							written march 27, 1998
CCorny version 3.

Filename:         
CCornyFF.zip

Author:      
Arjan Dikhoff (Captain Corny)
     
Description: 
Space-marine training facility. Deathmatch only. Final version. For criticism/comments/bugs/leaks e-mail a.r.dikhoff@bioledu.rug.nl.

Tools:
- Qoole
- rot (a little utility I wrote up to rotate maps and save the result. Very handy for 1x1x1 pieces like elbows that basically need to be rotated 4 times. Also, qoole has some math-bugs with rotations. This program does a very basic rotation (90, 180, 270), so no rounding-errors can occur. In fact, it uses only integers). If you are interested send me an e-mail and I'll send it over.

Copyright:   march 18, 1998

License:
     This prefab-foundry may be freely used in level designs 
     both commercial and private.
     This prefab-foundry may be included on the Qoole CD-Rom.
     This prefab-foundry may be distributed on other CD-Roms or as part of a collection.
     This prefab-foundry may be used as a base to build additional prefabs.

If you intend to distribute this prefab foundry, you must include this readme-file. If you make something cool with this foundry or use it for something, please give me credit. Also I'd love to see your work, so please e-mail me your stuff.

special thanks to:
- Mike Zuurman 'Mr. Mouse' for lots of support (playtesting, coming up with new ideas, critisism).
- Dave Kouchi 'Scorcher' of Tsunamitech for testing and commenting on part of my prefab-foundry.
- Sybren van Wayenburg en Gita Yadava for commenting.
- Qoole for being a damn fine editor.
- Qoole for breaking down and leaking on my staircase :(
- The Qoole mailing list for hints about quake-editing in general.
- You :)

=====================================================================
extended description:

PREFAB FOUNDRY FOR RANDOM MAP GENERATOR (Tsunami) 

for the prefab-contest that was held by Tsunami technology inc.

With my prefabs the RMG will create a Quake2 DeathMatch level. The theme is a Space-marine training facility. I included weapons, medikits and other entities, scattered around the different prefabs. There's no coloured lighting in these, because I don't have a 3d-accelerator (guess why I entered the contest), so I couldn't see if it would look right.
The required floor-plans are all there of course, some double, some triple. I did this to try to make the map look less like a maze. 
I didn't use areaportals, because I wouldn't know if RMG handles them right, and since my computer is pretty low-end, I couldn't compile a big enough map to see if it really works (if the areaportal is used twice or more for example). So for safety reasons, I didn't include any buttons, triggers, teams or anything that uses the target-key. (I read something in the manual about target-entities and not to use them, am I talking about the same thing here?).

My friend and I play a lot of quake2 against each other. That's why I wanted this foundry to be deathmatch in the first place. After all, deathmatch is wat made quake1 as big as it became, and I have no reason to believe q2 will be different. All the endx_x.map pieces have deathmatch spawnpoints in them. One of the issues in creating the foundry is that it gets to look like a maze if your map is big enough. Even though I heard that a lot of BIG improvements on the RMG are imminent, I tried to solve this problem by creating more 1x1x1 prefabs. This was pretty difficult, cause they all had to fit one another pretty well, but I think I was moderately successfull. Ah heck, you be the judge :)

My approach to creating this prefab-foundry was this: I wanted to create something I hadn't seen before. I tried not to imitate quake, but rather come up with something new. A consequence about this is that, even though you may not like my work, it might inspire you for some stuff you DO like. Of course this is purely theoretical. The bottom line is that I wanted to make something I like and this is it. 

Bugs:
Sometimes you get caught behind a DeathMatch spawn-point. Tried to fix it, but solution only partially worked.

stair2_x might have bad brush-seams. This is a very annoying qoole-bug that needs fixing. (almost not visible)

end3_x might have a weird brush in it. Yet, in qoole it looks fine. I haven't used my rotatorama-program on it yet, cause that might fix it. Very hard to spot, this brush, though... (fixed)

Hope you enjoy my stuff!

Arjan Dikhoff
a.r.dikhoff@bioledu.rug.nl
