================================================================
Title                   : Closed Particle Loop
Date                    : 03/08/98 
Filename                : fusion.bsp
Author                  : Brent "Veldrin" McLeod
                          ("[Drizzt]" on IRC)
Email Address           : veldrin@ienet.com
Description             : A fairly large deathmatch level suitable for 4-16 
                        : players. (maybe more)  The map is broken up into a
                        : few distinctive areas, to make navigation a bit easier.

Additional Credits to   : id software, |ncubus for his modified version of 
                        : qe4 (http://canweb.net/~mmilley/qe4.htm), my friends
                        : (^dak, llama_boy, Asmodeus, Fierce_Puppy, and SwanSong)
                        : for various tips and criticisms, and everyone on 
                        : #quakeed and #trinity for helping me test it.  Stephen 
                        : Hawking for mentioning a cool map name in one of his
                        : speeches.

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

* Play Information *

Single Player           : No.
Deathmatch              : Yes, preferably 4-16+ players. (6+ is best)
Difficulty Settings     : No.

* Construction *

Base                    : New level from scratch
Editor(s) used          : id softwares qe4, modified by |ncubus.
                        : (http://canweb.net/~mmilley/qe4.htm)
Known Bugs              : None.
Build Time              : Too long.

Textures used           : e1u2/e1u3 hybrid.

Compile machine         : P2/300 with 128megs running NT4 
QBSP Time               :   577 sec ( 9.6 min)
QVIS Time (-level 4)    : 20941 sec ( 5.8 hrs)
QRAD Time (-extra)      :  3102 sec (51.7 min)
Brushes                 : 2251
Entities                : 1291

* Other Info *
A few issues with the map:
1) The ladders.  I used that texture to make the ladders to keep the map 
   r_speeds friendly.  You want it to run fast don't you?
2) I am aware that the water looks a little funny where it joins up with 
   the main pool in the map.  Due to the way the engine and vis handle
   transparent water meeting opaque water, this was unavoidable.
3) Inconsistent theme; not really.  I wanted each area of the map to look 
   unique enough for the player to have a good sense of where they are at
   all times. (it's a big map)
4) The Silencer.  You know you want it...

* Copyright / Permissions *

This level is (c) 1998 Brent McLeod.
You 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.