Friday 4 December, 1998
===========================

Title                   : Borax 3 
Filename                : borax3.bsp
Author                  : Dennis Katsonis
Email Address           : rotflol@hotmail.com
Homepage                : Borax Man's Home Site
                          http://www.geocities.com/TimesSquare/Ring/5078
			  Get all my productions from here.
Description             : This is my sixth quake level. 
		          Its a unique level unlike the levels in Quake.
			  It is a mansion, with paintings on the wall,
			  furniture and a graveyard outside with plenty
			  of zombie gibbin' action.  It plays as both as a single
			  player and deathmatch, but it was designed mainly
		          for single player.


			  ** See the Additional Information section at the end of this
		             text file for info on running this level **
STORY:******
			  April, 1943.  You are sent on a top secret
			  mission to eliminate the Nazi's new
			  weapon, demons from another Dimension.
			  A scientist who now works for the Nazis 
			  has conducted experiments in dimensional
			  travel in his mansion located in the Black 
			  Forest.  The mansion was said to be a Borax 
			  production facility, but the cover did not fool
			  everyone.  The operation is therefore codenamed
			  'Borax 3'. In a remote
		          region of the forest is his hidden house,
			  surrounded by an eerie red glow which is thought
   			  to have arrived from another dimension.  There
		          is also a graveyard there, where the dead have 
			  been reanimated, as an offering to the inhabitants
			  on the other side of the portal.  With the portal
			  shut and the evil scientist dead, you must kill
			  all the demonic inhabitants so that this will never
			  be discovered by the rest of the world.
                          
Additional Credits to   : iD software 
                          Ben Morris for WorldCraft 1.6 shareware.
			  The people who compiled the additional WAD
			  files that were used.  And you for playing
			  this level.
                          
Beta Testing Crew       : Me.  James Rosetti

=================================================================


Other Levels by Author  : DKSHRINE.WAD for Doom II
                          BORAX4.WAD for Doom
                          HOLYCOW!.WAD for Doom II

                        For Quake
                        MEDLAB.BSP
                        DMHAUS.BSP
                        DMHAUS2.BSP
			ASTRUS.BSP
                        BORAX.BSP
                      

                        For Quake II
                        BORAX2.BSP
                        HEAVYIND.BSP
                        The Ulysses Project


* Play Information *

Single Player           : Yes.
Cooperative             : Yes.
Deathmatch              : Yes.
Difficulty Settings     : Yes.
New Sounds              : No
New Graphics            : No.  Unless the new textures count.
New Music               : No
Demos Replaced          : None

* Tale of the Tape *

Base                    : New level from scratch
Editor(s) used          : WorldCraft 1.6 shareware
Known Bugs              : None.
Build Time              : Don't know, not that long.
Texture Wad used        : Q.WAD CZTEX.WAD MARKSWAD.WAD ROGUE.WAD HIPNOTIC.WAD
                          HEX2DEMO.WAD
Compile machine         : AMD K5-PR100
                          32mb RAM 
QBSP Time               : 353  seconds
Light (-extra) Time     : 3290 seconds
VIS (-level 4) Time     : nearly 5 hours

Brushes                 : 2023
Entities                : 500
Models                  : 51
Textures                : 72

* Additional Information *
			  To play this, create a directory called maps, in your
			  ID1 directory, which is located in your QUAKE directory.

			  ie QUAKE\ID1\MAPS

			  If you have played addon maps before this will already
			  exist.  Put the BSP and TXT file in the MAPS directory, load
			  Quake and type 'map Borax3' at the console.
			

                          SUPPORTS TRANSPARENT WATER!
			  If you have GlQuake, you can turn on transparent
			  water using the r_wateralpha command at the console
			  and selecting how transparent the water should
			  be.  0=totally transparent   1=not transparent at all.
			                            

			  This is a BIG level, and probably will not work on
			  8 meg machines.
			  
			  If you are running Quake in an MS-DOS prompt, you will
			  need to use the -winmem command line parameter to allocate
		          more memory for Quake (This is for ALL
			  machines, not just 8 meg one. 

* Copyright / Permissions *

Copyright Notice: 



You are free to copy this file for personal use, or to make it available for 
redistribution in its electronic format, provided that: 

(1) it remains wholly unedited and unmodified, 

(2) no fee or compensation is charged for copies of or access to this
    file, and

(3) this copyright notice and the following disclaimer remain attached.

Disclaimer: 
This file is provided by the author "as is", and any express or implied
warranties, including, but not limited to, the implied warranties of
merchantability and fitness for a particular purpose are disclaimed.  In
absolutely no event shall the authors be liable for any direct, indirect,
incidental, special, exemplary, or consequential damages (including, but
not limited to, procurement of substitute goods or services; loss of
use, data, or profits; or business interruption) however caused and on
any theory of liability, whether in contract, strict liability, or tort
(including negligence or otherwise) arising in any way out of the use of
the information herein contained, even if advised of the possibility of
such damage. 
