================================================================
Title                   : Start Me
Filename                : STARTME.BSP, MAP2.BSP, STARTME.MAP, MAP2.MAP
                                         
Author                  : Jeff Cochran
Email Address           : jcochran@gate.net

Description             : Test/Demonstration maps to show tigger_setskill use and
				  trigger_changelevel.  See * TUTORIAL * section of this
				  text file.


Additional Credits to   : ID Software; Quake
				  Ben Morris; WorldCraft Editor
                          
================================================================

* Play Information *

Level Name              : Kiss of Death
Single Player           : Yes
Cooperative 2-4 Player  : No
Deathmatch 1-4 Player   : No
Difficulty Settings     : Yes
New Sounds              : No
New Graphics		: No

Comments                : This started out as a simple test map to get the Start
				  level concept working, using trigger_setskill and
				  trigger_changlevel.  It's been embelished in a minor
				  amount, with sounds and textures and lighting, but
				  nothing special since it's not supposed to be a full
				  playable level.

				  I also played with one concept that I haven't seen
				  anywhere else, that of a continuous movement level
				  change.  In this case, the player jumps into a well,
				  and changes levels on the way down.  It's pretty
				  effective with small file sizes, it remains to be 
				  seen whether it will work in larger levels as well.

* Construction *

Base            		: Scratch
Build Time      		: On and off for two weeks as problems got sorted out.  About
				  four hours if I knew what I was doing.

QBSP Time			: STARTME.BSP - 136 Seconds	MAP2.BSP - 27 Seconds
Light (Extra) Time	: STARTME.BSP -  66 Seconds	MAP2.BSP -  9 Seconds
Vis (Full) Time		: STARTME.BSP -  40 Seconds	MAP2.BSP -  1 Second

Development System	: Pentium 100, Windows 95, 64 MB RAM

Editors used 	 	: WorldCraft, Notepad
Textures Used (Wads)	: Quake101.wad

Known Bugs      		: Only in WorldCraft, the trigger_setskill skill options
				  of Easy, Normal, Hard and Nightmare don't work, you need
				  to manually enter 0, 1, 2, or 3.

* Legal Stuff *

This level may be used as a base by other level authors (send me e-mail if you do
so I can see your work too).  This level may be distributed via electronic means such
as the Internet or BBS, as long as this text file is included intact in the distribution
archive, but may not be included in any commercial distribution without the author's
express written permission (and a wad of cash...).

Actura is expressly forbidden from distributing this level in any manner, and
appearance of this level on any CD-ROM compilation constitutes agreement to pay
royalties in the amount of 1.5% of the retail sales price of the CD-ROM compilation,
or 3% of the wholesale price, at the publisher's discretion.  Royalties are to be
paid quarterly, e-mail jcochran@gate.net for current billing address.


* Where to get this MAP *

This map has been uploaded to ftp.cdrom.com, and is available on my web site at:

	http://www.pinball.com/quake/index.htm



* TUTORIAL *

These levels were designed as a test and are released as a tutorial for making
Start levels that use the trigger_setskill and trigger_changelevel entities to 
set a skill level for a player as well as load another level at the completion
of the current one.

First, the trigger_setskill.  To use this, create a brush and turn it into a 
trigger_setskill entity.  The only important class for this entity is the "message"
class which needs to be set to "0" for Easy, "1" for Normal, "2" for Hard and "3"
for Nightmare skill.

The .MAP entry looks like this:

	"classname" "trigger_setskill"
	"message" "1"

Throughout the rest of your level(s), use the flags for Easy, Normal, Hard
and Nightmare for any monster, weapon, armor, etc. or even doors.  These are set
in the "spawnflags" class, by adding the following values to any existing
"spawnflags" value:

	256	Does not appear in Easy
	512	Does not appear in Normal
	1024	Does not appear in Hard / Nightmare
	2048	Does not appear in Deathmatch

So if I wanted a Nailgun to appear only in Easy and Normal, the relevant classes
would be:

	"classname" "weapon_nailgun"
	"spawnflags" "3072"		// 1024 + 2048 for not in Hard or Deathmatch

MAP2.MAP enclosed in this archive shows how different wepons and monsters can
appear for different levels.  Use your imagination...

NOTE:  There is a bug in the 1.0a version of WorldCraft in the trigger_setskill
properties, if you choose from the WorldCraft pulldown list of Easy, Normal, Hard
or Nightmare, the message class is set in the .MAP file but doesn't work correctly.
Instead, enter the numeric value 0, 1, 2, or 3 in the field manually and the
trigger_setskill will work.  With other editors there may not be similar problems.

For the trigger_changelevel, simply create a brush for the player to enter, set it
as a trigger_changelevel, and assign the class "map" the name of the next map to
chain to.

The .MAP entry looks like this:

"classname" "trigger_changelevel"
"spawnflags" "1"
"speed" "100"
"sounds" "1"
"wait" "4"
"lip" "0"
"dmg" "0"
"health" "0"
"map" "map2"

It's simply a matter of pointing the "map" class to the correct level at the end of
each previous level to create an entire episode.  The "spawnflags" of "1" in this
example bypasses the intermission screen, if you have an intermission you also need
to set the following:

"classname" "info_intermission"
"origin" "x y z"				// coordinates of the info_intermission position
"mangle" "x y z"				// coordinates the intermission camera looks at

This level also uses a technique that I think is unique (at least I haven't seen it
anywhere else...) in that the player jumps into a well, and as he falls the next
level loads and he drops into the water at the bottom of the well, beginning the
next level.  The "spawnflags" "1" allows this since there is no pause for the
intermission screen, appropriate here and in most Start levels.  In normal play
levels, the intermission screen also gives the statistics for kills, secrets and such.

A quick note on textures:  The texture for a trigger disappears when it's changed to
an entity, but to make my life easier, I assign them a trigger texture, it's easier to
recognize in the 3D filled polygon views of WorldCraft.

If you have any questions on this, feel free to e-mail me at jcochran@gate.net.
Send any comments, compliments, suggestions or job offers to the same address.
