###############################################################9TERRORS

	(C)1997 Russell McKenzie	4th Jan 97

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

Title                   : Welcome to The Terrors

Filenames               : 9go.bsp, 9terrors.bsp

Author                  : Russell McKenzie

Email Address           : russell@netconx.demon.co.uk  



Description             : SINGLE PLAYER/deathmatch (?) level for Quake.

			  9GO.BSP is the difficulty selecting start map

			  for single players. It's got no DM or co-op

			  starts, so for these types of games try going

			  straight to 9TERRORS.BSP. 

			  A compact and bijou residence suitable for 

			  the DIY enthusiast, as estate agents say.

			  Designed for single play mostly, but it may

			  work for co-op or DM games with up to four

			  players, but not flag/team. 

			  It's not the prettiest level ever, but if I 

			  tell you it's my first effort at a level will

			  you forgive me ?

                                       

Additional Credits to   : ID software, the coolest ones. Ben Morris, 

			  author of the most excellent Worldcraft map

			  editing suite.  Simon Weeds, for keeping a 

			  roof over my head when I'd otherwise be 

			  homeless.  Staff at Network Connections.

			  Hi to Willi Geiger.



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



* Play Information *

Single Player           : YES !  That's who it's for.

Cooperative 2-4 Player  : Possibly, but only with 9TERRORS.BSP

Deathmatch 2-16 Player  : Ditto. 4 Deathmatch start points.

Difficulty Settings     : Yes. I recommend hard.

New Sounds              : No.

New Graphics            : No.

New Music               : No.

Demos Replaced          : None.



* Construction *         



Base                    : New level from scratch (thanks to Jimmy 

			  McKinney for the archpack.zip file, I did use

			  his prefabricated arches in my 9go.bsp start)

Editor(s) used          : Worldcraft v1.0

Build time              : I spent five days or so working on this.

 My 6x86 P120+ 32MB took: (to build 9terrors.bsp)

                    qbsp: Doesn't tell me. About a minute I reckon.

             light-extra: 259 sec

                vis-full: 211 sec  visdatasize 12936 from 28740

			  Don't know how long 9go.bsp took. 



Known Bugs              : If you don't seem to be able to kill all the

			  monsters, it's not my fault, honest! There's

			  a bug John Cash (iD person) reported in

			  quake's fish counting. If you want to fix up

			  your version of quake, it's quite easy - 

			  and the bug is in v1.06 as well as 1.01.  

			  See below for instructions. I haven't a clue

			  whether it will deathmatch successfully or

			  not. Email and let me know if it pleases.

			  Don't bother if it doesn't though, it wasn't

			  intended to be a deathmatch arena. (I don't

			  even have a phone, let alone a home of my own

			  to deathmatch in!) Seems OK with bots though.

			  By the way, that's 9 terrors, not 9T errors:)



Installation		: Put the 9terrors.bsp and 9go.bsp in a folder

			  (directory, to you DOSsers) inside the id1 

			  folder inside the quake folder, i.e. its

			  location must be 

				quake\id1\maps\9terrors.bsp

				quake\id1\maps\9go.bsp



Play			: Start Quake, press the tilde key (~), (if

			  you're using a British keyboard you don't

			  use tilde, it's the key underneath escape,

			  next to 1, above Tab that you press) to bring

			  down the console, and enter MAP 9GO into the

			  console to go into single play. To play a

			  deathmatch game, you'll need to skip 9go

			  and play 9TERRORS instead. 

                        

* Copyright / Permissions *



You MAY distribute the file 9TERRORS.ZIP, provided you include this 

file, with no modifications, and you don't charge anything for it.

You definitely MAY NOT include this quake level in a CD-ROM compilation

without my written permission, unless you happen to be Walnut Creek 

CD-ROM of California.  Anyone else must ask first (bribes will be 

accepted.) And I request that you do not decompile the bsp files.

(You could always ask though.)



* Where do I get this file ?  Duh, where am I, don't I already have it?



You must visit ftp.cdrom.com/pub/quake for all internet things quake

related and otherwise.





FIXING THAT BUG IN QUAKE:



I quote from JC:



*fixed wrong total monster count

	For all you progs programmers, look in monsters.qc

	and remove the line "total_monsters = total_monsters + 1;"

	in the function "swimmonster_start_go"



You can now download prog106a.zip (123KB) by Karel Suhajda, from

ftp.cdrom.com and mirrors, this contains a new progs.dat with the above

fix done, so you don't have to do any qc compiling if you don't want to.

To permanently fix quake, you'll also need to download some form of pak

file extractor/compactor utility, I use Winpak12.zip (122KB) by Antony 

Barrat, it's very intuitive and simple.



If you're running quake 1.01, don't you know there's a q101-106.zip

upgrade file available from id software (and in ftp.cdrom.com) that

fixes some other slight bugs ?  (Not the fish problem of course. 1.06

still needs the above fix.)





The instructions with these should get you going. Read the quake map 

specs, they're most helpful for anyone interested in what goes on 

inside quake.  



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