
Readme.TXT   23/8/99

Map Title ---- octabase

Filename1 ----- octasp.bsp / Single player & Co-op
Filename2 ----- octadm.bsp / Deathmatch

Author ------- Alan Randles

Web Page ----- http://website.lineone.net/~dallowgill

Email Address --- dallowgill@lineone.net

Map Description --- Deathmatch, Co-op, Single player , close quarter combat!
                    Two doors are opened by keys in Single Player & Co-op.

Additional Credits to : id Software for Quake 2, Armin Rigo for Quark 5.9,
Planetquake.com and all the guys who's prefabs I used.


**** Play Information ****

Single Player ----------- YES -- Over 100 Monsters
Cooperative ------------- YES -- 3 players
Deathmatch -------------- YES -- 3 to 6 players 
Secret rooms              Yes -- 1

Difficulty Settings --- NO
New Sounds ------------ NO
New Graphics ---------- NO
New Music ------------- NO
Demos Replaced -------- NO

**** Construction ****

Base ------------ New Level from Scratch
Editor used ----- Quark 5.9

Known Bugs ------ Computer room door may disapear at certain angles,
                  only when using "Software Video mode". This does not
                  happen with 3DFX / Opengl etc. Once it is opened you never
                  see this Vis error again.


Build Time ------- 3 months with breaks in between

System used ------ Pent 350, 64mb ram, Diamond AGP with Riva 128 chipset

Tested with ------ Diamond 2500 card, Diamond Viper 330, Voodoo 3000 16mb AGP.
                   Pent120, Pent 233, Pent 350, Win95/98 & NT 4.0, Video 
                   Modes Software & OpenGL + 3DFX.Above three systems networked 
                   TCP/IP. No problems seen! Ran fine with Quake 3.19 or 3.20!

**** Compile Times on Pent 350 ****

"TXQBSP" = 54 seconds

"QVIS3" = 48 hours approx, I put this down to the extensive use of Octa Tunnels
and the number of items entities, it is a large complex map! This was done on a
P233 machine with 64mb ram. 

"ARGHRAD" = 25 mins approx

**** Misc ****

This map started out as a simple first exercise in Quake mapping. But after I 
re-textured the Octa128 tunnels for a Metal Look, I had gotten the bug.It has been
troublesome using such a large tunnel array, but worth the end result. So it grew
and grew. The worst bit was the final compile 48 hrs but I guess "QVIS3" really had 
it's work cut out. However the end result was worth every minute. Just hope people
have as much fun playing it as me and my sons have!


**** Installation ****

 Seasoned Quakers skip this section !!

 --- For those new to Quake ---- :-)
 
 Unzip the file you downloaded to get this readme file & "octasp.bsp" or
 "octadm.bsp".

 The file "octasp.bsp" or "octadm.bsp", needs to be in your "quake2\base2q\maps" directory.

 When the game starts in single player mode goto the console with " ~ " and
 type in "map octasp" without double quotes then hit enter and you are ready to play.

 For co-op and deathmatch ,when game has started you need to press esc and goto
 "Multiplayer" option then "start network" server and select "Cooperative or Deathmatch"
 gameplay, then goto begin & hit enter . When game comes up hit " ~ " and at the console 
 type "map octadm" without double quotes & hit enter,for Deathmatch. For Co-op you type
 in "map octasp". Both maps play all modes but you dont want locked doors in Deathmatch
 do you ?

 Remember all machines that want to join this server must have "octasp.bsp" or "octadm.bsp".
 in their "quake2\base2q\maps" directory. Best to download both files and put them in the
 above,directory and then you can forget about it.

 

**** Legal Stuff ****

You can distribute this map/level and include it in any "PAK" compilation,as long as
you include this text file, get my written permission and give me some credit for my efforts

Please feel free to E-mail me with your comments or questions etc!
