January 14, 2002
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Title                   : Inferno, The Plains of Purgatory
Filename                : azspq1.bsp, azspq2.bsp
Author                  : Greg Watters
Email Address           : gwatters@magma.ca
Description             : Single-player Quake I series.
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* Play Information *

Single Player           : Yes
Cooperative             : No
Deathmatch              : No
Difficulty Settings     : No (developed and tested on normal skill setting)
New Sounds              : No
New Graphics            : Yes ... Davo's Hellish textures.
New Music               : No (but used Quake selected tracks if you have the cd)
Demos Replaced          : None

* Construction *

Base                    : New levels from scratch
Editor(s) used          : Worldcraft 1.6 shareware
Known Bugs              : None that I have found, but I have pages of design
                          notes which identify things that I may change if
                          this gets any play and can add to the use.

Build Time              : About 3 weeks.

Texture Wad used        : Davo's Hellish textures, a few from Q1, and one from Q2.

Compile machine         : PIII/700Mhz
QBSP Time               : Less that an hour per map.
Light Time              : Less that an hour per map.
VIS (-level 4) Time     : azspq1.bsp ... about 43 hours. Jumped from 8.5 hours after adding rim on firepit (reason not known yet).
                          azspq2.bsp ... about 3.5 hours (after removing much terrain).

Brushes                 : 
Entities                : 

* How to Use *

No pack or mods, so just unzip to id1\maps directory.

Run with quake -winmem 16 +map azspq1

The second map can be run separately, but was originally designed as the
wrap up for the first map. A lot of the open terrain had to be removed once VIS
exposed the flaws, which is too bad because it was much better with these
features. I did not read John Carmack's note on VIS cautions on
open areas until after the base version was made, and the reality is
the engine is just not designed this kind of panorama. 


* Other Info *

These levels were inspired but Davo's texture set, which I have always
liked although not seen used, and The Inferno of Dante which provides
what maybe the longest examination of a theme that somehow seems to fit
with the alter-worlds of Quake. If you are interested, check out the
bilingual edition by Robert Pinsky. I'd like to continue these levels
if there is any interest as the original theme has almost endless
possibilities.

These were designed with some consideration of speedruns, so if you
make any demos, I'd really like see the result.

I appreciate any feedback, so e-mail me for comments:

gwatters@magma.ca

If there is any interest in adding deathmatch, skill, or coop, features, I will
do this on request. Because of the effort required, I decided not to include
these features since my intent is to develop single-player levels. I'd be happy
to add the features if there is an indication that they will be used.

* Copyright / Permissions *

Authors may use these level in any way they find useful, excluding
misrepresenting any of the original authors/vendor material.
Misrepresentation is here defined as false representation of creation,
or infringement of the terms of the vendor. Commercial use is subject to
the terms if IDSoftware.

These map are copyright Greg Watters, 2002, subject to IDSoftware's terms
on any of their material.

***


Credits:    IDSoftware (particularly John Carmack for open-mindedness
                        on open software, thanks for the chance to learn,
                        and to the fantastic artists and modellers of
                        on Quake)

            Ben Morris for Worldcraft, an unbelievable tool.

            Davo for the texture set. Really inspires places unknown.

            XeNon and others at www.qmap.org, for the patiences and invaluable advise.

