Released 20th august 1998

* Mission Background *

A long range scan from a TCM battlestation has discovered a newly
built Strogg installation hidden in the mountains to the east of
Cerberon. Further surveillance reveals that the Strogg are using
it as a resource for their war effort, and taking advantage of 
the natural geological features: Essentially they are pumping up
lava from deep within Stroggos' crust, and using it to melt the
tip of a glacier that is creeping towards the installation. This
water is then pumped out into the natural streams and rivers,
where it flows down to Ceberon and provides an invaluable supply
for munitions and vehicle factories.

Obviously removal of the installation would help the TCM attack
force, but a defence system around the mountains prohibits an
aerial attack, and the dangerous terrain prevents ground forces
moving in. Thus we are using subterfuge and taking advantage of
a brief maintenance period, when the installation is less active
and minimally guarded. We have encoded two data CDs with a hugely
destructive computer virus, which when used on the installation
computers, will annhilate the operating systems. This allows us
to shut down the installation, without the need for a wasteful
physical assault.

You will be sent in via a drop pod, targeted at the upper area
of the installation, very close to the control computers. To
prevent the Data CDs being revealed if you are captured
(unlikely as the installation should be almost deserted), they
have been dropped to nearby ledges surrounding the top of the
installation. Thus you may have to do a small amount of searching
to find the CDs and apply them to the installation computers.
Once this is accomplished, you should return to your drop pod
and activate a homing beam that will trigger a teleport from
the nearest TCM battlestation - the drop pod has just enough power
reserves for this, so don't waste any juice once you land.

I would wish you luck marine, but the simplicity of this mission
doesn't really warrant it, as there is very little that could
go wrong - easy in, easy out!!


* Map Information *

Title                   : Small Pile of Gibs (self-titled)
Filename                : spogsp1.bsp
Author                  : SmallPileofGibs (aka SPoG) 
Email Address           : spog@planetquake.com
Homepage                : http://www.planetquake.com/spog/

Description             : Very large single BSP single-player 
			  Q2 mission and 64-player DM map. Over
			  200 monsters to kill on standard
			  difficulty, and nearly 7000 brushes
			  worth of architecture to gaze at,
			  explore through, and deathmatch all
			  over.

Additional Credits to   : Mr Shambler. Responsible for persuading
			  me to start the project, writing the
			  story, endless help with testing and 
			  refinement. G_Dewan for the solid
			  compile tools, and help with compile
			  problems. Friends in #terrafusion
			  and #gamedesign for great feedback
			  and playtesting. Omen wants a mention,
			  thanks for the enthusiasm dood =).

Info about the Author   : Takes level-design seriously.

Other Levels by Author  : 4 DM, 2 CTF, for more info see homepage


* Multiplayer Background *

As the war on Stroggos drags on into a war of attrition, vast
numbers of marines and battlestations are drafted into orbit
around Stroggos. The logistical mess caused by an operation of
this scale, combined with the amount of new recruits and
injured marines, means there is often a surplus of troops
waiting for orders and transport. To occupy these troops,
and keep their combat skills honed, TCM technicians have
developed a new form of virtual combat simulation that actually
places marines in simulated Stroggos enviroments, and pits them
against each other. Unsurprisingly, given the aggressive nature
of TCM marines and the boredom of battlestation life, these
simulations have proved popular, and, following reports of an
improvement in basic weapons skills and tactics, TCM commanders
have given their approval. Thus, these games, christened
"Deathmatch", have gained a dedicated following among off duty
marines and the walking wounded.

So far, most simulated combat areas have been fairly small
scale, as ground troops can usually only relay a small amount
of information about their immediate surroundings before combat 
becomes too intense. However, when you are recuperating from
your unexpectedly arduous and complex mission in the mountain
installation, the technicians realise that your intimate
knowledge of a large scale Strogg area could prove useful.
Thus, while your wounds heal, you work with the technicians
developing a new simulated combat area, on a scale rarely
seen before. In a short while, the technicians have the new
simulation running, and seem delighted that this can simulate
ground conflict on a much larger scale, as well as teamwork
amongst large numbers of marines. As a gesture of respect for
your successful mission, they offer you the first game...


* Play Information *

Requirements		: Registered Quake 2
			  Pentium 200mhz or above
			  32MB RAM or above
Installation		: Unzip the contents of this archive to
			  the folder
			  quake2\baseq2\maps\
Single Player		: Start Q2 and type "map spogsp1" at
			  the console
Deathmatch		: Start Q2 with the command line
			  quake2.exe +deathmatch 1 +map spogsp1
Co-op			: Start Q2 with the command line
			  quake2.exe +coop 1 +map spogsp1
Players			: up to 64 players Standard Deathmatch


* Construction *

Base                    : SPoGDM1 - completely rebuilt
Editor(s) used          : QERadiant build 147
Other Prog(s) used      : None
Known Bugs              : Washing up
Build Time              : A few months
Texture Set(s) used     : mainly e1u1, e1u2, e2u1, e2u3
Build Machine		: 300A@450, 64mb, tnt
Compile machine         : 366A@550, 128mb, tnt2u
gddQBSP3 time		: ~20 mins
gddQVIS3 time		: ~1 hour
ArghRAD Time     	: ~1.5 hours
Brushes                 : 6932
Entities                : 742


* Other Info *


* Copyright / Permissions *

Original .map design copyright  20/8/99 by William Joseph.
The compiled code in this BSP is owned by id software.
You MUST NOT reverse compile this bsp or otherwise use the
original .map or .bsp as a base to build additional levels
for any purpose, commercial or otherwise.

This archive may be distributed over the Internet ONLY,
providing this copyright notice is present and unaltered. 
You may NOT distribute this BSP commercially in ANY way
without my express permission.

