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Level Name		: Q-Deck
Files	                : DMQDeck.bsp
Author                  : Gavin "FifthElephant" Edgington
Release Date            : 9th April 2013
Email Address           : gavin.edgington@gmail.com 
Author Home Page        : Soooooonnnn...

Description             : This map is a re-envisioning of Deck16 from UT
			  all dressed up in the base texture set. It's
			  a lot smaller than the original map and should
			  be best suited for smaller skirmishes in multiplayer
			  or with Omicron bots.
                                          
By the same author      : This map is genesis, the beginning,
			  the first born. Actually I lie, this is
			  just the first map under my new alias.
			  But my other maps really suck, so you're
			  not having them.
                                          
Thanks and Credits!	: id software for Quake
			  Epic Games for Unreal/UT
			  Elliot "Myscha" Cannon for Deck 16!
			  SleepwalkR for Trenchbroom
			  Tyrann for his compiling tools
			  Bengt Jardrup for TreeQBSP
			  Necros for the compiling GUI
			  Than for replying to a fan email I sent.
			  Negke, RickyT, BPS for the invaluable feedback
			  All the guys over at Func_Msgboard,
			  Quaddicted and quakeone.com for support
			  and for keeping the community alive!

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* Map Information *

Game			: Quake 1 baby!
Single Player		: Not for this release, it is coming...
Deathmatch		: Yes, 2 player is ok, 4 player is best
R_speeds		: They are maximum, run in a new engine!
Wads			: id_base, idbase_ultimate, FEliquids (my own)
Texture Credit		: Than, Scampie, Tyrann... ermm...
			  I dunno who else. Whoever had involvement
			  in the idbase_ultimate.wad, and me.


* Construction *

Base 			: Yes, it is a base... it's Deck 16!
Construction Time       : From day 1 of Trenchbroom (1/3/2013- 9/1/2013 )
Build programs          : Tyr's BSP/Light/Vis tools V0.6, also used
			  TreeQ for -noents error checking
Build Time              : About 3 hours
Compile machine         : Intel Core DUO 2ghz, 3gb RAM, 32bit Windows 8
Editor used             : Trenchbroom Version 1, then switched to 1.05
Other programs          : TexMex, ne_q1spCompilingGui v1.0.3
Bugs			: None known, but there were hella bugs to solve
			  before it was released, god damn!

* Miscellany *

I recently got back into mapping through a desire in late 2012
to play some Quake, then to check out if the scene was still making
stuff. I then found a butt-load of amazing new content, then I had
a tinker in Worldcraft using the Quake Adapter and I have started 
about 4 new maps. Those then got put on the back-burner when
SleepwalkR released Trenchbroom, which was absolutely perfect timing
as I had run up against a huge roadblock with one of my maps outdoor
sections not compiling properly. So I started remaking Deck to try
out the new editor and it has eventually lead me to actually completing
something for a change. 

I changed the scale quite a bit, I think the tighter gameplay
is far more suited to Quake than if I had scaled it 1:1. Mostly
because UT has a lock-on rocket launcher and a sniper rifle and to
compensate for a lack of these in Quake it only made sense reduce
the size of the map. I made the majority of the map blindly. I worked
completely from memory, only in the last final part did I look at the
original level. What surprised me is how fast the UT characters move
compared to Quake, it's a strange uncanny-valley feeling when you play
my version, I hope it's not distracting (and once you get past that
I hope the map is actually fun).


* Copyright / Permissions *

This was made by me, FifthElephant. I have included the .map file
in the .zip, this means I really don't care what you do with the level
as long as you at least give credit to me. If you mod it or expand
on it then send me a link to the file in my email above please so
I can see what cool things you've done with it!

What are you still reading this for? Go and shoot something!