================================================================
Title                   : Drown
Date                    : 09/08/98
Filename                : drown.bsp
Author                  : Preston "Hexadecimal" Glenn
                          ("Hex" on IRC)
Email Address           : hex@home.com
Description             : Just an average sized deathmatch level suitable for about 4 
                        : players give or take. Oh and if you stick around on the level
                        : for 3 and a half minutes or so, you get an extra surprise.

Additional Credits to   : id software, Robert Duffy for QERadiant, my friends
                        : (Orb, Zero, and Stagger) for uh... testing or something,
                        : [Drizzt] for gettin on my case about never releasing any maps,
                        : and everyone on #quakeed for sucking up all my spare time.
                        : MrEd, you are the wind beneath my wings! :)

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* Play Information *

Single Player           : No.
Deathmatch              : Yes.
Difficulty Settings     : No.

* Construction *

Base                      : New level from scratch
Editor(s) used            : QERadiant
Known Bugs                : None.
Build Time                : Too long.

Textures used             : hex/e1u1/e1u2/e1u3/e2u1/e2u3/e3u1

Compile machine           : P2/400 with 128megs running Win98
QBSP Time                 :   27 sec
QVIS Time                 :  147 sec (2.4 min)
QRAD Time (-maxlt -extra) :  516 sec (8.6 min)
Brushes                   : 1616
Entities                  :  185

* Other Info *
A few issues with the map:
1) r_speeds get a little high in some corners when the level floods. I was trying
   to see what I could throw together quickly and it was only after I flooded the
   level that I realized r_speeds were gonna go up as bad as they did which was pretty
   late in the game. It was an experiment anyway.

2) Sometimess it's difficult to go through the longer pipe when exiting the quad room.
   I couldn't get this to go away. Just try to avoid running up on the angled sides of
   the pipe to keep from getting caught.

* Copyright / Permissions *

This level is (c) 1998 Preston Glenn.
You may not include or distribute this map in any sort of commercial product without 
permission from the author.  You may not mass distribute this level via any 
non-electronic means, including but not limited to compact disks, and floppy disks.