Tuesday 11th February, 1997

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Title                   : PRODIGY ONE

Filename                : prodigy1.bsp

Author                  : Dario Casali 

Email Address           : dario@casali.demon.co.uk

Homepage		: http://www.casali.demon.co.uk/dario/home.html

Description             : Prodigy One starts on a spaceship where you can grab

			  some combat armour and the four weapons that your

			  ship has to offer.



			  The planet your ship has landed on has been scouted 

			  initially and some information has been attained:



			1) You are searching for a Golden Key that is extremely

			   valuable, you must not leave the planet without it.

			2) The inhabitants of the planet carry weapons which you

			   must use to refill yours, as little or no ammo is 

			   available on the planet (these guys don't leave stuff

			   lying around like some do...)

			3) For the same reason you will find no medi kits, so don't

			   just wade in and take damage, or your Quest will be a short, 

			   bloody one.

			4) Expect very heavy resistance and use of the Wizard's 

			   teleportation ability.

			5) Sources also tell of three levers that must be in place

			   before you are granted access to the chapel and the key.

			6) Be careful to secure your ship as it will remain unguarded 

			   while you are on the planet.





			  Prodigy One is my first outing in single player level

			  design since The Plutonia Experiment, Final Doom and looks 

			  like being one of a very few. The next will be Prodigy Two.



			  There is one secret which is pretty tough to spot but quite

			  advantageous if you manage to find it.



Tactics			: Skill levels are catered for with extreme subtlety. The only 

			  differences are with the armour in the beginning and the box 

			  of shells later on. Skill 3 is of course, fairly tough. Don't 

			  try it on skill 3 first time, you probably won't do it. Once 

			  you know the level, you should try the next one up. Finishing 

			  this level on nightmare requires not only accuracy and good 

			  timing, but conservation of ammo and using the right gun at 

			  the right time. It is also possible to take out a few monsters

			  before they come a problem. Take a second to think how you will

			  approach it once you get killed the first time, I have built in

			  some devious tactics that will get you through the level much

			  more smoothly.



			  Pace yourself up to the +100 health, if you can make that, 

			  you'll have a better chance in the chapel...





Additional Credits to   : Yahn Bernier for BSP - a very good editor

			: John Carmack for the Quake engine. (let's have your 

			  Ferrari John :)

			: Kevin Cloud and Adrian Carmack for the textures.



Info about the Author	: I graduated from Oxford University last summer and created

			  Doom levels for three years before converting to Quake.

			  I enjoy toasting all other players in deathmatches inside 

			  my own levels. No-one I have ever met can beat me in my own 

			  level (har har...)



Other Levels by Author	: 16 levels in The Plutonia Experiment, Final Doom.

			  4 levels in Evilution, Final Doom.

			  Over 50 levels for Doom and Doom2, inlcuding

			  "The Punisher" and "Thebest" deathmatch levels.

	      For Quake : DCDM1, DCDM2, DCDM3, DCDM4

Author's plug		: I've just joined a formidable new games company that 

			  will be making games with the Quake2 engine, so if you

			  like this level, look out for us: Valve Software.



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* Play Information *



Single Player           : Yes

Cooperative             : Yes

Deathmatch              : Yes 

			  I have confined DM play to the space ship simply because

			  the rest of the map probably wouldn't make such a good game.

			  I have also confined the choice of weapons to the nailgun 

			  and the DBshotgun, as they are both pretty evenly matched.

			  It's best to play in DM2 mode, so you don't have to wait for

			  the weapons to respawn, but I've put three decayed health packs

			  and one light armour in to add to a DM1 game. I find this 

			  constrained map size leaves it totally up to the player's 

			  skill, not to the strength of the guns they carry. In DM1 

			  games, nobody can stay alive indefinately unless their 

			  opponent is REALLY crap.





* Construction *



Base                    : New level from scratch

Editor(s) used          : BSP, latest release.

Build Time              : One week

Texture Wad used        : quaketex.wad

Compile machine         : Pentium Pro 200, 64mb RAM

QBSP Time               : 260 secs

Light (-extra) Time 	: 882 secs

VIS (-level 4) Time     : 2398 secs



Brushes                 : 1444

Entities                : 550



* Other Info *



Unzip into the quake\id1\maps directory (create if necessary). 

Launch Quake, go to the console and type: map prodigy1



* Copyright / Permissions *



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

levels, (ie don't put it in your multi-level episode and claim it's yours).



Authors may take brushes out of the MAP file and use them in their levels,

but to get the MAP file, you'll have to go to my homepage.



This BSP may be distributed ONLY over the Internet and/or BBS systems.

You are NOT authorized to put this BSP or it's MAP file, or any part of either

on any CD or distribute it in any way without my permission. 



You may not distribute screen shots of this level in any form other than 

electronically.





