9/8/02
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Title                   : Fat Controller's Old Maps
Filename                : rcdm1.bsp, rcdm2.bsp, rcdm3.bsp, rcdm4.bsp, rcdm5.bsp, rcdm6.bsp,
			  rc0.bsp
Author                  : Robert "Fat Controller" Cruickshank
Email Address           : fatty@planetquake.com
Website			: http://www.planetquake.com/fatty
Description             : 
	These maps were all created very early in my career, when I had but a rudimentary
grasp of good mapping qualities. I've combined them into one fat zip for convenience.
All maps were built using Worldcraft shareware on a Compaq Presario with 30MB of memory and
a Cyrix 166MHz processor.

	RC0: COMING OUT PARTY (1998)
This SP starts out more or less idBase, with some IKbase and possibly one or two others. There
was some backstory - you being relegated to the sidelines running a small base, then getting
invaded and hiding in a room. It was my first Quake map ever released. No information about
the build was kept. (No text file was released either.)

	RCDM1: BRODMANN'S AREA 8 (1998)
My first, very poorly balanced, DM map. Uses all copper textures over three atria and three
levels. Symmetrical, overlarge and understocked. Also my first release to use IKlite.
QBSP Time: 4m 47s; Light: 18m 30s; VIS (-level 4): 1h 23m 8s
Brushes: 982; Entities: 125; Models: 4; Average leafs visible: 189

	RCDM2: THE ANCESTRAL DOMAIN (1998)
A more considered (barely) three atrium, three level map with dark metal/stone texturing and
weaponry hidden in blood pools. Teleports whisked you out of the drink. Kinda fun, in a way.
QBSP Time: 1m 44s; Light: 20m 51s; VIS (-level 4): 1m 45s
Brushes: 649; Entities: 208; Models: 7; Average leafs visible: 63

	RCDM3: DA PAK'D LUNCH (1998)
Released after RCDM4, this was a pretty average Da Pak clone. The yellow armours are easily
dominated and the big iron is a bit far from the action. Only notable for the custom texture on
the teleport surrounds.
QBSP Time: 55s; Light: 4m 3s; VIS (-level 4): 1m 44s
Brushes: 494; Entities: 161; Models: 6

	RCDM4: SANDSTORM (1998)
A single atrium thing using my own customs almost exclusively - well, actually, I modified
those of a fellow called Axl. This version has been reworked (especially in weapon loads)
a fair bit to fix some texture mismatch errors in GLQuake. There's also a fullbright sky
func_illusionary since all my custom sky attempts crashed Quake.
QBSP Time: 1m 17s; Light: 8m 53s; VIS (-level 4): 2m 12s
Brushes: 530; Entities: 148; Models: 6; Average leafs visible   : 84

	RCDM5: GLITCH (1998)
Released in the Tripod years, this map is more formal in construction and used at the time an
expanded version of my Sandstorm texture set. Again, three atria, three levels. F00M.
QBSP Time: 2m 43s; Light: 54m 34s; VIS (-level 4): 7m 53s
Brushes: 784; Entities: 401; Models: 4; Average leafs visible: 101

	RCDM6: GRADER SPADER (1999)
Originally intending to use the blue metal tex from the Wizard's Manse, I ended up clothing
three of the four atria here in terracotta textures. There's a trap baited with RL and RA right
down the bottom, and a GL on the floor above it. Go figure :)
QBSP Time: 7m 41s; Light: 50m 39s; VIS (-level 4): 21m 52s
Brushes: 874; Entities: 182; Models: 4; Average leafs visible: 130

* How to Use *

Extract the BSPs to ID1/MAPS as per usual, and run them from the console a la MAP <foo>.

If you find problems, contact me via email at the address above.

* Copyright / Permissions *

Authors MAY NOT use this level as a base to build additional levels.

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

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