Title                  : The Slipgate Duplex HARDCORE

Bunch of monsters added. Route and gameplay changed. 
map file included.

Speedy (www.planetquake.com/speedy)


WARNING: its hard. u have to get all the secrets and look for hidden ammo, or u are toast.
But dont giveup. Quicksave often. Its beatable, once you know what to do.



original readme:::

                  I N F O R M A T I O N 

Title                  : The Slipgate Duplex [E1M1 - czg & Vondur Remix] 

Date of release        : 26 April 2004

Files                  : e1m1rmx.bsp - the map itself
                         e1m1rmx.map - q1.map source
                         e1m1rmx_q3.map - q3.map source of the map
                         e1m1rmx.txt - this file
                         
Authors                : Christian Grawert "czg" & Dmitry Svetlichny "Vondur"

Email addresses        : czg - christig@stud.aitel.hist.no
                         Vondur - von@vondur.net

Websites               : http://www.planetquake.com/greyvoid/
                         http://www.vondur.net

Description            : Single Player Level for Quake

Other levels by czg    : czg01 - The research facility.
                         czg04 - Numb nimbus.
                         czg07 - Insomnia.
                         czg03 - Ceremonial Circles.
                         czgtoxic - Biotoxin (100 brush map)
                         czg_moon - czg's moonshot (100 brush map)
                         februus - Februus Depth
Collaboration with Fat Controller :
                         czg02 - Memento mori.
Also work as mapper for the Nehahra Project :
                         http://www.planetquake.com/nehahra/
                         neh1m5 - Industrial silence
                         neh1m6 - Locked-up anger
                         neh2m2 - Sacred trinity
                         czgnehc4 - Somewhere in Mexico (Cutscene map for non-interactive demo.)
                         czgnehc3 - Seal of Nehahra (Cutscene map for non-interactive demo.)

Other levels by Vondur:
Quake levels:            dokkur1 - Cold Halls
                         dokkur2 - Mossy Stones
                         dokkur3 - 3 or 4?
                         dokkur4 - Ricochet
                         dokkur5 - Selfburning
                         ferrum - Ferrum
                         zed - ZED
                         zed2 - ZEDII: Metalware
                         lilith - Lilith
                         aghast - Aghast
                         uzul - Uzuldaroum
                         sannur - Bizarre Rocket Castle (ra map)
                         solfall - Solarfall
                         koohoo - The Castle of Koohoo
                         nastrond - Nastrond
                         ac - Adamantine Cruelty
Also work as mapper for the Nehahra Project :
                         neh1m9 - To The Death
                         nehend - Quintessence
                         t66 - Base t66 (Cutscene map for non-interactive demo.)
Quake 2 levels :         svartur2 - 3 or 4? (q2 version)
                         svartur3 - Rugged
                         compass - Compass
Quake 3 levels :         kaos - Khaooohs
                         nemesis - Nemesis Online
                         uzul3 - Uzuldaroum III
Half-Life levels :       sigur - Prisoner of Event
                         scoff - I'll scoff at ya!
RTCW level :             vil02 - Das Dorf


Single Player          : Yes.

Cooperative            : Yes. 5 starts.

Deathmatch             : No.
             
Difficulty Settings    : Yes.

Base                   : From scratch.

Editor(s) used         : GTKRadiant 1.4.x
                         Worldcraft 1.6b
                         TexMex
                         RulNote 1.2.5
                         TextPad 4.3.1
                         Photoshop CS
                         Wally 1.5x

Additional utils used  : Qbsp, Light and Vis modified by Bengt Jardrup
                         
Textures               : id, and some idbase modified by various authors

Known Bugs             : Not sure

Build Time             : Hard to calculate


                   I N S T R U C T I O N S 

You have to:
1. Unzip e1m1rmx.bsp and e1m1rmx.bsp into ../quake/id1/maps directory.
2. Run Quake. [FitzQuake is preferred]
3. Then load the map by typing "map e1m1rmx".
4. Play the map.
5. Enjoy it or hate it.
6. Exit the game.
7. Launch your mail program.
8. Write love/hate mail to christig@stud.aitel.hist.no and von@vondur.net.


                          S T O R Y 

czg's turn
----
Well, everything began from czg has released his abandoned maps sources, lots of
crappy starts of maps that never were to be. Or so he thought...

Vondur's turn
----
Vondur looked through them and spotted nice start of E1M1 remake. (There was
the beginning and the base entrance done) Since he was in the Quake mood that time,
he started continuing this map. Vondur added right room and some hallway to the left
in the base and some outdoor changes as well (near the bridge). But suddenly Vondur
got even stronger Quake fit and started making Adamantine Cruelty (AC) map. During
that time, he gave slightly changed .map file back to czg for further development.

czg's turn
----
czg was ofcourse deeply impressed by the massiveness of Vondur's brushes, so he could
not help but tinker and tweak some of the things Vondur did, add the first MH secret,
add a few details to the hallway, and create the nailgun room. Almost having spent
his mapping juices comepletely, the map was returned to Vondur for more brutal
mapping.

Vondur's turn
----
Then Vondur thought that it's his turn and while relaxing from heavy AC's
development took the map from czg. Vondur added slime pool area this time. Then
wanting to continue AC development gave map back to czg.

czg's turn
----
czg, completely overjoyed by getting to do the holy spiral ramp room, went to
work on it with much vigor. A little hallway behind the slime pool was crafted and
the spiral ramp room was born anew with a rocky influence. Satisfied that the lighting
didn't look awful, czg thought Vondur could have it back.

Vondur's turn
----
At that time Vondur has released AC and thought it's time for his turn. He took the
map from czg and added final hallway and final exit room and got evil thought to release
this map, but czg asked him not to do that because he had some ideas in mind. So Vondur
gave almost ready map back to czg.

czg's turn
----
czg joined up two dead ends he left in and created a secret little bit. Vondur wants to
polish the lights and maybe some other things a little bit before release though, so the
map goes back one final time to Russia before release.

Vondur's turn
----
Vondur added some details, fixed some lights and decided it's time to release
the map into the big world.....



                          N O T E S 

Well, maybe some of the mappers will be interested to hear that we used various editors.
czg used Worldcraft and Vondur used GTKRadiant 1.4.x. So we had to convert the map each
time we transferred the source to each other :)
Oh, and we decided not to add DM mode to this map because its layout is bad
for dm anyway.
Also, we decided to release .map files with this level. Why not? Let's continue
the main goal of this map as a little present for the mappers/players :)
As usual, if you gonna release your maps based on our .map files, you're obliged
to release your .map files as well. Consider that we released our sources under
the GNU General Public License.

Have fun!


                     C R E D I T S   T O: 

Riot for wadconv.exe [www.orbiter-productions.com/alchemy]

SleewalkR for mapconv.exe [rem.fov120.com]

Radiant crew for GTKRadiant [www.qeradiant.com]

Bengt Jardrup for his tools [user.tninet.se/~xir870k]

Metlslime for FitzQuake [www.celephais.net/fitzquake]


                    L E G A L  S T U F F 

This  BSP  may  be  distributed ONLY via the Internet and/or BBS systems.
You are NOT authorized to put this BSP on any CD or distribute it in any way without
my permission. And don't remove this .txt file from the .zip archive!


                    Keep it dark and bloody!
                    ... still, be happy too!
