DM4-ish for Q2 - february 1999
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Title                   : DM4-ish for Q2
Filename                : dm4ishq2.txt (this readme file)
                          dm4ishq2.bsp (the level itself)
Author                  : Aardappel    (Wouter van Oortmerssen)
Email Address           : wvo96r@ecs.soton.ac.uk
Web Page		: http://www.ecs.soton.ac.uk/~wvo96r/quake/
Description             : DM map for 2-4 players ideally,
                          imitation of Q1 DM4
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* Play Information *

Single Player           : well there are no monsters :)
Cooperative             : eh?
Deathmatch              : about 5 respawns
Difficulty Settings     : no
New Sounds              : no
New Graphics            : no
New Music               : no
Demos Supplied          : no

* Construction *

Base                    : new level from scratch
Editor(s) used          : Qoole
Known Bugs              : falling in the lava kills you
Build Time              : about 4 minutes
Texture Wad used        : textures from all over the place

Compile machine         : pentium pro 200mhz, 128Mb Ram
qbsp3 Time              : 10 seconds
qrad3 (-extra) Time     : 4 minutes
qvis3 Time              : 10 seconds


Summary of the level
====================
This is a convertion to Q2 of my most popular level to date, DM4-ish.
The original was inspired by Q1's DM4 map, though a lot of people say
they can't tell. check out the orginal on my homepage.

This conversion remains faithfull to the original (read I couldn't
be arsed to change much about it), i.e. the Q1 style fast ladder
remained, and the user of colored light is minimal (just from the
lava). 

The map contains 2 RL, 1 GL, 1 RG, 1 CG, 1 SSG, 1 MG, and tactically
placed ammo for all of them. It contains a RA, a YA and a HH, and
of course a QUAD.

my first and probably last Q2 map, as I really don't enjoy playing it.

from the original readme:

Don't know why, but I suddenly felt the urge to make a DM4 clone,
and I slapped this together in basically 1 day. It contains exactly
all items that DM4 contains, and in the corresponding same place.

Architecture: in general a lot roomier and plays smoother.

Connectivity: by changing the way corridors bend I was able to remove
all teleporters by simply joining the ends. This did change some of
the connectivity though as the RA "tele" now works 2 ways. Also I couldn't
resist making sure the RL/HH isn't a dead end anymore (you'll have to
pop your quad grenades in two directions now, sorry).


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* Copyright / Permissions *

You now the drill: don't tamper with the archive or anything in it. Cheers.
Distribution in any way is ok. Hey, you could even ask me :)


Wouter van Oortmerssen (aka Aardappel)
