Title                   : Lighthouse Assult 1.0
Date                    : 9/30/97
Filename                : lighthse.bsp
Author                  : Erik Robson
Email Address           : fiction@pressroom.com
Home Page               : http://www.pressroom.com/~fiction

Description             : Single Player Quake Map.
                          Infiltrate and secure the lighthouse compound.
                          Neutralize opposing forces as necessary.

Additional Credits to   : The good folks at ID
			      Armin Rigo and Derrick McKay of Quark [editor]
                              Carl Glave, Rogue, and Hipnotic for Custents [qc]
                              Marc Fontaine for his moving lights code [qc]
                              Patrick Martin for the souped-up Hell Knights [qc]

* Play Information *

Single Player           : 100%
Cooperative             : 0%
Deathmatch              : 0%
Difficulty Settings     : Yes
New Sounds              : Yes
New Graphics            : Oh yeah
New Music               : No
Demos Replaced          : No

* Construction *

Base                    : New level from scratch
Editor(s) used          : Quark, WQBSP, TreeQBSP, RVIS, AARGHLITE, Photoshop, Debabelizer
Known Bugs              : There was a conflict between one of the rotators and VIS, but
                          it shouldn't be a distraction.
                          Custents isn't compatable with GLquake.
                          Play information isn't stored between level changes, so
                          if you go back to the last area, all monsters will be
                          reset :( Another Custents issue.
Build Time              : 1 month

Texture Wad used        : All of em

Compile machine         : Pent 233 w/80 mb ram
QBSP Time               : Avg. 5 min per map
Light Time (extra)      : Avg. 10 min per map
VIS Time (level 4)      : Avg. 1 hr per map

* Other Info *

To run:
Unzip in Quake directory to separate folder
called "Lighthse".
quake -game lighthse
Play.  Rinse.  Repeat.

* What I did (spoiler) *

The Custents are just the best thing to happen to Quake editing since... Quake.
I used several rotating brushes, changelevel ents, and other goodies.
There are many new (some re-colored, some re-drawn) skins for the monsters,
a few new textures, re-drawn and re-modeled projectiles for the Hell Knight
and Shalrath, and two new sounds.

* Copyright / Permissions *

This level may be distubuted freely around the Internet providing
this file remains attached. This level can not be included in a 
cd/diskette compilation or any commercial product intended for public
sale without written permission from the author.
