17.06.00

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Title                   : Egyptian Myth
BSP Name                : alk07.bsp
Author                  : Shaun Ross aka [Kona]
Release Date            : June 2000
Email Address           : Alkali@ihug.co.nz
Home Page               : Ethereal Hell: SP Map Reviews
			  http://etherealhell.cjb.net

Map Description         : 
A rich Egyptian temple mixed with grimy bricks and red buttresses against an orange sunset. This ancient temple is guarded with many of Quake's strongest monsters and will be a great challenge.

Storyline		:
There are myths of an ancient Egyptian temple hidden deep within the sand dunes and hills of a great desert. It is said that the Egyptian gods would live in this temple, but no one has ever found it. In modern times this temple is considered to be simple tales, and not exist...

You are a traveller stuck in the world of Quake, just trying to find a teleport which will lead back to Earth. You have killed hundreds of Quake's monsters and been through dozens of teleports without luck. 
Deep within a cave you have found another teleport, it is different from the rest, decorated with ancient Egyptian symbols. Outside the cave two Shamblers were guarding, but you surprised them from above. It must lead to a very important place. You step into the teleport... 

Other Info		: 
Please email me if you liked this level.

Other maps by Author	: 
			  Mel Soaring series:
			  Apr 00 - Mel Soaring 5: Ancient Rigby (Q2SP, Alk06)
			  Feb 00 - Mel Soaring 4: The Savage Sanguine (Q1SP, Alk05)
			  Dec 99 - Mel Soaring 3: Tomb of the Makron God (Q2SP, Alk04)
			  Oct 99 - Mel Soaring 2: Star Rancor (HLSP, Alk03)
			  Sep 99 - Mel Soaring 1: Hear Me Roar (Q2SP, Alk02)

			  Other:
			  Mar 00 - Operation Urth Magik (Q1SP PC)
			  Nov 99 - Pillars of Pain (HLSP)
			  Mid 98 - The Alkado Adventure (Q1SP PC, Alk01)

			  Deathmatch:
			  Jun 00 - The Devil Deranged (Q3DM)
			  May 00 - Evergem (Q1DM)
			  Apr 00 - Tusk and Bone (Q3DM)
			  Feb 00 - Ravages of Sanguine (Q1DM)
			  Dec 99 - On A Dreary Night (Q2DM)

Additional Thanks to    : Ben Morris for Worldcraft, ID Software for Quake 
			  The guys who made TexMex, Quark4 and Pak Explorer
			  Rogue for the textures
			  Also thanx to whoever made the sky
			  Bal for sending me a new compiler
			  Mexx for his modifications to the HellKnight (seen in Mexx8)
			  Vigil and Wildcard for some testing

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* Installation *

Extract into your Quake directory. A sub-directory will be created for the pak0.pak file. Then type
quake -game alk07 -winmem 13 +map alk07

* Play Information *

Game                    : Quake
Single Player           : Yes
Cooperative Play        : No
Deathmatch Play         : No
Difficulty Settings     : Easy-  Medium-  Hard-
			  
* MAP Information *

Solids			: 2010
Faces			: 12585
PointEntities		: 714
SolidEntities		: 142
New Textures            : Quake and Rogue textures, some Hexen2
New Enemies/Sounds      : Snakeman and a modified HellKnight (boss)
New Weapons/Quakec	: Not really

* Construction *

Base                    : From scratch
Construction Time       : About 50 hours
Build programs          : hqbsp, arghlite, rvis+
Build Time              : QBSP - 161
			  ARGHLITE - 1063
			  RVIS - 1089
			  
Compile machine         : P3 450mhz, 128mb RAM, Riva TNT2
Editor used             : Worldcraft 1.6a
Known Bugs              : You'll get a couple of lines of crap at the start, because there are so many walltorches creating
			  sounds. Just ignore it.
			  Also monster count is wacky. At the end in normal you can get 122/119.


* Build Notes * 

22nd May 2000 - 5 hrs
Sorted through custom wads finding suitable textures. Ended up using mostly standard Quake and Rogue textures. Started working on level, completed basic construction of about 20-25%.

23rd May 2000 - 10 hrs
I did another 20% basic construction, then spent an hour finding some very annoying leaks. 
Finally did lighting (and for the first time no lights!) and details on what is done so far. About 40% of the total level now completed.

24th May 2000 - 10 hrs
60-70% of total level construction now complete, almost done detail and lighting on all of that too.

25th May 2000 - 7 hrs
Finished lighting, details and sealing on everything so far. Did another few rooms. 70% of the level is now complete in just four days.

27th May 2000 - 4 hrs
One day break - did another 10%. Fearcraft is not going too well, and might not be released now. Either way, I will not be making anymore levels for Quake after this. I was supposed to do a map for Tronyn's Soul of Evil project. Also sometime soon I was hoping to try another base/industrial map, and then a metal map. I may do a Q2SP map, just a small one, with the Quake base textures I was planning on using.

30th May 2000 - 5 hrs
Completed basic construction of entire level, then did lighting and details on everything. Structure-wise, Egyptian Myth is now complete - just monsters and items to do, which I will try to start on tomorrow night.

31st May - 1st June 2000 - 5 hrs
Did monsters and items. About 3/4 of the way through I ran into an error. It is apparently a Worldcraft error, the problem being to many entity keys/values or something like that. I have 500 point entities, many of them being walltorches and about 80 monsters. Fearcraft was already cancelled because Quake could not handle the size. Now this level is screwed because it can't handle the entites! Problem fixed, thanks to Bal. He gave me a new compiler, but it means that only one wad can be loaded at once. Finished monster placement *sigh of relief*.

2nd June 2000 - 4 hrs
Placed items and secrets.
Tweaked and polished up. The level is now in beta stage! Just got to find a playtester now...

3rd June 2000 - 10min
Vigil tested it briefly, and I found it was not hard enough. Replaced rl for the gl (oh no!), and took out lots of ammo (and lg) in the last area so you are forced to fight the boss with mainly the ssg.
Beta2 ready...

9th June 2000 - 10min
It's funny how so many people want new levels, but no one will bother to test one for you so you can release it! I'm just gonna release this without proper testing I think. Wildcard tested too :) Fixed a few bugs which I had missed. Put rl back in and added a few more healths. Also Shambler criticised my Hell Knight skin again, so I decided to take it out.
Tried to make a new skin but it wasn't worth having the 250k progs file just for a modified skin so the boss will just have the normal HK ID skin now.

* Copyright / Permissions *
You may NOT use this level as a base to build additional levels!
You may distribute this BSP in any electronic format (BBS, Internet,
PC/Game Mag cover-CD, etc) but you MUST inform me before you do this.