December 19, 2000
=======================================================================
Title                   : The PlayGround 3
Filename                : ground3.bsp
Game			: Action Quake2
Author                  : Andrei Constantin Drexler - Makro[PN]
Email Address           : andreid-ro@usa.net
Web Address             : None yet. Soon - http://acd-web.hypermart.net/maps
Description             : A *very* detailed map, featuring both indoors and
			  outdoors areas
Additional Credits to   : The guys at PC USER and anyone who thinks he needs
			  additional credits
=======================================================================
Base                    : My (sick?) imagination
Editor(s) used          : Qoole v2.50, QuArK, QERadiant 1.47, Paint Shop Pro 5-7,
			  Bryce 3 & 4
Build Time              : Well, that's a tough question. I started building it
			  in... November 1999 for the mapping contest. When I 
			  realised I couldn't finish it in time, I abandoned the 
			  project, but after doing some thinking, I decided to
			  keep working on it now and then. I guess it's almost done
			  now (hopefully)
Compile Machine		: Back then, I had a P200, 64 Mb RAM, Voodoo2;
			  Now - CeleronA/500, 64 Mb RAM, V2
Compile Time
	QBSP3		: 37 seconds
	QVIS3		: 23741 seconds (about 6 hours)
	ArghRad	-extra	: about 6501 seconds (1 h 48 min)
=======================================================================
To install this map, extract all the files into your Action Quake2 dir
=======================================================================

* Notes *
---------

There are some things you must keep in mind before judging this map:
    - Although there are many alternative routes for getting just about anywhere
      in this map, I can't make any guarantees regarding gameplay since it has 
      only been tested with bots
    - When I started it, it was just my *SECOND* AQ2 map and my *THIRD* Quake2 map.
      However, I have some extra mapping experience (Duke3D, Quake) and meanwhile
      I also made a few other maps

This level looks best (I think) when played with fog - visit
  http://www.planetquake.com/maxtron/ltk
or
  http://www.botepidemic.com/aid/cgf
to download the Licensed To Kill bot for AQ2 or the Computer Generated Forces,
also for Q2. Both of these AQ2 mods support fog. To turn fog on (OpenGL only!),
type in the Q2 console "set fog 1" and then load the map. The .fog file is
included in the map's archive

Hints:
    - You can USE many of the objects in this map. Try hitting 'opendoor' in front
      of the TV (not the one in the bar) to change the channel (sorry, only two
      channels available). You can use the PCs inside the PC USER room

    - There are always alternative routes for getting where you want, some of them
      not so obvious. Some objects might not be just scenery...

E-mail me you you think you have something useful to say

* Copyright / Permissions *
---------------------------
You CAN'T modify this map. You CAN use the sky, any texture or sound

This level has nothing to do with the other PlayGround level available for download
on the AQMD site. This is the third in my PlayGround series of levels. The first
PlayGround I made was an AQ2-style level for id's Q2.

* Version history *
-------------------

Dec 3, 2000:
  first public release

Dec 18, 2000:
- Software support
- Removed a clip brush that was preventing the player from using door to the room
  with the power switch. This was also giving the impression that the doorway was
  too small. That brush was never supposed to be there in the first place.
- Added some extra clip brushes for smoother player movement
- Changed the light value for the largest sky brush from 350 to 375 (so the map
  looks slightly brighter)
- Remade the flaming barrels. They look better now
- Changed the textures I used in a hallway
- Added a few spawn points
- Moved the info_player_start I used as a info_intermission to a newer location.
  The old one had a SZ_GETSPACE: overflow problem (that could be seen when the
  timelimit/fraglimit was hit)
- Made a lot of brushes func_walls to prevent them from subdividing the surfaces
  they touch. Also added some hint brushes. The result: lower r_speeds, a much
  faster VIS time (it dropped from 16 hours to just 6 !) and a smaller .bsp
- Added some "antilights" to simulate shadows for the func_walls
- Compiled the lighting with the -extra option. The lighting *should* look better




Made in Romania