30/12/97
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title:                                                bario3
file:                                                 bario3.zip
author:                                          BARIO (bario@hotmail.com),BARIO in IRCnet
quakeC:                                        Atog
description:                                 4 levels mission pack
credit:                                            Steve Rescoe and Lemur
                                                        for the skins,Jacques Gerard
                                                        for the amazing "asphalt" texture           
                                                        all the people that helped me
                                                         and support me,and a great
                                                         thanx to Ben Morris for 
                                                        Worldcraft
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***Play Info***

Single player:                  yes
Coop:                                 no
DM:                                     no
Difficulty settings :         yes
New graphic:                   yes
New soundz:                   yes
Quakec:                             yes
Demos:                              no
Glquake support:            yes 

Requirements:                     Quake 1.08 or higher (supporting rotating objects)
                                                 or any Glquake,or Vquake 1.07 for rendition users.
                                                 Maybe u will need something more than 8mb ram free,
                                                 so try 12 or 16 mb in the command line (see below) 

Made from scratch with Worldcraft  1.1--->1.3---->1.5 (it took a while)
Developed in 5 months.
  
***How to use***

make a directory called bario and unzip the pak0.pak in it,and launch quake with the line quake -game bario +skill $ +map bario1 (where $ is the skill u choose,from 0 to 3)
Winquake users : Winquake -heapsize 16000 -game bario +skill $ +map bario1 (this
should work)
Glquake users:  I use this command line: 
glquake  +gl_playermip 2 -zone 512 -heapsize 16000 -nolan -game bario +skill $ 
+map bario1
Vquake users: same as quake.

Glquake suggestion:set the alpha blending at 0.3 with r_wateralpha 0.3;
since the ambient is quaite dark,I suggest u to turn off the flashblend feature with the line gl_flashblend 0 (at the console),and turn off also the option "gl_polyblend 0".

***Misc Info***

I did not implement DM and Coop,cause I think no one will ever think about playing such maps in a Dm or coop game,since they're absolutely meant for single playing,
and there are really cool map around for Dm.
The second map was thought to be more articulated and complex,with more rotating objects and cool stuff like that,but I had to stop cause the quake engine at a certain point crashed...What does it means ??? Well,the map was compiled perfectly,and when I launched it quake gave me a weird error like "overflood" and I didn't understand why...the bsp was 2.80 mb and there were some strange things,that quake didn't like...I found that I had not to be over a certain number of entities,put in a certain order (or place) so I have to eliminate some stuff,and put the exit in a place different were I planned it to be.A part of the map is unused (u get it with noclip) and 
I couldn't add a Shambler,that would have fits nicely in the last part of the map.U will probably get some slowdown in the first part of this map,cause it's really (too) complex,but it shouldn't afflict the gameplay heavily,so try to use a lower resolution for a while (I hope u will excuse me for that:-)).
I also add a new quad damage sound,cause I didn't like the old one,I hope u'll like it)


***A word on the game play***

Bario3 is a half-cyberpunk pack.That means that 1/2 of the pack has a cyber-punk
environment,and the other half,is a revisited quake medieval theme.U'll see.
I tryed to reproduce a gameplay that was as realistic as possible,so u may open doors and kill the people from the outside waiting hem to go out,or u can get in a crowdy spot and have to run over something to get save and safe...May u will find 
it weird,but I hop u'll like it.  
P.S. there is some stuff (like rotated crates) that looks like clearly inspired to Quake2:
well,I did it some time before quake2 (or any screenshot) was out,so don't tell me that I copyed (should u tell Tim Willits ???),I did not absoutely mean to do a quake port of quake architecture.  

***Bugs***                               
Probably the worst bug u will find is a slowdown in the first part of the second map,
sorry but the map is complex and there was no other way to get the same effect,so be patient for a while a and set a lower resolution...
However this shouldn't heavily hit the gameplay,since that part is mostly "linear" in fighting.
Please report any bug u find.

***Textures amd Skins***

I stoled most of the skins from Steve Rescoe's "shadow over innsmouth",and I used
a modified version of the Lemur's (mexx10) super-enforcer (modified by me)
I also made the hell-knight myself.I don't remeber where I got the fiends skin,so whoevere mad it,thank you.
I stole that extra-cool asphalt texture from the map Qryo (a really fine deathmatch map),that textures gave me the idea for cyber-punk theme.
I used a great mix of textures,taken from various maps and packs (some even from doom2).

Sorry,no story or cool stuff about this pak,I'm not good in those things and I don't know people who can make this for me.


***Legal Stuff***

You can distribute this map in any electronical format but you are NOT allowed to include this in any commercial distribution unless u ask me for permission.

Where to get this map : ftp://ftp.cdrom.com/pub/idgames2/levels
and mirrors.

This will be my last work in quake,maybe I will do something with quake2

Enjoy it


BYE

BARIO
                                        