		Twelve Minutes by ]B.C[ Pingu
	       ===============================

Good Friday 1998
================
Title                   : Twelve Minutes
Filename                : twelve.bsp
Author                  : B.C ]Pingu[ (* Alex Moore *)
Email Address           : A.J.Moore-96@student.lboro.ac.uk
Description             : Small to medium sized level that will hopefully
			  show you just what can be done with the quake
			  engine if used properly #:D
			  The aim is to grab the lightning gun and get the hell
			  out before enemy reinforcements arrive.
Additional Credits to   : id of course....
			  everyone in the B.C clan for playtesting #;)
			  The authors of the CTF pak I've got for the extra couple
			  of textures
Homepage		: Haven't got one but the clan's is:
				http://butlerclan.base.org

Play Information
================

Game			: Classic Quake
Single Player           : Yup indeedy.
Cooperative             : Sorry... (reason below)
Deathmatch              : Eye. (8 starts, some architecture changes)
Difficulty Settings     : Yup
New Sounds              : Nope
New Graphics            : Nope
New Music               : Nope
New Quake c		: Nope
Demos Replaced          : None

Construction
============

Base                    : New level from scratch
Editor(s) used          : Worldcraft 1.5b
Known Bugs              : Gulp.  Right, not really an error but the first bit was
			  supposed to be symetrical, and it isn't.  Don't know what
			  went wrong either (or why I didn't spot it until about
			  5 minutes ago).
			  A box of nails goes missing by the first fiend on normal
			  / hard.  Dunno why, cause it's there on easy & Dm (and yes
			  I have checked the flags).
Build Time              : About 40 hours building
			  & about 10 hours testing over the course of 3 weeks.
Texture Wad used        : texture.wad & a few from the CTF wad
Compile machine         : A P166 mmx with 64mb RAM, etc etc...
QBSP Time               : Too long
Light Time              : 835 seconds
VIS (-level 4) Time     : 1051 seconds
GLquake compatible	: Of course, but it isn't Vis'd for transparent water
			  because there's a secret in *some* water that's just too
			  easy to spot if it's transparent.


Other Info
==========

No co-op play because the level is balanced to make it as enjoyable as possible in
single player.  Also there's enough ammo for one player, but not for two...  
Hey, play it co-op (remembering to have the other players staggered) and give it
a go.

About exiting the level... the ship comes back down every three minutes...

Coming Soon
===========

Now that I've finally finished this (the idea has been in my head for a looonnnggg time)
I'll finish the other map I've got going - the 4th map in the Butler Trilogy, which
is called The Homeless House and might be out before I break up for summer....
Other than that I've got nothing planned - certainly nothing for Quake 2 cause it jerks
like a 12 year old on my PC (despite having a PowerVR) and also because it takes so
long to vis and light the levels....  If Unreal plays as well as it promises then my
next level will be running on that... so come on Epic - pull ya socks up and get the game
to us please.