*** news flash ***

everything below is wrong. really. stupid vis errors. this better be final.

created on August 31st, 1998 at 10:32 PM EST, weighing 3,384,780 bytes,
it's official name is agear.bsp, but it's known by most as
Argon Genesis: Earisu

any relation to any thing standing, dead, alive, or in a paraell universe
is well... their fault.

why no dash? quake2 doesn't like it when you start up with it
(ie: going +map ag-ear will make q2 barf, because it thinks
ag is the map and -ear is an option.) known very rarely to
cause q2 ded. servers to bomb out when they're comming back
from a crash (how ironic), by auto-starting the last or the next
map in rotation.

so yes, the mapfile should be ag-ear, but it is agear. live with it.

err, i dunno how many people belong on this map :) 12? 16? 0? the ammo
count is for 12... you have to be nuts to play this map 1 on 1, it's
too big.. then again, it's pretty quick to get from point a to point b,
but there's a still a lot of ground to cover.

speaking of ammo spread, the map is seperated into 9 areas. each area has
either 2 clips and 2 grenades or 3 clips and a grenade. also, each area
has 2 boxes of shells, 1 box of sniper rifle ammo, and a mp5 clip. and
4 areas have an m4 clip. yeah, even though the bathroom and the shooting range
look like they have more ammo, THEY DON'T. mabye the spread still sucks though.
and why more shells? well, there's two shell-based weapons, and i like the
shotgun and handcannon :)

hmm, i haven't made any obscure video game references yet. wark. soo i guess
i need to say hi to celes chere now, just because (AGAIN)

known bugs? well, i have a lot of ladybugs in my printer.. don't ask.
actually, there are a couple. opening the trap door will make one of them
go into the wall. it's better off like that, really. i think. and in software
the door going from the cafe to the center area will disappear when it opens,
sometimes. i've cut this down as much as i could, and it never happens when
the door is closed.. so CLOSE DOORS people.

and i don't have anything else to say. well, if you do, smack some e-mail
to stevet3@ix.netcom.com, all money and anime/hentai appriciated.

oh yeah, if you care to know, this map was built completely with BSP .93b,
and it prefab-free :P

now go find the easter egg... you can't kill a demigod, well just using a back
orafice won't work. and if you want to use all of the targets on the range,
play the map in singleplayer.. too many of them lagged DM (fun!)

and now, on that note, a trip into happy happy mapper land:

Map Info for [E:\Quake2\baseq2\ag-ear.map]
.................................................
Total Brushes       	2949
Modifiable          	2810
World Brushes       	2275
Modifiable Entities 	151
Fixed Size Entities 	139
Lights              	2
Sky Brushes         	2
Water Brushes       	0
Clip Brushes        	0
Target Entities     	99
Targetnames         	46
Other Brushes       	2808

Texture Info for [E:\Quake2\baseq2\ag-ear.map]
.................................................
Count	Texture
1482	BLACK
1028	METAL28_1
1017	SUPPORT1_1
990	WALTILE
866	FLOOR3_2
661	C_MET8_2
516	METAL17_2
475	OMETAL2_1
456	PALMET1_1
406	SHINY1_6
373	BLUME6_2
331	STAIRS1_3
306	SLTFL2_6
266	SLTFR2_4
266	METAL3_4
240	TROOF4_3
230	BOSSDR2
226	PIPE1_4
211	METAL19_1
201	METAL14_1
200	COLOR1_2
200	WINDOW1
195	CINDER1_2
179	BMETAL13_1
177	PALMET14_4
172	FMET3_2
168	GREEN3_4
165	COLOR1_5
165	GRATE1_4
160	FLOOR2_8
159	C_MET5_1
133	METAL24_4
132	CON_FLR1_1
132	GRNX2_9
131	BOX1_3
130	FLORR1_7
126	BELT2_5
126	COLOR1_7
124	PIP02_5
120	COLOR1_4
120	ORIGIN
118	COLOR1_8
111	DUMP3_2
108	METAL23_1
108	PATWALL0_2
107	GRNX2_3
105	RFLR2_1
87	POW3_2
78	WATER8
74	FMET3_7
74	BRICK1_1
72	BELT2_3
72	WPLAT1_2
71	TRAIN1_4
68	CON1_1
63	COMP7_1
61	FMET1_2
60	BOX1_5
55	LIGHT03_1
54	FMET2_3
54	MINE04_1
53	FLORR2_7
53	CEIL1_6
50	BOX3_2
48	JAILDR1_1
48	WINDOWC1_7
48	METAL1_7
48	WSUPPRT1_3
48	WSUPPRT1_5
45	BOX3_3
40	CEIL1_5
40	PILR01_3
40	BOX3_7
40	BOX3_1
38	FLORR1_5
36	FLOOR1_5
36	PIP04_3
36	WMTAL4_4
35	METAL17_1
34	BASELT_5
30	BLUME6_1
28	PALSUP1_5
25	COMP1_2
25	WSTLT1_5
24	GRNX2_6
24	GROCKS22_1
24	METAL3_2
24	POW3_1
24	TRAM01_3
23	FLOOR1_3
22	MET1_1
21	CEIL1_16
20	WATER4
18	RED1_3
17	TCMET5_2
17	REFLT1_1
16	P_TUB1_1
16	TRAIN1_5
15	BASELT_7
15	COMP1_1
13	DARKMET1_1
12	WGRATE1_3
12	BOX1_6
12	BOX1_4
12	SKY1
11	BLUM12_1
11	METAL36_4
11	THINM1_2
10	METAL18_2
10	BOX3_5
9	BOX3_6
8	SUPPORT1_8
8	BOX3_4
8	BOX3_8
7	METAL4_2
7	CEIL1_22
6	METAL23_4
6	BRWATER
6	GRNX3_3
6	BLUM13_1
6	WNDOW0_1
6	ARROW0
6	COOLANT
6	FMET3_6
6	MET4_5
5	BASELT_3
5	WNDOW1_1
4	ELLIE1
4	GEOLITC1_1
4	AERISAR2
4	METAL47_2
4	BMETAL12_1
4	WARNING
4	WTROOF1_5
3	METAL3_3
3	FLOORSWNO
3	COMP1_7
3	COMP1_4
3	FLOORSW0
2	STAT
2	FLOORSW2
2	COMP3_3
2	COMP3_8
1	CEIL1_25
1	RCOMP1_4
1	CEIL1_28
1	AQ2
1	COMP3_1
1	COMP3_2
1	BTACTMACH2
1	COMP3_4
1	COMP3_6
1	COMP3_7
1	CHOCOBO
1	COMP5_2
1	FLOORSW1
1	COMP5_3
1	FLOORSW3
1	COMP5_4
1	ARROWUP0

the 'final' compile (pfft) - before i went silly
with the detail flags:

----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.04
Compiled for Pentium Pro processors
-----------------------------
gamedir set to E:\QUAKE2\BASEQ2\
entering E:\QUAKE2\BASEQ2\ag-ear.map
Entity 0, Brush 1904: mixed face contents
0...1...2...3...4...5...6...7...8...9... (11)
0...1...2...3...4...5...6...7...8...9... (10)
writing E:\QUAKE2\BASEQ2\ag-ear.prt
Writing E:\QUAKE2\BASEQ2\ag-ear.bsp
  193 seconds elapsed
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.01
Compiled for Pentium Pro processors
-----------------------------
testlevel = 4
reading E:\QUAKE2\BASEQ2\ag-ear.bsp
reading E:\QUAKE2\BASEQ2\ag-ear.prt
2609 portalclusters
8641 numportals
0...1...2...3...4...5...6...7...8...9... (463)
0...1...2...3...4...5...6...7...8...9... (34106)
Average clusters visible: 233
Building PHS...
Average clusters hearable: 490
visdatasize:430522  compressed from 1711504
writing E:\QUAKE2\BASEQ2\ag-ear.bsp
34927.0 seconds elapsed
----- ArghRad 1.02 by Tim Wright (Argh!) -----
Modified from original source code by id Software
----- Settings -----
  extra lighting samples enabled
----- Load BSP File -----
reading E:\QUAKE2\BASEQ2\ag-ear.bsp
----- Light World -----
0...1...2...3...4...5...6...7...8...9... (2406)
0...1...2...3...4...5...6...7...8...9... (1543)
0...1...2...3...4...5...6...7...8...9... (55)
----- Save BSP File -----
writing E:\QUAKE2\BASEQ2\ag-ear.bsp
----- Time -----
 6685 seconds elapsed

and after going detail happy:

----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.04
Compiled for Pentium Pro processors
-----------------------------
gamedir set to E:\QUAKE2\BASEQ2\
entering E:\QUAKE2\BASEQ2\agear.map
0...1...2...3...4...5...6...7...8...9... (20)
0...1...2...3...4...5...6...7...8...9... (13)
WARNING: areaportal entity 49 doesn't touch two areas (doh!)
writing E:\Quake2\baseq2\AGEAR.prt
Writing E:\Quake2\baseq2\AGEAR.bsp
  101 seconds elapsed
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.01
Compiled for Pentium Pro processors
-----------------------------
testlevel = 4
reading E:\Quake2\baseq2\AGEAR.bsp
reading E:\Quake2\baseq2\AGEAR.prt
1030 portalclusters
2808 numportals
0...1...2...3...4...5...6...7...8...9... (41)
0...1...2...3...4...5...6...7...8...9... (747) (!!)
Average clusters visible: 123
Building PHS...
Average clusters hearable: 276
visdatasize:109756  compressed from 280160
writing E:\Quake2\baseq2\AGEAR.bsp
788.0 seconds elapsed
----- ArghRad 1.02 by Tim Wright (Argh!) -----
Modified from original source code by id Software
----- Settings -----
  extra lighting samples enabled
----- Load BSP File -----
reading E:\Quake2\baseq2\AGEAR.bsp
----- Light World -----
0...1...2...3...4...5...6...7...8...9... (2086)
0...1...2...3...4...5...6...7...8...9... (1351)
0...1...2...3...4...5...6...7...8...9... (84)
----- Save BSP File -----
writing E:\Quake2\baseq2\AGEAR.bsp
----- Time -----
 6297 seconds elapsed

BUT... the detail brushes slowed the map down too much. awww, feh.
13 hour compiles SUCK.