Version 1: 7/10/98 (For CPL/QuakeCon Contest)
	   mdm1.bsp <-----CPL/QuakeCon Contest Map

Version 2: 7/16/98 (For Semi-Public Release (Testers))
	   against.bsp <-----Newer version for final
			     testing

Version 3: 8/28/98 (Final PUBLIC Release)
	    against.bsp <----Final version/revision for 
			     PUBLIC release

There is already another map author who uses the mdm1-mdm#.bsp
naming convention, I was not aware of this and thus the change in
naming.  I apologize for any confusion.
================================================================

Title                   : "Against The Flow"
Filename		: against.bsp
Author			: David M. Mertz 
Quake/IRC Name		: ]km[Alpha_Male
			  [R2]Alpha_Male
IRC			: Gamesnet #clan_knightmare
			  Gamesnet #rangers
Email Address		: dmertz@vt.edu

		          Please feel free to email me with comments 
			  and constructive criticism, no flames 
			  please.

Description             : Quake 2 DeathMatch Level

			  
History			: This level was designed for multi-play
			  applications.  I wanted it to be a
			  great deathmatch FFA level, clan team play
			  level and a Rocket Arena 2 pick up level.
			  A big role to fill, but I think I did pretty 
			  well :)  I hope you all enjoy it.

			  I wanted a little more of an atmosphere and
			  sense of "place". I believe that dm maps
			  should have as much atmosphere as single
			  player maps.  I believe we all grow tired
			  of semi-random seeming combinations of rooms
			  that all look the same as every other dm map.

		          I also wanted to make a map with a little bit 
	 		  of room to work.  This is the maximum map size
			  I will ever build for a dm map. I ended up very
			  happy with the feel of the map, a hybrid of
			  q2dm1 and Quake 1 dm3....at least thats how it
			  feels to me.

			  The first release was more of a private 
			  release to the CPL/QuakeCon contest. I assume 
			  the contest never was completed.

			  The 2nd release was a more wide spread release
			  to anyone willing to test it and to my trusty
			  beta testers.  It fixed problems and experimented
			  with suggestions I got.  So the map was an
			  experiment to try out suggested ideas, some of which
			  stayed, some of which were reverted to the 
			  original intended design.

			  This 3rd and final release was for the public 
			  with just some slight changes.  The multiple 
			  adrenalines in the CPL/QuakeCon version were
			  not a mistake but meant for Team/Clan games, 
			  where team members could either "kill" all
			  the adrenalines, or take one and save some for a
		          teammate.  Having adrenalines so close together 
			  still bothered some people.  So I either eliminated
			  some or put distance between them. Myself and
			  all the map testers seem happy now and the teamplay 
			  aspects have not been affected.

			  NOTE- Carmacks head behind the turbine is an Easter Egg
			        so to speak...you cannot get it ;)  So please
			        do not go in the negative frags trying to ;)

Other Works by
the Author		: Quake

 			  Tribute Rocket Arena Map Pack 
				The Caldera
				The Grotto
				Rib Cage
				The Quarry
				Launch Silo

			  Quake 2

			   United Ranger Films Torn Apart 3: Betrayal 
		           at Stroggos Movie Set 
			
			   Against The Flow
	

Additional Credits to	: id Software

			  Worldcraft author Ben Morris
                          
================================================================

* Play Information *

Single Player           :No
Cooperative             :No
Deathmatch              :Yes
			
			 Designed for Quake 2 DM FFA, Clan/Team 
			 Style play and Rocket Arena 2 Pick Up 
			 games.
			
			 *Note* I plan on making a "lite" version
			        of the map for Rocket Arena 2. This
			        version will eliminate some areas
				and details to make the game quicker
				and eliminate some "camping" spots.
				Look for this version in the future.


Player Support		:Even though it was not designed for 1 on 1 
			 play, it has turned out to be quite fun
			 in 1 on 1 with players that are experienced 
			 with the map.  The 1 on 1 play is similar to
			 Q2DM1 "The Edge" with frag counts being only 
			 slightly lower due to the size of the map. 

			 4-16 Players.  4 Players on up is when this
			 map reallys starts to become fun.  Over 4 players
			 and it becomes fast paced and 
			 action packed, with plenty of room to 		
			 maneuver and plenty of items to keep everyone
			 happy and fragging.  If you run the right patterns
			 you can have super satisfying action, or if you 
			 want to slow the game down, the map gives you
			 plenty of girth to do it.
			 
			 			 
Quake CD Music Track
Implemented		:Yes

GL/3D Acceleration      :GL/Acceleration recommended 
			 (Its so much prettier)
			 NO vised water 

Difficulty Settings     :No
New Sounds		:No
New Graphics            :No 
Demos Replaced		:None
Source Included		:No

* Construction *

Base			: New level from scratch

Editors/Programs used	: Worldcraft 1.6a (Registered)
			  QERadiant (Numerous builds)
			  Wordpad
			  Notepad		
			  		  
			  qbsp3.exe (Geoffrey DeWan Pentium variant)
			  qvis3.exe (Geoffrey DeWan Pentium variant)
			  
			  arghrad.exe (Tim Wright qrad3 variant)

Textures/WADS Used      : Original Quake 2 Game textures from original
			  id .pak files
			
Known Bugs              : Not really "bugs" on my part.  But I mention them
			  here for other Map Authors who may experience them.
			  These bugs do not affect game play at all. But are
			  just some annoyances I have encountered (and have
			  even seen in professional maps)

			  The radiosity bug where light leaks in 
		          through non-existent cracks is present in the
			  top floor of the building out back.  Attempts were
			  made to overlap brushes and use other techniques to 
			  try and thwart this error that occurs when using
		          qrad3 with settings above -bounce 0. I assure you that
			  there are no "micro-cracks" where the light is coming 
			  in due to that fact that the building uses 
			  func_areaportals on the doors and if any cracks existed
			  in that building then they would not work.

			  Some texture "glitches".  There are some textures that
			  if you look REALLY hard are slighty misaligned.  They
			  look fine and aligned in the editors (World Craft, 
			  QERadiant, and I even checked with BSP).  I can only 
			  assume that due to some odd scaling numbers I used 
			  and shifting that some rounding error is occuring 
			  that is causing the textures to be off by about 
			  .5 to 1 pixel.  I did try to compensate, but this 
			  did not help and made the texture completely misaligned
			  to the point of being noticeable (about 1 to 2 pixels).
			  Another possibility is the brush is actually off
			  due to rounding error in the placement of vertices in
			  the final compile.  		
			  I used versions of qbsp3 that utilizes floating
			  point numbers and it still did not solve the problem.

			  

Build machine		: Pentium MMX 225 w/64 megs of RAM
			  Monster 3D Voodoo 1 Graphics Card

Build time              : Straight time was about 17 days 
			  including compiling and play testing

Brushes                 : Solids 1901
			: Faces 11882
			: Point entities 393
			: Solid entities 13

* EXTRA Special Thanks To *

My roomate Ed "[TrF]Shockwave" Hertling for some cpu compiling time 
and for his playtesting and suggestions

All the map testers:
I would especially like to thank John Faulkenbury and 
those Quake 2 DM addicts over at Rebel Boat Rocker for testing the map
and all their suggestions.
I would also like to thank Radpipe for his help in finding a very obscure bug.
In addition, I would like to thank The Ranger Clan for all their testing 
and suggestions.

Clan Knightmare for supporting me and not giving me too hard 
a time about vising and mapping more then playing.

My girlfriend for putting up with my endless hours 
of map building, and Quake in general


Copyright and Distribution Permissions
--------------------------------------

Authors may NOT use this level as a base to build additional
levels.

This BSP may be distributed freely ONLY over the Internet and/or BBS systems 
provided that this .txt file is included and in unaltered form.
You are NOT authorized to put this BSP on any CD or distribute it in
any way without my permission.

Quake(R) and all other names, graphics, and technologies are 
copyright of their respective companies and authors

