July 8, 1997

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Title                   : Encounter at Schist

Filename                : schist1.bsp

Author                  : Noel Weer

Email Address           : nsweer@ice.net

Description             : You find yourself trapped inside an infested

			base. You must battle your way out of the sprawling

			underground tunnels, your goal to get upwards,

			and ultimately...escape?



Additional Credits to   : Andrew McIntyre, Jim Lowell, and the entire

                        Quake Workshop Mailing List.

			Also to Matt Tagliaferri for qED, Paul Mickevicius

			for his excellent article in the Unofficial Quake

			Level Design Handbook, Antony Suter for RVIS, &

			Tom Grandgent (Woofer) for QBSP256b



	              Check out the Quake Workshop:

        	  http://www.quakemania.com/qworkshop/

================================================================



* Play Information *



Single Player           : Yes

Cooperative             : No

Deathmatch              : No

Difficulty Settings     : Yes

New Sounds              : No

New Graphics            : No

New Music               : No

Demos Replaced          : None



* Construction *



Base                    : New level from scratch

Editor(s) used          : qED

Known Bugs              : none



Build Time              : about a week or so



Texture Wad used        : custom just for this level

Number of Textures      : 54



Compile machine         : DX 133mHz, 32meg RAM

QBSP Time               : 31 minutes, 9 seconds

Light (-extra) Time     : 2320 seconds

RVIS (-level 4) Time    : 3819 seconds



Brushes                 : 1256

Entities                : 683

Models                  : 87



* Other Info *

This is the first level in a mini-episode I am constructing - 

a teaser. The complete Schist Pak should be out in a few weeks,

and be comprised of 3-4 levels. AS SUCH, PLEASE SEND ME COMMENTS

SO I CAN MAKE THE REST OF THE EFFORT AS STRONG AS POSSIBLE.

The goal was for a BASE with a more METAL feel, hence the underground

and gloomy nature.

The first section is a series of soft-tributes: opening area is to id (E1M1 similarity),

and the big pipe room to LevelLord for the obvious stylistic inspiration

(if not as well done).



I have included an Scourge of Armagon laser rifle for fun, and to

try and justify all those cells the enforcers drop (just couldn't

bring myself to use an LG). The level is playable without the mission

pack, and only generates the one error. There is no guarantee that

any armagon items will remain for the final episode, and in fact

it would be better to play the level without the laser - it unbalances

things too much....



For all who read my rantette in my Necroseum text file: forgive me,

for I have learned the limitations of Thred. Hence this - my largest

level to date, and my enthusiasm for qED.



* 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.