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.