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Title			: Resistance Is Futile
			  (Thanks to Jon Asby aka [RA]Computer for the title of the prequel
			  to this map "Metallic Resistance". Happy now Jon? :p)
Filename		: mkfutile.BSP
ZIP Size		: 337 Kb
BSP Size		: 742 Kb (unzipped)
Version			: 7th October 1998
Author			: Martin Kilcoyne
E-mail			: martin8@clara.net
Web Site		: http://www.martin8.clara.net
			  Contains my other Quake II maps, skins and a few prefabs. Also has
			  info on my current project, links to other cool web sites, some
			  boring information about me and some ugly photos ;) You can submit
			  your own work to me too if you want. E-mail me first and we will
			  arrange for it to be put it on the website (web space permitting,
			  I have 25 Mb to play with).
Description		: My seventh full Quake II deathmatch map is basically a follow up
			  to my sixth; Metallic Resistance. Metallic Resistance was well
			  received by "Captain DynaBaul's Multi Player Quake" map review
			  site, gaining 94% rating and a "Captain DynaBaul's Choice" award.
			  It also got a "Killer Map" award at "A World Of Quake 2". With
			  this encouragement I decided to make a follow up or sequel if you
			  like. Some of you may think that this is the easy way out, sequels
			  don't require as much imagination as original levels. This is true
			  but in this case the sequel is larger and more complex than the
			  original and I think the gameplay benefits from this. If you 
			  disagree then please e-mail me and tell me why. Anyway, on with
			  the description proper.
			  The main premise behind this map was to pit the railgun and the
			  rocket launcher against one another. To do this the two weapons
			  situated close to eachother but are accessible by two very
			  different routes. This way you must make your choice as to which
			  of these power weapons you are going to go for. Of course the
			  other weapons are there too but I intended them to be a means for
			  you to get one (or both :) of the power weapons. The map is split
			  between three large rooms and a series of connecting corridors.
			  Two of the rooms are essentially one big room split in two by a
			  solid walkway on which the rocket launcher resides. There are
			  three distinct levels of altitude within the map. These are
			  joined by combinations of stairs and ladders. There is a quad
			  damage in this map but getting it requires climbing a ladder and
			  leaving yourself open to attack from both the rocket launcher and
			  railgun positions. There is plenty of health scattered around to
			  make for some intense dashes for a med kit while being pursued by
			  a super shotgun wielding lunatic :)
			  Not much that's different to my other maps in terms of technical
			  notes. This map has even more target_speakers than "Metallic 
			  Resistance", I love those ambient sounds :) The "Wider Is Better"
			  method worked yet again (thanks to Imaginos who wrote the article,
			  nice one mate :) I used reduced "_cone" values on the lights for
			  the first time, that turned out nice :) R_speeds are borderline
			  in some isolated places in the map, the maximum value is about
			  690 (in software) and the average in usual traffic (where you walk
			  most of the time) areas is about 200 - 250. This is a little more
			  than I had hoped but still plays excellently on my P166 with 3DFX
			  card :)

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			  By the way if you run or know of any server running this map
			  then please e-mail me (martin8@clara.net).

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N.B. (Eraser users only): I have also included a route table in this zip. This will allow
			  you to start using the map immediately with the Eraser Bot
			  without having to "teach" the bots the level. To use it just unzip
			  the file "mkfutile.RTZ" into your "C:\quake2\eraser\routes" 
			  directory BEFORE you load the level for the first time, otherwise
			  a route called "mkfutile.RTZ" will be automatically created and
			  you will have to delete this and then replace it with my version.

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Other Stuff by Author	: Levels:	The Arena (regular deathmatch version) [mkarena.BSP]
					The Arena (CTF version) [mkarenactf.BSP]
					The Arena (conference version) [mkarenaconf.BSP]
					Another Warehouse Level [mkwhouse.BSP]
					Superposition [mksuper.BSP]
					The Triple Towers [mktriple.BSP]
					Balcony Blitz [mkblitz.BSP]
					Metallic Resistance [mkmetal.BSP]
			  Skins:	Captain Jean Luc Picard [picard.PCX]
					Lieutennant Commander William Riker [riker.PCX]
					Lieutennant Commander Geordi La Forge [geordi.PCX]
					Lieutennant Worf [worf.PCX]
					Doctor Beverly Crusher [crusher.PCX]
					Duke Nukem [duke.PCX]
					Max (combat pants and Sepultura T-shirt) [max.PCX]
					Houston Rockets (basketball uniform) [rockets.PCX]

   ALL THE ABOVE ARE AVAILABLE TO DOWNLOAD FROM MY WEBSITE : HTTP://WWW.MARTIN8.CLARA.NET

                MOST MAPS ALSO AVAILABLE FROM CDROM.COM AND MIRROR SITES :
               FTP://FTP.CDROM.COM/PUB/IDGAMES2/QUAKE2/LEVELS/DEATHMATCH/M-O               

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*  Play Information  *

Game			: Quake II
Single Player		: Just to check out weapon placements etc.
Deathmatch		: Yes. 9 spawns.
Difficulty Settings	: No.
New Sounds		: No.
New Graphics		: No.
Demos Replaced		: No.


*  Construction  *

Base			: New map from scratch.
Build Time		: About 12 hours over about a week.
Brush Count		: 1097 (of which 324 are entities)
Compile Machine		: Pentium 166 MMX, 32 Mb RAM, 4 Mb Righteous 3D 3DFX Card.
Compile Time		: 45 minutes (Wider Is Better - see below :).
Editor(s) Used		: QERadiant 077 (powerful yet easy to use).
Known Bugs		: Just one thats a real pain in the arse. For some inexplicable	
			  reason a graphical glitch occurred in one of the connecting
			  archways (the one under the rocket launcher). It is only visible
			  from certain points but it is a bug none the less. I tried
			  numerous solutions (including deleting the wall and constructing 
			  it again) but none of them worked. If you know how to solve this
			  bug then please, please, please e-mail me and let me know, I
			  would really like to fix it. However I have noticed that in the
			  heat of battle it is barely noticable (but it is still a pain in
			  the arse!).


*  How To Use This Level  *

Unzip the file "mkfutile.bsp" into your "quake2/baseq2/maps" directory.
Start up Quake II and bring up the console then type "map mkfutile".


*  Additional Credits  *

** Obviously, all credit to ID SOFTWARE for creating the QUAKE II phenomenon.
** Also to ROBERT DUFFY for QERADIANT; a class level editor, download it from:
   <http://www.planetquake.com/qeradiant>.
** My appreciation to RYAN FELTRIN, creator of the most excellent ERASER BOT; a superb piece
   of programming, download it from:
   <http://impact.frag.com>.
** Thanks to Sten "ztn" Uusvali for the inspiration I got from his maps "The Rage" and "The
   Crucible". Get these maps now! at:
   <http://www.planetquake.com/ramshackle>.
** Loads of "thank you"'s to Captain DynaBaul and his superb map review site for reviewing
   my little maps :) Go check out that web site (once you've played the map :)
   <http://www.planetquake.com/ltdan/dynabaul>
** Thanks to Stupak at the map review site "A World Of Quake 2" for reviewing "Metallic
   Resistance" and giving it a "Killer Map" award :) Go to:
   <http://www.quake2.com/awoq2>
** Thanks to Jason (Smash) at the Quake II map review site Multi-Player Quake for reviewing
   my other Quake II deathmatch maps. Check out the cool web site at: 
   <http://www.planetquake.com/mpq>.
** Cheers to "Imaginos" whose article "Wider Is Better" is what makes this map compile and
   run a hell of a lot quicker than my previous efforts :) If you haven't read it, check it
   out in the tutorials section at:
   <http://www.planetquake.com/qworkshop>
** Thanks to my mate GARETH BRIGGS for perserveering with Quake II map editing after a spell
   of really shitty luck with VIS errors etc. You are the only mate I can talk to about Q2 
   map editing without falling asleep :) Keep up the work on your map, I'm sure it will turn
   out cool in the end.
** Thanks to JON ASBY (aka [RA]Computer) for the title of the prequel to this map ("Metallic
   Resistance"). Big appreciation to Jon for giving me his thoughts about my maps and doing
   a little bit of playtesting. Cheers matey :)
** Finally, thanks to my cousin PAUL LEES for downloading QERadiant and the Eraser Bot for 
   me before I got my internet connection :)


*  Copyright / Permissions / Legal Bullshit *

You may NOT use this map as a base for other maps.

You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other
electronic medium that is sold for money without my explicit permission!

You MAY distribute this BSP through any electronic network (internet, FIDO, local BBS etc.),
provided you include this file and leave the archive intact.

If any magazines want to put this map on a cover CD, then make sure you ask me first, send
me a copy and we'll be straight :)

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