16.12.2001                
===============================================================

Title                   : Centurion

Filename                : xnq1002.zip --> xnq1002.bsp + xnq1002.txt + xnq1002.map

Author(s)               : XeNoN (rich thorne)

Email Address           : xenon@planetquake.com

Website                 : http://www.planetquake.com/xenon

Description             : A large, spacious Q1SP map with 2-4 coop support. Intended to
                          utilise 100 brushes to the max. Released standalone.

Other levels by author  : Q1SP - Perception
                                 100 ways to Die (organisation of second 100brush comp.)
                                 100 hours till Dawn (100brush competition entry)
                                 Various Speedmaps (http://www.multiplayerquake.com/speedmaps)
                          Q1DM - Trick or Treat!
                                 Deceit
                                 Enigma
                          
Additional Credits to   : Id software - should be obvious why by now...
                          Ben Morris - for Worldcraft (level editor)
                          Matt Tagliaferri - for qED (other level editor)
                          Tyrann - for compile tools
                          Everyone else from #terrafusion and qmap.org - for general
                          support/arguing throughout

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

* Play Information *


Level Name              : Centurion

Single Player           : Yes

Cooperative 2-4 Player  : Yes, though not tested

Deathmatch 2-4 Player   : No

Difficultly settings    : Easy      : ??? monsters (If you suck... or are just plain lazy)
                          Normal    : ??? monsters (Standard skill, tested on this)
                          Hard      : ??? monsters (If you have a large penis and/or breasts)
                          Nightmare : same as hard, only with monsters fuelled up on coke
                                      (for the insane massochists among you - you know who you are)
                          
New Sounds              : No

New Graphics            : Custom textures, yeah

Sound Track             : Dunno...

Demos Replaced          : No

.map   Included         : Yes. It's been buggered sideways by qED but should be available
                          for the purpose of brush-counting alone.



Software needed to play : Works with all quake engines, as far as I know. GL recommended.
(ctf, normal quake etc.)  Software mode contains some fullbrights which look horrid.



Comments                : Aardappel came up with the original concept for Q1 last year:
                          'Create a standard Q1SP map in 100 brushes or less', in the form
                          of a competition. I entered with xnq1001 and came 6th, which
                          wasn't bad considering it was my first ever released map.
                          After seeing the talent portayed in the rest of the 100brush
                          lineup, I decided to have a go at a large open map and have
                          it released as a bonus map in 100b2 (second contest which I ran
                          myself). Unfortunately after the excessive porting between two
                          editors (qED and Worldcraft), the map went under terminal
                          errors and wouldn't recompile. Probably due to qED's habit of
                          randomly rounding up vertices and simplifying non-axial faces.

                          After gaining more expeience with worldcraft, I re-built it from
                          scratch earlier this year, using better textures and neater
                          architecture. But when adding entities I got myself in a right
                          mess; Worldcraft removed all point-entities from the map that
                          the fgd had defined as solid, such as triggers and teleports
                          etc. It appears qED offers a 'hack' in that trigger_teleports
                          and others can be placed in as pointents, thus saving brushes.

                          In order to prevent messing up the brushes again I completed
                          all the brushwork in WC and did a full compile, then proceeded
                          to add entities in qED up till the end, doing -onlyents compiles
                          each time... So with the brushwork screwed up in qED and the
                          entities screwed up in WC, it's hardly a very reusable mapfile :)


                          Overall I'm VERY happy with the way it turned out; probably my
                          best work to date. I doubt there'll ever be a xnq1003 after this
                          though... I've had enough of brush restrictions, and dont think
                          I could improve on this one in any way, imho.


* Construction *

Base            : None; built from scratch.

Build Time      : On and off (mostly off) for the past 4-5 months


Times & stats   : System Used      : pentium w/ 400mhz & 64mB RAM
                  Qbsp             : Dunno :/ Not too long
                  Vis (-level 4)   : Missed this again :/
                  Light (-extra)   : As above... see comments for explanation

                  Brushes          : 100 exactly
                  Entities         : 497
                  Textures         : 27

                                   
Texture WAD used: Xatrix, Kingpin, Hexen2, Zerstorer, Q3test
                  Thanks to all texture artists concerned.


Editor(s) used  : Worldcraft v1.6 (brushwork and lighting)
                  qED v1.1a (other entity work)
		  bsp2wad v2 (texture extraction)
		  maketex (as above)
		  mspaint (texture editing)
		  wqbsp (bsp compiling)
		  Tyrlite v0.8 beta (light compiling)
		  Rvis+ (VIS compiling)
		  TomazQuake v 1.44 (playtesting)


Known Bugs      : -A few texture misalignments I forgot to fix
                  -Momentary slowdown when you grab the 3rd rune
                  -Find any more? Let me know..


* Legal Stuff *
--------------------------

DON'T distribute for money, dont tamper with it (except for personal use) without
asking via email.
DO distribute online (for free), email me with feedback, write reviews (contact me if you
do!) and always credit me for the map.
Copyright - XeNoN, 2001
QUAKEŽ is a registered trademark of id Software, Inc.