
*****************************************************************
*								*
*			LET'S COMBAT!				*
*								*
*	A Deathmatch Tour Through 9 Thematic Levels		*
*								*
*****************************************************************


================================================================
Title                   : The Apex
Filename                : APEX.BSP
Author                  : Wayne "The Saint" Peeples
Current E-mail Address  : wayne@pcbest.com

Release date            : February 14, 1999                          
Additional Credits to   : ID Software, for Quake,
                          Armin Rigo, for creating such a cool
			  map-editor

Info                    : #5 of a 9-Level Set entitled "Let's Combat!"

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

* Play Information *

Level Name              : The Apex
Single Player           : No
Cooperative 2-4 Player  : No
Deathmatch 2-8 Player	: Yes!
Difficulty Settings     : None

* Construction *

Base                 	: New level from scratch.

Build Time              : 3 days.

Comments		: Lots of places to sneak around in. Or camp. Lots of
			  graphic detail.

How to use this file    : Copy APEX.BSP into your \quake\id1\maps directory,
			  start quake from the DOS-prompt with the following:

                          quake +map apex

			  OR

			  start quake, select skill level and bring down the
                          console, and type "map apex" (without the quotes).

Editors used       	: Quark v.52 

Known Bugs          	: None
                       
================================================================

Levels 1 through 9:

	combat.bsp
	van.bsp
	canal.bsp
	2castles.bsp
	apex.bsp
	rampant.bsp
	orhard.bsp
	capitol.bsp
	egypt.bsp

These levels are designed to be a little bit "different" from the
average Quake level, both in appearance and playability. No new 
sounds or textures were added, but there are other changes. Most
EXIT buttons must be fired upon to open a door elsewhere in the 
map that leads to the actual exit. Some secret area are triggered
by shooting or axing a rectangular outcropping of the same texture.
(If it juts out, hit or shoot it.)

There is no real continuity. Each map is a different setting. The
purpose is to provide a refreshing change of pace for an evening
of deathmatch play.

Each map exits to the next one in the series. Read the individual text files
for more information. 

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


* Legal Stuff *

This .BSP file may be distributed for free over the Internet, providing
that this .TXT file is distributed with it as is. You may NOT use this
.BSP file on a CD or profit from it commercially without the written
permission of the author.
