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08.08.08
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Title                   : The Living End
Filenames               : ne_lend.bsp
			  ne_lend.txt
Author                  : necros
Email Address           : necros@planetquake.com
Website			: http://www.planetquake.com/necros
Description             : Single Player map for the Quoth mod.  Bit of a tribute to my favourite Doom2 map of the same name although it turned into something much different.

Other levels by Author	: ne_doom	    - "Elder World Waystation"	(Q1SP)
			  ne_deadcity	    - "The Rats in the Walls"	(Q1SP)
			  ne_marb	    - "Crescendo Of Dreams"	(Q1SP)
			   -> ne_marb2	    - "Surmounting Terror"	(Q1SP)
			  nesp16	    - "R_speeds be damned!"	(Q1SP)
			  nesp10	    - "Embers of Cruelty"	(Q1SP)
			  nesp09	    - "Dawn of Eternity" 	(Q1SP)
			   -> ne_os1	    - "Survive This!"		(Q1SP)
			  ne_sp06	    - "Once Upon Atrocity"      (Q1SP)
			  ne_empty/ne_sp04  - "The Emptiness Without"   (Q1SP)
			  n3sp03            - "The Gates of Midian"     (Q1SP)
			  ne1_q2dm          - "Cosin Law"               (Q2DM)
			  n3sp02            - "Castle Necrosis"         (Q1SP)
			  n3_100b.bsp       - "oH gOd!"                 (Q1SP, 100B)

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* Play Information *

Single Player           : Yes
Coop starts		: Yes, but no gameplay rebalance.
Deathmatch              : No
Difficulty Settings     : Yes
Music Track		: No
GLQuake Supported	: Yes (although prefered at least Fitzquake, even though it should run in stock GLQuake, but I can't run GLQuake)
SoftwareQuake Supported : Unsure (I can't run winquake but I believe it should work)
Engine Extensions	: None

* Construction *

Base                    : Scratch
Editor(s)               : GTKRadiant 1.4 + QE3(sikkpin)
Known Bugs              : There are a couple of wierd lighting errors.  I'm not sure what causes them, and they never used to happen...

Build Time              : Brushwork was done fairly quickly, about a week, but took a month to light, detail and playtest.  It then sat around for 2 or 3 years.
Textures used           : rtGnosis textures
Compile machine         : intel e6300, 1gb ram
Compile tools:		: Aguire's BSP, Light and Vis (thanks aguire!)

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ne_lend:

QBSP                   :   1 minute
Vis (level 4)          :   47 hours
Light (extra4)	       :   30 minutes
Brushes                :   5255.
Entities               :   2422

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* Story *

You are exploring when you stumble on this strange entrance gateway.  You step through and the gate closes.  The only escape is forward.

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* Information/Notes *

I make no excuses for this map's quality, nor do I apologize for it.  Skill levels are not entirely balanced (although normal should be pretty decent).

Should be pretty speed-runnable, due to a lot of the areas being open to the main cavern.  Requires Quoth though, so I doubt it'll catch on.

Also note that r_speeds will be higher than what you would expect in a q1sp.  The main cavern hits around 2-3k wpoly at vis level 4.  This is unfortunate, but it was a design choice.  I chose aesthetics over practicality here. :)  Most other areas are fine though.  500-1100; in other words, standard wpoly count.

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* Credits *

‡ id for obvious reasons
‡ Thanks to Kell and Preach for continuing developement on Quoth.
‡ sikkpin for doing QuakeEd 3.1 which allowed me to finish the changes needed.
‡ Bengt Jardrup (AKA aguiRe) for the Modified QBSP, LIGHT and VIS programs.
‡ Undule for the excellent RTGnosis textures.

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* Installation *


This map REQUIRES the Quoth modification, and should work in Quoth2.

unzip these maps into quake/quoth directory (keeping folder structure intact)

run quake with quake -hipnotic -game quoth +map ne_lend

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* Copyright / Permissions *

Commercial distribution of this material, in whole or in part, requires
prior agreement with the author.  Commercial distribution includes any
means by which the user has to pay either for the support (e.g. CD-ROM,
or magazine CD-ROM)or for the material itself.  Unauthorized commercial
distribution is prohibited.
You may distribute this map for free provided this text file is included.

© 2008 necros

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