MoonGlum's Base - January 1998
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Title                   : MoonGlum's Base
Filename                : mgbase.txt    (this readme file)
                        : mgbase.bsp    (the level itself)
Author                  : MoonGlum      (Charles Boardman)
Email Address           : chb96r@ecs.soton.ac.uk
Description             : DM level aimed at teamplay games, with
                        : a texture style very similar to the
                        : original quake mission ones and DM3.

Additional Credits to   : id software for the game, and some levels
                        : that demonstrate pretty damn well how to
                        : make proper use of textures and lighting.
================================================================

* Play Information *

Single Player           : Only for looking round.
Cooperative             : Only for looking round.
Deathmatch              : 14    (count them if you don't believe me)
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Supplied          : No.

* Construction *

Base                    : New level from scratch
Editor(s) used          : Qoole
Known Bugs              : None that I know of that can be put at my door.
Build Time              : Development time?  A long time, I would estimate
                        : somewhere between 100 and 200 hours worth of work.
                        : It is hard to be sure, 'cos I developed in my
                        : spare time over a period of 2 months or so.
                        : Mind you, alot of that is also owed to QBSP, LIGHT
                        : and VIS.  It all adds up.

Texture Wad used        : Original quake textures (E1M1/E2M1/E3M1/E4M1/DM3)

Compile machine         : P120, 32Mb Ram
QBSP Time               : 3 minutes.  I used the QBSP with transparent water
                        : and Hipnotic extensions, so should be pretty cool
                        : for GL players.
Light (-extra) Time     : under 30 minutes.
VIS (-level 4) Time     : under 20 minutes.     (I kid you not)

(personal comment: these build times seem to be very fast for a P120 and
32mb ram, specially considering that it ain't exactly a tiny level.  Guess
I got lucky.)

Summary of the level
====================

Well, this level was designed for about a 5 on 5 game.  It was in fact made
for the UKCL at the request of Toonarmy.  It seems to play pretty good in
a free for all, and there may even be a slightly extended CTF version on the
way (I have agreed to do one, but it may really suck).

So, what does the map have?

1 Red    Armour
2 Yellow Armours
2 Green  Armours

1 Lightning Gun
2 Rocket Launchers
1 Grenade Launcher
3 Super Nailguns
3 Nailguns
4 Super Shotguns

I slipped in a secret between beta's.  It should be quite obvious where it
is, so I'm not gonna say.  I will say what it is though, Ring of Shadows.

No Quad Damage, and no Pentagram of Protection.  Sorry!  (not really sorry,
it was a concious decision early on in the design stage).  Only reason the
Ring Of Shadows got in is because alot of playtesters said it would work
well with the level and when I had a look, there was one very obvious place
to put it.  Nuff said.

There may be a place somewhere up high in the level that you can get to.
Have a look, see what you think.  If you get there, see how long you can
stay there :)


Other credits:
==============

All the ppl out there who gave your time and input at the playtesting stages,
'cos I honestly believe that the level is better for your input.  For those
of you who playtested the first beta version, you'll know what I say is true
when you see that the red armour has been switched with green armour to
make the level more open.  Orlith demonstrated how bad an idea it was to
have the red armout where it was originally (if you weren't a playtester
and didn't see it, don't worry about it, 'cos I ain't gonna explain)

To the following people, I offer my sincerest thanks: (extra notes made when
they weren't just playtesting)


        Toonarmy  (thank this guy if you like the level, he asked me to do it)
        BFG-Paul  (provided a server non-stop through the playtesting stages)
        Orlith, Yarn and Cheeky (also provided a server when needed)
        Pants McNailz, FA-Psychodom (very valuable input indeed along with
that man BFG-Paul again, special thanks go to you guys)
        CIX-Vendar, Opless, AdmiralPJT, Rocketman, DocCookie, XC-Funk, CP-Spud
        Meridian and Cloud-Warrior (fellow Guns Islanders)
        Aardappel (for constantly telling me it needed more grenade launchers)

I suppose an extra special thanks should go to Opless for letting me kill
him more than once when we were playtesting.  I didn't get to frag too many
ppl, so it made a nice change to finish above someone on the scoreboard.
However, in Oppy's defence he hadn't played for ages, and it was my level
after all (shame on me!)

Whoever "The Bat" is out there, I have a request for you.  Next time you are
on a server playtesting a level and you are asked to stop firing so that
everyone else can discuss the level.  Darn well stop will ya!  You know who
you are.  Huh!

My apologies if I have missed anyone out who should be on this list.

A great deal of credit must go to the authors of Qoole (Matt Ayres and co.
at Lithium Software) for a fantastic level editor (it works for Quake 2 as
well, and support is on going).  Absolute bargain for the money.  In case
anyone is interested, check out

        http://www.qoole.com

Ross Wigdor (a.k.a. Jokey Smurf).  I hope you don't mind, but I found your
readme file to be a good standard to work from, so you may notice some
similarities between you ab2.txt readme file and this one.

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

* Copyright / Permissions *

mgbase.bsp may only be distributed provided this text file remains intact.

Standard disclaimer: I will not be held responsible for any damage to your 
hardware or software caused by using these files.

Under no circumstances shall this level be sold by others in a Level Bundle
software package without my express written permission.

Under no circumstances shall this level be included with any software to be
sold without my express written permission.

(sorry peeps, but this means no to sunsite.doc.ic.ac.uk amongst others - read
their legal disclaimer if you don't believe me)


MoonGlum's Base is copyright Charles Boardman (a.k.a. MoonGlum), January 1998.
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