================================================================
Title                   : The Slipgate Complex
Filename                : quake1.bsp/zip
Author                  : Scott A. Dimovitz
Email Address           : pingala@mindspring.com
Date			: March 26, 1998
================================================================

* Play Information *

Single Player           : Yes
Cooperative             : No
Deathmatch              : No
Difficulty Settings     : No
New anything		: No

* Construction *

Base                    : My freaky head
Editor(s) used          : QERadiant, with included BSP, VIS, etc
Platform used   	: P-300 64MB RAM, 4Meg Diamond Stealth 2000XL
Known Bugs              : None
Build Time              : About 40 hours.
Compile time		: Almost there....

Comments                : Just unzip the file into your
                          quake2/baseq2/maps folder and type "map
                          quake1" at the console [hit the ~ to get the
                          console, duh].  

================================================================
Description             : This is my interpretation of E1M1 from
                          Quake2.  Unlike some other versions I've
                          seen, which did a simple map transfer, I
                          created this level from scratch using
                          QERadiant and a couple of prefabs from the
                          qeD Prefab Park [http://www.planetquake.com/prefab/].
			  Since I couldn't seem to figure out how to use
                          other textures in QERadiant, I stuck with the
                          textures from Q2.  In addition, I found just
                          using the soldiers a bit boring, so I made it
                          a little more interesting with some more
                          monsters.
                          
                          Things I would like to add, but didn't know how:
                               1)  Correct sounds to events, such as
                          	     the lights in the ramp section 
				     [rather than the cheesy "message"
                                     sound].
                               2)  Sounds to the secret doors.
                               3)  Different amounts of monsters in
                                     different difficulty levels.
                               4)  Entrance points for deathmatch/ctf stuff 
				     [ctf being my personal favorite]; along 
				     with turning off the monsters in deathmatch 
				     [QERadiant wouldn't put in the monsters if 
				     I added any difficulty level switches].
                          
                          If anyone knows how to do these things [or if
                          you just want to tell me what you think of
                          the level], e-mail me at pingala@mindspring.com.  
			  Please bear in mind, the lack of originality in this 
			  level was just a desire to learn the ins and outs of
                          QERadiant.  I hope to set aside another million hours 
			  from my graduate English work to do another level soon.
                          
                          Special thanks to id for flushing hundreds of hours of my life
			  down the toilet with their products, RUST [www.planetquake.com/rust] 
			  for the tutorials, though they are a _bit incomplete_. ; ) And
                          Robert A. Duffy [creator of QERadiant] for keeping it _free_! 
			  Good luck at id.

* Copyright / Permissions *

			  This level is (c) by Scott Dimovitz, 1998.
			  This BSP can be distributed on any website, bbs, etc as long as this
			  text file stays with it.  People may not use this work to build on
			  more stuff, unless they ask nicely. Don't put this level on any sort of 
			  commercial product, unless you can give me enough royalties to 
			  retire for a year or two to write the damn novel.

                          Enjoy!

