13th August 1999

-------------------------------------------------------------------------------------
Title                   : Moonlight Assault
Filename                : moonlite.bsp
Author                  : Kevin Shanahan
Aka                     : Tyrann
Email Address           : tyrann@planetquake.com
Home Page               : http://www.planetquake.com/tyrann
-------------------------------------------------------------------------------------

* Play Information *

   -=!! IMPORTANT !!=-

   To play this map, you will need one of the following
      (all registered versions of course):

      Quake(aka dosQuake) v1.08 or higher
      WinQuake v1.07 or higher
   or GLQuake v0.97 or higher

   Upgrades to these versions of Quake are freely available for download here:
     Quake v1.08:      ftp://ftp.cdrom.com/pub/idgames/idstuff/quake/quake108.zip
     Winquake v1.07:   ftp://ftp.cdrom.com/pub/idgames/idstuff/quake/wq100.zip
     GLQuake v0.97:    ftp://ftp.cdrom.com/pub/idgames/idstuff/unsup/glq1114.exe

   There are a few people still using dosQuake v1.06, but if you try to play this map
   with that version, you will certainly not be getting the intended experience. You
   will see things like missing torches/flames, monsters running inside walls, monsters
   stuck/lost, etc.

   If you are in doubt, watch the console as you load up the map. If you see the message
   'too many efrags!' then there will be errors when you play the map.

   In dosquake(1.08) don't forget to make sure that you have at least a 12MB heap.
   Do do this, start Quake with this command line:
     quake -winmem 12

   To play the map, once quake is loaded bring down the console (press the ~ key) and type:
      skill x      <enter>  (where x is the skill setting you want, between 0 and 3)
      map moonlite <enter>

   -=!! --------- !!=-

Single Player           : Yes
Cooperative             : No
Deathmatch              : No
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : A couple of textures modified from id's origininal textures
                           and from Rogue's mission pack #2.
                          New/modified textures are prefixed by 'TYR_'.

* Construction *

Base                    : New level from scratch
Editor(s) used          : BSP 0.93b
Build Time              : Who knows? (not me, that's for sure ;)

Known Bugs              : Apart from what is mentioned above in the IMPORTANT section,
                          you will notice the message 'total_channels==max_channels' repeated
                          several times when the map is loaded. This has no effect on playing
                          the map - forget about it.

* Background Story *

  "We are taking a few hours break now. My feet are burning, as we just walked for over
  eight hours. I'm not sure how Jones can manage though. He's in pretty bad shape, but
  the lieteunant is pushing us forward. He thinks that even this is a waste of time.
  He says that we should be nearly at the pickup already, but that's just madness. It
  would take at least two days for a troop to travel from the valley to the pickup. And
  yet we have managed to get this far, on foot, in 32 hours. And not only that, but we
  have had all the wounded to carry. There is a great deal of walking to be done though,
  until we can reach the hills now seen on the painfully distant horizon. I just hope that
  our ship hasn't arrived at the pickup already and left us stranded down here. But as I
  haven't had the time to write anything in nearly a week I might clear some things up.
  Especially why are we here. I can't beleive it has been five days already, it feels like
  it happened just few hours ago...

  We have had troubles ever since the initial landing. I hear that the commanders didn't
  have much faith in our side's ability to penetrate the castle to begin with. Our chances
  of actually finding the rune and escaping alive were even worse. Doomed right from the
  start. First the pods from Mickey's squad deviated at least 15 klicks from their assigned
  location, landing the whole squad in a distant swamp. We managed to keep radio contact
  for only a few hours. Captain Rodgers didn't tell us what had happened, but I think we
  all knew that it was just as well. The day after that our camp was assaulted by a pack of
  fiends. They broke through the outer barrier in a matter of seconds, hitting our main
  encampment. Eventually we managed to drive them away, but with considerable casualties.
  Many worried wispers made there way though the camp that night, after the attack. The men
  knew it was unusual for fiends to appear in such a large pack, and to seem so organised
  in their attack as well.

  And still our bad luck continued. Two days after that a large contingent of Quake's troops
  ambushed us while we were traveling. We had come to a narrow pass between two steep hills.
  Captain Rodgers sent scouts to the hills, but they never came back. The lieteunant still
  wished to travel that way though, as it was the fastest way to the castle we were supposed
  to siege. Our long line was cut in three parts, the last one totally annihilated in a few
  short moments. I was in the leading squad, and we kept our ground pretty well, until one
  of the grunts got a lucky shot at Captain Rodgers. After that our lines broke. Then the
  lieteunant ordered a retreat. A few groups made it back from the 2nd and 3rd ranks, and
  strengthened our numbers. But most of the force didn't manage to break through The Horde.
  The lieteunant kept our lines together, and we succesfully escaped the ambush. It was
  obvious that we couldn't siege the castle with these numbers, although Ensign McKenzie
  wished to take a few volunteers and still proceed to the objective. I was very surprised
  when the lieutenant agreed.

  Well, we kept radio contact for only a couple of days. Ensign McKenzie's small squad was
  against vast odds, and it wasn't long before they had been all but obliterated. There were
  some distorted messages that said one of the men had fought very bravely, keeping the squad
  alive and planning the attack even after Ensign McKenzie's death. We didn't get his name,
  but I believe he was their last survivor.

  After that, we got to a beautiful valley. I'm sorry that we couldn't stay there for long,
  as it was a welcome change from the seemingly endless wastes, but we had to get to the pickup
  as fast as we could. The lieteunant kept us going 20 hours each day, giving us only two
  two-hour breaks. There was more waste to cross, but not anything like the first. Soon enough
  we had entered another valley where we stayed a while, bandaging our wounded and burying the
  dead. We had some time to prepare, but the first of the Horde was closing in behind us.

  Fortunately they didn't attack in great numbers, seeming disorganised, and they were easily
  defeated. 32 hours after leaving the valley, crossing another blasted wasteland, our goal was
  in sight. Somewhere in the hills on the horizon was the pickup point. With over two thirds of
  our force wiped out, there was no hope for us to regroup and return for the rune. Ensign
  McKenzie's squad had given us something to hope for while we concentrated on getting the rest
  of our force back to saftey, but even the strongest of us cannot place that hope on one lone
  surviver...

  It is 5 minutes to departure now. We had just reached the beginnings of the hills when we
  stopped to rest. The scouts are just returning now, and they've brought bad news. There is a
  large force directly in our path. By the looks on their faces I am not sure if we can reach
  the hills in time..."

  - John "Cannonball" Velasquez, last journal entry


* Credits *

Thanks to:

  My Beta testers:
    Fat Controller <http://www.planetquake.com/fatty>
    DaMaul         <http://www.planetquake.com/damaul>
    Vigilante      <http://www.clanworld.dk/team-cotv>
    Lunaran        <http://www.fragland.net/ltcmdrlun>
      -- for their efforts to help me perfect the map =)

  And special thanks to:
    Vigilante      <http://www.clanworld.dk/team-cotv>
      -- for the cool background story
    Mr. Shambler   <http://www.planetquake.com/teamshambler>
      -- for general advice, support and encouragement ;)


* Copyright / Permissions *

Authors may NOT use this level as a base to build additional
levels. And it must not be sold, without permission from the author.

You MAY distribute this BSP, provided you include this file, with
no modifications.  You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file 
intact.

Again, it must not be sold, without permission from the author.
