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Title                   : PreFrag Pipe 
Date                    : 4/15/99
Filename                : q1_q2dm3.bsp

Author                  : Steve "magicman" Thoms
Email Address           : magicman@nihilistic.com

Description             : My second Quake2 to Quake map conversion, it's nearly
                        : identical to the original where ladders have been replaced
                        : by lifts or something else that made sense, it's about as
                        : close to the original you can get in vanilla quake

Additional Credits to   : Yahn Bernier (went back to BSP to build this map)

                        : scythe for helping me playtest and giving some good feedback
                        : along the way (and for finally putting Quake back on his machine)

                        : all the #level_design freaks

                        : metlslime for the new texture that you can hardly see, heh, sorry

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* Play Information *

Single Player           : yah, Shub is hidden in a secret room, find the mushroom
                        : and jump over the magic fence...oh wait...different game
Deathmatch              : yes
Difficulty Settings     : yah, you can play an infinite range of difficulties

* Construction *

Base                    : a new level from scratch, kinda
                        : (based on The Frag Pipe - Q2DM3, again, tons o' screenshots)
Editor(s) used          : BSP
Known Bugs              : you sometimes pause at the top of the 'air lift', nobody has ever
                        : gotten stuck, and I've done everything I can think of to get rid
                        : of it, it only happens about half the time and you're 'paused' for
                        : less than a second before you get pushed out
Build Time              : two or three days

Textures used           : mostly metal.wad textures, a "DM4-look", one new texture called
                        : redmet01, think the blue texture from DM4 in red

Compile machine         : TRS-80
QBSP time               : 2 weeks
VIS time                : close to 4 months
LIGHT time              : light?
Brushes                 : present and accounted for
Entities                : damn, knew I forgot something

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* Other Info *

If you play a lot of Q2DM3 you'll notice some things you can do here that you 
can't in Quake2 and vice versa. I tried to keep the distances the same and allow
for the same shortcuts people have learned, but it didn't always work out.

Again, there's no armor shards, or separate grenade ammo. I tried to balance it a bit 
(during the first round of playtesting you could accumulate 100 rocks in about a minute).
Enjoy...and if you do, check out q1_q2dm1.bsp as well. It's my conversion of The Edge to
Quake that I'm sure you can find the same place you got this one or cdrom.com at

ftp.cdrom.com/pub/idgames2/levels/deathmatch/p-r/q1_q2dm1.zip

* Copyright / Permissions *

Copyright? Can you really own a copyright just by putting (c) at the bottom of a text
file? That seems odd. So, on that note...don't do anything greedy, stupid, illegal, 
corrupt, sexually deviant, or otherwise naughty with this map. If you do, I reserve
the right to say bad things about your mother on national television. Copyright (c)
and stuff...property of me or my heir.

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 disks, and floppy disks.