July 8, 1997
================================================================
Title                   : Encounter at Schist
Filename                : schist1.bsp
Author                  : Noel Weer
Email Address           : nsweer@ice.net
Description             : You find yourself trapped inside an infested
			base. You must battle your way out of the sprawling
			underground tunnels, your goal to get upwards,
			and ultimately...escape?

Additional Credits to   : Andrew McIntyre, Jim Lowell, and the entire
                        Quake Workshop Mailing List.
			Also to Matt Tagliaferri for qED, Paul Mickevicius
			for his excellent article in the Unofficial Quake
			Level Design Handbook, Antony Suter for RVIS, &
			Tom Grandgent (Woofer) for QBSP256b

	              Check out the Quake Workshop:
        	  http://www.quakemania.com/qworkshop/
================================================================

* Play Information *

Single Player           : Yes
Cooperative             : No
Deathmatch              : No
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : qED
Known Bugs              : none

Build Time              : about a week or so

Texture Wad used        : custom just for this level
Number of Textures      : 54

Compile machine         : DX 133mHz, 32meg RAM
QBSP Time               : 31 minutes, 9 seconds
Light (-extra) Time     : 2320 seconds
RVIS (-level 4) Time    : 3819 seconds

Brushes                 : 1256
Entities                : 683
Models                  : 87

* Other Info *
This is the first level in a mini-episode I am constructing - 
a teaser. The complete Schist Pak should be out in a few weeks,
and be comprised of 3-4 levels. AS SUCH, PLEASE SEND ME COMMENTS
SO I CAN MAKE THE REST OF THE EFFORT AS STRONG AS POSSIBLE.
The goal was for a BASE with a more METAL feel, hence the underground
and gloomy nature.
The first section is a series of soft-tributes: opening area is to id (E1M1 similarity),
and the big pipe room to LevelLord for the obvious stylistic inspiration
(if not as well done).

I have included an Scourge of Armagon laser rifle for fun, and to
try and justify all those cells the enforcers drop (just couldn't
bring myself to use an LG). The level is playable without the mission
pack, and only generates the one error. There is no guarantee that
any armagon items will remain for the final episode, and in fact
it would be better to play the level without the laser - it unbalances
things too much....

For all who read my rantette in my Necroseum text file: forgive me,
for I have learned the limitations of Thred. Hence this - my largest
level to date, and my enthusiasm for qED.

* Copyright / Permissions *

Authors MAY NOT use this level as a base to build additional
levels.

This BSP may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this BSP on any CD or distribute it in
any way without my permission.