedback on past projects,
	  and for sharing a whole lot of knowledge.
	* All the SPQ-Review page authors who reviewed my other maps,
	  thanx for including me!
	* Everyone who sent me a kind word on my other work, too.
	* PC Gamer Magazine, for including past work on their monthly CD.
	* Red Orb Entertainment & SSI (my fabulous co-workers).

**ALSO BY THE AUTHOR**

	QUAKE 2 SINGLE PLAYER:

		* "What the End is For" / Risc1.zip
		* "The Widening Gyre" / Risc2.zip
		Find these at http://www.riscchip.com

	PRINCE OF PERSIA 3D:

		* Official Interactive Demo / "Palace3D" / available
		  at http://www.riscchip.com
		* Official Game Levels:  "Palace 3," "Palace 4," 
		  "Rooftops," & "Moontemple." / Available only in the
		  full retail version of Prince of Persia 3D

**GAMEPLAY INFO**

	Single Player:		No
	Deathmatch:		Yes
		
		Spawnpoints:	9
		Ideal For:	7-14 Players

	Cooperative:		No
	Difficulty Settings:	No
	Base System:		P133 / 32 RAM / Compliant hardware accelerator


**BUILD INFO**

	Build Time:			30 hours
	Utilities Used:			QERadiant 147

	Brushcount:			1851 total
	Entity Count:			153 total
	Build Machine:			P2 450 / 256 RAM
	Final Compile Machine:		P2 450 / 256 RAM
	QBSP3:				14 sec
	QVIS3 -level 4:			2 min, 32 sec
	QRAD3 -extra -bounce 40		33 min, 11 sec
	Known Bugs:			None


**INSTALLATION**

	--Create a directory under quake2 / baseq2 called "maps" (without quotes).
	--Extract riscdm1.bsp to this folder.
	--Start Quake 2 as usual.  Start a deathmatch server.  Then, bring down the console 
	  (~) and type "map riscdm1" (without quotes).  All players must have the level in
	  their Quake2/baseq2/maps folder.
	--For Eraser Bot use, copy the riscdm1.rtz file into your Eraser/Routes directory.
	  Launch Eraser Bot and bring down the console (~); type "map riscdm1".

**NOTES**

This level was assembled by yours truly as a resume piece:  nobody is playing Quake 2
anymore, I know, but I wanted to have a deathmatch level under the belt.  I enjoyed making
it tremendously, and playtesting it here at work as well.  I also used the Eraser bot for
generous amounts of early testing.

As a resume piece, I wanted to shoot for something technically tough to pull off:  a large
deathmatch level with carefully managed connectivity and line of sight.  It's about as big 
as ID's own "Warehouse" level.  R_Speeds are pretty reasonable all over, though there are 
a couple of spots where you can click it over 700 if you look strait up.  R_speeds are on 
par with the Xatrix deathmatch levels.  You shouldn't have a problem with them.

I went for a definite theme with the city texture set, and a track-lit curved arch that
dominates most of the architecture.  I think it's cool looking, and gives the level a unique
and tight look and feel.

Anyway, I'd like to do a level for another game next, but I'm not sure what folks are
playing.  I wouldn't mind making a level for Heretic 2 or Kingpin, but very few folks seem
to be playing those games now.  Half-Life might be a cool idea, but is a bit tricky to do
with QERadiant.  Lemme know what you think would be cool.  Until then, I'm gonna mess around
with Quake 2 because I'm a nostalgic mofo.  And yes, as soon as Quake 3 is out (or even
Unreal Tournament--the level design is great in the demo) I'll jump on that.

If you're running this level on a server, drop me a line so I can play. :-)  Alternately,
send me a demo of a deathmatch in the level.  That would be cool.

**COPYRIGHT/PERMISSIONS**

"Inferiority Complexx" is Copyright (c) 1999 by Carson A. Utz.
Quake 2 is Copyright (c) 1997 by ID Software Inc.  All rights reserved.
The Quake 2 logo and likenesses are trademarks of ID Software Inc.
All artwork including 3D models, textures, and skins is the exclusive
property of ID software.  

You may distribute this map on the internet, on a network or other electronic
medium where it can be obtained for FREE, but only as long as it is distributed
in the riscdm1.zip file ALONG WITH this .txt file (riscdm1.txt).  You may NOT remove 
the .bsp file and distribute it alone--the map and this .txt must go together.  
In addition, this .txt file must remain unaltered when distributed.  
The riscdm1.rtz file must be included as well if you're going to distribute 
or post the riscdm1.zip file.

If you wanna put this on a magazine CD, great, but you must first obtain from me
HANDWRITTEN permission.  No other options.

You may NOT use this map as a base for building other maps.
You may NOT convert this .bsp file into a .map file or reverse engineer it in any way.

Play nice,

--Risc