				
			 C o a g u l a 2 : F l e s h

				by-TIM ELEK

================================================================
What                    : Coagula2:Flesh 1 compact brutal Quake SP/DM/Coop map,
			  sequel to Coagula. This map links to the original Coagula.
Date                    : 4/16/2001
Filename                : coagula2.bsp
Author                  : Tim Elek
Email Address           : 4tim2@ameritech.net
Home Page               : www.planetquake.com/tertiary
Description             : This is a new Quake Single Player map which takes
			  place in the void.  Fall into the void and meet
			  your maker.  I also included DM starts and weapons
			  maybe someone will come up with a route file.  
			  Also included are coop starts.  
			  
Additional Credits to   : id software
			: author of Wqbsp
			: Tyrann for Tyrlite and rvis+
			: Vondur and Scampie for testing. 			

================================================================

* Information *

There is no background story to this map, it is pure in your face combat.  The map
is designed to be a bloodbath and is not for the meek.  Gameplay isn't exactly fair at 
all times so this map is intended for the pure Quake SP lover.  Monsters attack in hordes,
and ammo is plentifull. In the tradition of Coagula I am hoping speedrunners will find 
shortcuts and new ways around the map. But don't expect the secret teleporter in the void.
I made sure to remove it after all testing was completed on this one :P

Supports Single Player, Deathmatch, and Cooperative experiences.

* Construction *

Base                    : from scratch
Editor(s) used          : WorldCraft 1.6
                        : Wqbsp
                        : tyrlite
			: rvis+
  
Known Bugs              : Grey Flash in software mode
Build Time              : 10 hours
Textures		: Standard beautiful id textures

* Other Info *

I don't care if people are sick of seeing the old id textures, I still love em, and I 
think that they fit the Quake environment perfectly. :P

If you encounter any slowdown, I suggest using the command gl_subdivide 512 or higher
Frib suggests using 1048 on his web page.  
I tested the map on a PII350 with a GeForce2MX and encountered no problems with out 
the use of this command.  I tested this map in both software and gl quake. The map really
is best suited towards playing with hardware acceleration as there is some noticable grey
flash in several areas. 


* Legal Stuff *

This map may be freely used and distributed, under the following
conditions:

- My name (Tim Elek) is mentioned. 

- No money is charged for distributing this bsp or ANY PRODUCT USING
  this bsp. 

- This text file (coagula2_flesh.txt) is included in the product (.zip file or other)
  and is mentioned in the product's own text files. 


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