Friday 4 December, 1998

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



Title                   : Borax 3 

Filename                : borax3.bsp

Author                  : Dennis Katsonis

Email Address           : rotflol@hotmail.com

Homepage                : Borax Man's Home Site

                          http://www.geocities.com/TimesSquare/Ring/5078

			  Get all my productions from here.

Description             : This is my sixth quake level. 

		          Its a unique level unlike the levels in Quake.

			  It is a mansion, with paintings on the wall,

			  furniture and a graveyard outside with plenty

			  of zombie gibbin' action.  It plays as both as a single

			  player and deathmatch, but it was designed mainly

		          for single player.





			  ** See the Additional Information section at the end of this

		             text file for info on running this level **

STORY:******

			  April, 1943.  You are sent on a top secret

			  mission to eliminate the Nazi's new

			  weapon, demons from another Dimension.

			  A scientist who now works for the Nazis 

			  has conducted experiments in dimensional

			  travel in his mansion located in the Black 

			  Forest.  The mansion was said to be a Borax 

			  production facility, but the cover did not fool

			  everyone.  The operation is therefore codenamed

			  'Borax 3'. In a remote

		          region of the forest is his hidden house,

			  surrounded by an eerie red glow which is thought

   			  to have arrived from another dimension.  There

		          is also a graveyard there, where the dead have 

			  been reanimated, as an offering to the inhabitants

			  on the other side of the portal.  With the portal

			  shut and the evil scientist dead, you must kill

			  all the demonic inhabitants so that this will never

			  be discovered by the rest of the world.

                          

Additional Credits to   : iD software 

                          Ben Morris for WorldCraft 1.6 shareware.

			  The people who compiled the additional WAD

			  files that were used.  And you for playing

			  this level.

                          

Beta Testing Crew       : Me.  James Rosetti



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





Other Levels by Author  : DKSHRINE.WAD for Doom II

                          BORAX4.WAD for Doom

                          HOLYCOW!.WAD for Doom II



                        For Quake

                        MEDLAB.BSP

                        DMHAUS.BSP

                        DMHAUS2.BSP

			ASTRUS.BSP

                        BORAX.BSP

                      



                        For Quake II

                        BORAX2.BSP

                        HEAVYIND.BSP

                        The Ulysses Project





* Play Information *



Single Player           : Yes.

Cooperative             : Yes.

Deathmatch              : Yes.

Difficulty Settings     : Yes.

New Sounds              : No

New Graphics            : No.  Unless the new textures count.

New Music               : No

Demos Replaced          : None



* Tale of the Tape *



Base                    : New level from scratch

Editor(s) used          : WorldCraft 1.6 shareware

Known Bugs              : None.

Build Time              : Don't know, not that long.

Texture Wad used        : Q.WAD CZTEX.WAD MARKSWAD.WAD ROGUE.WAD HIPNOTIC.WAD

                          HEX2DEMO.WAD

Compile machine         : AMD K5-PR100

                          32mb RAM 

QBSP Time               : 353  seconds

Light (-extra) Time     : 3290 seconds

VIS (-level 4) Time     : nearly 5 hours



Brushes                 : 2023

Entities                : 500

Models                  : 51

Textures                : 72



* Additional Information *

			  To play this, create a directory called maps, in your

			  ID1 directory, which is located in your QUAKE directory.



			  ie QUAKE\ID1\MAPS



			  If you have played addon maps before this will already

			  exist.  Put the BSP and TXT file in the MAPS directory, load

			  Quake and type 'map Borax3' at the console.

			



                          SUPPORTS TRANSPARENT WATER!

			  If you have GlQuake, you can turn on transparent

			  water using the r_wateralpha command at the console

			  and selecting how transparent the water should

			  be.  0=totally transparent   1=not transparent at all.

			                            



			  This is a BIG level, and probably will not work on

			  8 meg machines.

			  

			  If you are running Quake in an MS-DOS prompt, you will

			  need to use the -winmem command line parameter to allocate

		          more memory for Quake (This is for ALL

			  machines, not just 8 meg one. 



* Copyright / Permissions *



Copyright Notice: 







You are free to copy this file for personal use, or to make it available for 

redistribution in its electronic format, provided that: 



(1) it remains wholly unedited and unmodified, 



(2) no fee or compensation is charged for copies of or access to this

    file, and



(3) this copyright notice and the following disclaimer remain attached.



Disclaimer: 

This file is provided by the author "as is", and any express or implied

warranties, including, but not limited to, the implied warranties of

merchantability and fitness for a particular purpose are disclaimed.  In

absolutely no event shall the authors be liable for any direct, indirect,

incidental, special, exemplary, or consequential damages (including, but

not limited to, procurement of substitute goods or services; loss of

use, data, or profits; or business interruption) however caused and on

any theory of liability, whether in contract, strict liability, or tort

(including negligence or otherwise) arising in any way out of the use of

the information herein contained, even if advised of the possibility of

such damage. 

