September 9, 1997

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Title                   : Horripalatia

Filename                : horrid.bsp

Author                  : Noel Weer

Email Address           : nsweer@ice.net

Description             : A metal level built around a solid copper

			texture theme. Designed to have lots of ground

			to cover with highlights of intense fighting, 

			and (hopefully) surprises without being insta-deadly.



Additional Credits to   : The Quake Workshop Mailing List for all their

			help - especially those who supplied the great

			input on how to make this level better: 

			Jeffrey Clark, Hal9000, LaRd, Todd Eichmann, &

			Gonzoj come to mind. :)

			Paul Taylor from A World of Quake, Hipno-Ritual

			for the neat features**, all the level review

			sites, QuakeLab, Quake Prefab Park,

			and id for just being so damn cool.



                        

              Check out the Quake Workshop:

              http://www.brutality.com/qworkshop/

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* Play Information *

Single Player           : Yes

Cooperative             : No

Deathmatch              : Yes, 18-20 DM starts - I lost count :)

Difficulty Settings     : Yes (hard and normal aren't as different as I hoped)

New Sounds              : No

New Graphics            : No

New Music               : No

Demos Replaced          : None



* Construction *

Base                 : New level from scratch

Editor(s) used       : qED 1.0

Known Bugs           : nothing per se, just personal nitpicks



Build Time           : roughly 3-4 weeks



Texture Wad used     : selection from Armagon, Metal, Rogue, HexenIIdemo

Number of Textures   : 49



Compile machine      : DX 133mHz, 32meg RAM

QBSP Time            : 1394 seconds

Arghlite Time	     : 4132 seconds

(-extra -light 45)

RVIS Time	     : 15795 seconds

(-level 4)

Brushes              :  1394

Entities             :  644

Models               :  98



* Other Info *



** My first Armagon edit level. I had grand plans for spinning and rotating

and... well, as the level got bigger and bigger I sort of changed my

focus. It became an attempt for a huge copper-metal level. And the

amount of effort to get rotation to work is not small. I really admire

the entire team at Ritual for the work they did to get this working.

I left one rotate door from my work - but instead decided to let the

monsters and weapons do the Armagoning for me.

I'll just have to try again. :)



Health may seem light in areas - you can always go back if you save some.

I had plans to repopulate the level just for this, but the monster count

seemed high enough already...



I did incorporate some prefabs, which may seem cheesy to some, but is

a great idea for inspirations and ideas. I didn't use one without

modifying it or completely rebuilding it from scratch - so nothing here

isn't mine, but the sights that supplied the "source code" are cool

and mentioned in the acknowledgements above.



* Copyright / Permissions *

Authors MAY NOT use this level as a base to build additional

levels.



This BSP may be distributed ONLY over 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.