================================================================
Title                   : Chem Facility Revival
Date                    : April 1999
Filename                : d99dm2.bsp
Author                  : Donkey99 [Brendon Chung]
Email Address           : blender81@hotmail.com
Description             : A level based on the `Facility'
                          deathmatch map in the N64 game
                          Goldeneye.  A medium-sized
                          chemical facility, with corridors
                          and big storage tanks.

Additional Credits to   : id software, for sucking up all my time.
                          valve, for making worldcraft
                          tim wright, for making arghrad
                          rareware, for making Goldeneye

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* Play Information *

Single Player           : no
Deathmatch              : yes (6 player starts)
                          I designed the map for team-play,
                          but FFA should be fun also
Cooperative             : no
Difficulty Settings     : no

================================================================
* Construction *

Base                    : new level from scratch
                          based on a Goldeneye map

Editor(s) used          : WorldCraft 1.6a (woohoo!)
                          ArghRad 2.01
Known Bugs              : I hope not
Build Time              : about two weeks

Compile machine         : P2/300 with 64Mb ram, Win98
QBSP Time               : 8   sec
QVIS Time               : 160 sec (2.6 minutes)
QRAD Time               : 216 sec (3.6 minutes)
Brushes                 : 503
Entities                : 80

================================================================
* Other Info *

Everyone tells me that Goldeneye is such a great deathmatch
game, so I decided to try to port over a map.

However, I have never seen or played the actual game, and I
only had a floorplan of the level, so I don't think that
the appearance will be too similar to the game (oh well),
but at least the basic room layout is close.

The map allows for some sneaky attacks, because within each
room, there will always be something that gives off sound
clues.  For example, there is only *one* area with armor shards,
which serves as a dead-giveaway.

There is extensive use of clip brushes, so there shouldn't be
too much instances of getting stuck in doorways.

I hope you folks at Rareware don't get pissed off at this.  I
meant this map to be a tribute to their game (although, I have
never played it before).

Thanks if you downloaded this map.  If you have any comments,
questions, or requests, e-mail me at blender81@hotmail.com

thanks!

================================================================
* Copyright / Permissions *

This level is (c) 1999 Brendon Chung.
You may not include or distribute this map in any sort of commercial
product without permission from the author. You may not mass distribute
this level via any non-electronic means, including but not limited to
compact discs, and floppy disks.

blender81@hotmail.com
