16. july 1998, SLOVAKIA
================================================================
Title                   : The Tower

Filename                : tower.zip {	tower.txt (this file)
					tower.bsp
					tower2.bsp
					qbsp.log, qbsp2.log
					light.log, light2.log
					vis.log, vis2.log	}

Author                  : Andrej 'MC' Kacian

Email Address           : andrej.mc@pobox.sk

Homepage                : <none>

Description             : You start at the lowest floor of a
			  small tower and you have to get to the
			  top and escape. Go for it !

Additional Credits to   : I would like to thank Saber for
			  supplying me with new ideas. It was
			  his idea to split the level into two
			  files. Yo, thankyo man'o !

Info about the Author   : -author of "Jelly's Basematch" Q1 DM
			   level (ftp.cdrom.com)
			  -for some other info (such as size of
			   my shoes or so :-) ) email me. I'll
			   gladly answer (almost) any of your
			   questions.

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

* Play Information *

Single Player           : Yes, designed fer Singles ;-|
Cooperative             : No (both files)
Deathmatch              : No, only if you like to start from
			  only one point (telefraggin' acts)...
Difficulty Settings     : No
New Sounds              : No
New Graphics            : Yes, if you consider using other WADs
			  than original as new graphic...
New Music               : No, it's just a level
Demos Replaced          : None, it's just a level

* Construction *

Base                    : my original The Tower map (see below
			  fer xplanation)

Source included		: No, ask me if you want it.

Editor(s) used          : Worldcraft v1.3, Ascii editor

Other Prog(s) used      : None

Known Bugs              : two "walkmonster in wall" messages are
			  displayed in the beginning of tower2.bsp.
			  it's for two Vores in hangar, but they are
			  moving normally, so don't mind it, plz...
Build Time              : about two months (good ideas were coming VERY
			  sslloowwllyy)

Texture Wad(s) used     : original ID's WAD, corn.wad, liquids.wad

Compile machine         : Pentium 210 MMX, 32 megs RAM

		      (part1  , part2)
Qbsp time		: 57s , 20s (time read from CDplayer ;-) )
Light time (-extra)	: 168s, 96s
VIS Time (-level 4)	: 215s, 125s
	(I have also included log files for all three processes)
	(qbsp.log ,light.log ,vis.log for 1st file)
	(qbsp2.log,light2.log,vis2.log for 2nd file)

Brushes                 : 272 pieces
Entities                : 144 pieces

* Other Info *

Originally, there was only one bsp file called tower.bsp and it included
both parts of level. But there was a problem called "499 entities max".
Do I have to explain further? **
Start with tower.bsp, because in tower2.bsp there aren't certain weapons
and opposition is tougher.
At the end of part One, there is no intermission to put away feeling of
two separate levels.

* Installation *

Place the files tower.bsp and tower2.bsp into your /quake/id1/maps 
directory, run Quake, bring down the console and type 
"map tower". Enjoy...

* Copyright / Permissions *

You MAY distribute this level, if you include this file (tower.zip)
UNCHANGED.  You may distribute this file in any electronic format 
(BBS, Diskette, CD, etc) as long as you include this file intact and
get my permission.

BTW: i dont think anyone could distribute this level, it's not good enuff.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
** - 	Quake 1 supports maximum of 499 entities in one level. To use
	original Worldcraft documentation:
		"World is an entity, you are an entity, Shub-nigurath
		 is a dnagerous entity..."
	But you have to keep some reserve for gibs (each gib is an entity),
	shotgun shell's "wall-touches", rockets, nails(!) and even for 
	thunderbolt ray !
	And, if you have too much fer xample monsters, their sounds will
	fill all available sound channels on the sound card, so there will
	not be "place" for your shots.
	These are the (not only) problems I encountered and which I solved
	by simply dividing the level into two bsp files.