May 17, 1997

================================================================
Title                     : QuadQuake ShareWare
Filename                  : quad.zip
Author                    : Robert Wrigley
Email Address             : quigley@geocities.com
Description               : Quake Conversion - allows user to play four different
                            characters in over-the-shoulder 3rd person view.
                            Features 25+ weapons, five new enemies, and speacial maps
                            customized for QuadQuake
Credits                   : id Software, of course.
                            Jim Lowell, Juha Koiste, Utah, Noel Weer,
                            Wright Bagwell
                            Rob Albin for the chasecam patch.
                            All other code (c)1997 Robert J Wrigley
                            



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

* Boilerplate info *

Single Player           : Yes
Coop                    : Yes
Deathmatch              : Beta
Difficulty Settings     : Yes
New QC                  : -Chase-Cam patch
                          -Four Character Classes
                           Marine, Enforcer, Ogre, HellKnight
                          -17 new weapons and spells
                          -5 all-new enemies ONLY in QuadQuake

Tools used              : qccdos, WordPad, AdQuedit, Thred
Build Time              : Two Months
Distribution and legal  : SoftWare Copyright (C) 1997
                          by Robert J Wrigley.  Unauthorized commercial
                          distribution prohibited.  This material may be
                          electronically distributed only at no charge to the
                          recipient, and may not be modified in any way.
                          UNDER NO CIRCUMSTANCES IS THIS LEVEL OR ARTWORK
                          TO BE DISTRIBUTED ON CD-ROM WITHOUT PRIOR APPROVAL
                          BY ROBERT J WRIGLEY.
                          All maps copyrights held their authors.

* Installation Info *

1) Create a directory in your Quake folder called "Quad"
2) Drop the included file pak0.pak into the Quad directory.
3) At a dos prompt type : C:\quake\quake -game quad
4) Party.


The Maps:
=========

"Welcome to QuadQuake" - author: Robert Wrigley
"The Forbidden Base" -   author: Juha Koiste   hannu.koiste@pp.inet.fi
"King Solomans Mines" -  author: 
"Operation: Critters" -  author: Jim Lowell    jlowell@visi.com
"The Soul Grinder"    -  author: Wright Bagwell  bagwell@brain.bns.pitt.edu
"Marsalis' Pit"       -  author: Noel Weer  nsweer@ice.net
"Death's Taste"       -  author: Utah  utah@ix.netcom.com





Appendix:   .txt files

====================================================================
"The Forbidden Base"

Wednesday 5th February, 1997
================================================================
Title                   : The Forbidden Base
Filename                : base.bsp
Author                  : Juha Koiste
Other levels by author  : "Dark Ages" and
                          "The Temple of Torment" - both for Quake.
Email Address           : hannu.koiste@pp.inet.fi 
Description             : A full QUAKE map, that's like a base.
                          It's ready to go with single playing,
                          deathmatch and coop. Please, read the
                          "Other info" section to find out more
                          about this level :)

Additional Credits to   : Id software for QUAKE!
                          Jon Mavor for Thred.
                          Jim Lowell for helping me out
                          with Thred, without Jim's help
                          this level wouldn't have been
                          possible. Thank you Jim :)

Special thanks to       : Jim Lowell for posting my previous maps
                          to the Thred homepage.
                          Matt Sefton for posting "Dark Ages" to
                          his own Quake-website.
                          Tim Peel (author of Casonr) and of course
                          to all my friends.
                     
               You can get my previous maps including
               this one from these following webpages:

               Check out the Thred homepage at:
               http://www.visi.com/~jlowell/thred

               Check out Matt's Single Play Quake page at:
               http://ds.dial.pipex.com/matt.sefton/spq.htm

               This map and Dark Ages are also available from:
               ftp.cdrom.com 
================================================================

* Play Information *

Single Player           : Yes                                        
Cooperative             : Yes
Deathmatch              : Yes (10 starts, extra weapons, extra health
                               and the keyed door is removed)
Difficulty Settings     : No (I'll be damned not to include difficulty
                              settings to my next map!)
New Sounds              : No
New Graphics            : No
New Music               : No
CD Track                : 6 (Quake-CD, make sure it's in your
                             CD-driver before starting the game!)
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : Thred v0.9b, I also used v0.7b of Thred
                          to finish off this map, because I didn't
                          want to go nuts :)
Known Bugs              : None
Build Time              : About 70 hours

Texture Wad used        : Base 

Compile machine         : P150 w/ 16MB RAM
QBSP Time               : 2460 secs
Light (-extra) Time     : 1092 secs
VIS (-level 4) Time     : 701 secs

Brushes                 : 764
Entities                : 297
Models                  : 21
Textures                : 37

* Other Info *

This is THE latest map I've made with Thred and I really think that it's
the best I've done so far. It includes a few wind brushes, which are
probably morely known as jump-lifts. You've certainly seen those in The
Wind Tunnels or in Critters. And of course, it has a few things in it,
that you haven't seen in my previous maps. I also used grouping for my
first time in this map. So, it allowed me to make this map bigger and
more detailed, than my previous ones. Because of that, this map should
be even more enjoyable to play :)

If you somehow manage to find the second secret, which is very unlikely,
you'll see that there's no use in finding that secret on single play mode.
I designed it purely for deathmatch to improve the deathmatch play a little
bit :)

Ok then, you start from the basement and fight your way onto the top, while
killing all of those, who are standing on your way. The exit lies on the
other part of the base, between those two parts of the base, there's a
fairly large outdoor area. I've also included some caves to this map.
I think this is one of the first base styled maps, that includes caves.
Hope you like 'em :)

The exit of this level takes you to The Tower of Despair, which is one of
the greatest levels ever created! Thank You Sandy.

I'd love to have mail from anyone regarding this level :) If you have any
comments, questions etc... PLEASE, E-mail to hannu.koiste@pp.inet.fi (I just
love feedback :). I will reply to all, who take the time to send me E-mail.

* How to play this map *

Just unzip frbdbase.zip to \quake\id1\maps directory (create if necessary),
then launch Quake, go to the console and type:

map base

Enjoy!

* Copyright / Permissions *

Authors MAY use this level as a base to build additional levels. 

You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS!!!. If you don't co-operate, then DON'T DISTRIBUTE
IT IN ANY FORM!!.

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.

* THRED LISCENSE INFORMATION *

This map was made with Thred. It is acceptable to distribute this
map over the Internet and BBS systems for free. It is not
acceptable to play this map on a commercial Internet server.
It is also not acceptable to charge for this map in any way
or charge for distribution of this map. This includes CD-ROM
collections of all kinds.

=====================================================================
"Operation Critters"

Title                   : Critters
Filename                : critters.bsp
Author                  : Jim Lowell
Email Address           : jlowell@visi.com
Description             : Metalic maze/fortress

Additional Credits to   : Jon Mavor for Thred and Steve Tietze
                          of Rogue entertainment for the ogre
                          idea! :)

               Check out the Thred homepage at:
              http://www.visi.com/~jlowell/thred
================================================================

* Play Information *

Single Player           : Yes
Cooperative             : Yes
Deathmatch              : Yes (19 starts)
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
New Music               : No
CD Track                : 5
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : Thred
Known Bugs              : Door sounds near the start of the map,
                          I have no idea what causes it.
Build Time              : 60 hours

Texture Wad used        : Metal

Compile machine         : P166 w/ 32MB Ram
QBSP Time               : 332 secs
Light -extra time       : 576 secs
VIS (-level 4) Time     : 4598 secs

Brushes                 : 864
Entities                : 411
Models                  : 37

* Other Info *

This map has some new things in it. Most notably, my new
patented jump-lifts. There is also a semi-invisible bridge,
and some other very evil stuff in there.

* Copyright / Permissions *

Authors MAY use this level as a base to build additional
levels. I have not included the .map file, but the .3dt file is
included. If you have Thred, you can load this map up and modify
it. If you do make any changes to this map, please contact me and
let me know so I can see it!

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.

* THRED LISCENSE INFORMATION *

This map was made with Thred. It is acceptable to distribute this
map over the Internet and BBS systems for free. It is not
acceptable to play this map on a commercial Internet server.
It is also not acceptable to charge for this map in any way
or charge for distribution of this map. This includes CD-ROM
collections of all kinds.



=====================================================================
"Death's Taste"

Thanks to Id, and Ben Morris(for making Worldcraft)

--------------------------
single play=yes
coop =no
deathmatch=yes
difficulty options=nope
--------------------------

Build time.......Dont know
--------------------------

qbsp =6min
light -extra=6min
vis -level 4 =57 min

Machine was a P150 w/40 megs
--------------------------

	This is my first Single player map.  May be a little on the tough side(unless you use the
secrets wisely).  Tested mostly with GL Quake(if you dont have..what are you waiting for)? 
Lighting was optimized for my Gl, meaning it might be a bit dark in regular Quake.  
	Map has Deathmatch capabilities.  Locked doors have been removed, and things added(like 
destination plates).  One extra secret in DM.  
	There is also a well hidden room with my signature. Let me know if you can find it..Its not
a registered secret, but its there.
	Im still trying to figure out what makes a great SP map...email me with your thoughts and
suggestions.


made by UTAH
utah@ix.netcom.com



=====================================================================
"The Souls Grinder"


Map Name:  		The Soul Grinder
Author: 		Wright Bagwell (Paul_Bunyan)
File: 		pb2.bsp, an add-on level for Quake.
Thanks to:		Bill J. "crash" McClendon, Matt Sefton, Neil Manke, 
			Ryan Freebern, Lt. Dan, Magnus Jansen, 
			all other beta testers, id of course!

No new sounds, models, etc.  Just a good ol' map.

Hello Quaker,
This is my second complete Quake map project.
Please enjoy it, but I ask that you please e-mail me and let me
know what you honestly think of it. I left a promising 
grad school track to seek a career in games development, so you could 
really do me a favor by giving me as much feedback as possible.  If you
are looking for a mapper or graphics designer, consider this a piece of 
my portfolio. You can reach me at bagwell@brain.bns.pitt.edu.
Be SURE to test the different skill levels so you can play the skill that 
fits you best.
Currently, Quake World cannot handle this map.  Why? I have no clue.
I've e-mailed disruptor, but experience tells me I won't hear back.
Rest assured that I will try my hardest to fix this, and will post
a new version when I can.  I don't think that it will affect Single player
at all, but if it does, I'll re-work it so that the DM version is a
completely different release.

I would very much appreciate any feedabck about the gameflow and 
quality of the map.

Also, if you see me playing Quake, I go by Paul_Bunyan.  Say hi.

This is the second map in a series that I am designing, 
which will form an episode in the end.  If you would like to help 
me out (hint, hint) please contact me.  I really could used some 
help.  At this rate, Quake 2 will be out before I finish this project...

Thanks,
Wright Bagwell
Paul_Bunyan in Quake, MrBunyan on IRC
bagwell@brain.bns.pitt.edu
http://brains2.wpic.pitt.edu/

You are NOT allowed to sell this map unless you have my permission.
If you want to do anything with this map besides play it or run it
on a server, please e-mail me first (though if you run it on a server
I would suggest you contact me to make sure there's not a newer version
with bug fixes). If you distribute this map, include this file. What 
the hell, e-mail me anyway and tell me what you think. I have spent 
two months of my life's free time making this map, so PLEASE at least 
humor me.

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

February 25, 1997
================================================================
Title                   : Marsalis
Filename                : marsalis.bsp
Author                  : Noel Weer
Email Address           : nsweer@ice.net
Description             : It's singin' the Blues! It's fun!

Additional Credits to   : crash @ ix.netcom.com for his insightful beta test
			  that helped change this from a texture test into something approaching a level.
			  Mads Bondo Dydensborg for MidDip15,
			  Walla (bryangw@channelzero.com) for the couple of textures I lifted from the CZTEX1.WAD,
			  A.McIntyre, T.Hughes, and S.Bross for the encouragement and ideas,
			  Jonathan Wright for ZEUSbot, which let me do some great and fun final modifactions for DM,
			  and my wife for being so patient all the time.

               Check out the Thred homepage at:
              http://www.visi.com/~jlowell/thred
================================================================

* Play Information *

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

* Construction *

Base                    : New level from scratch
Editor(s) used          : Thred 0.9b
Known Bugs              : None
Build Time              : 2 weeks, off and on

Texture Wad used        : Blue

Compile machine         : DX 133mHz, 16meg RAM
QBSP Time               : 868 seconds
Light (-extra) Time     : 743 seconds
VIS (-level 4) Time     : 6579 seconds

Brushes                 : 964
Entities                : 222
Models                  : 35

* Other Info *
Began from an experiment with constructing a new wad; one of my favorite
registered maps is the Azure Agony, not because I like the layout - I
like the look. So I made a blue.wad from every blue texture I could find,
and decided to make a map with it to see how it looked. I wasn't much, but
it seemed promising. I shared it with a few others, and gathered input and 
it warped into its current format. It still isn't stellar, but it is the
first level I have completed that I am confident enough to call a level.

* 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.

* THRED LISCENSE INFORMATION *

This map was made with Thred. It is acceptable to distribute this
map over the Internet and BBS systems for free. It is not
acceptable to play this map on a commercial Internet server.
It is also not acceptable to charge for this map in any way
or charge for distribution of this map. This includes CD-ROM
collections of all kinds.         : 15