Quad Quake -- quake.zone browser build Repacked for browser play from: ftp://ftp.fu-berlin.de/pc/games/idgames2/partial_conversions/quadquak.zip Only runtime files are included in the game package; the original documentation is reproduced below. All rights remain with the original authors. Runs on LibreQuake (../../librequake/NOTICES.txt) and FTEQW (GPL-2.0, ../../licenses/gpl-2.0.txt). ===== quadquak.zip/qqmanual__x/index.html ===== QuadQuake -weapons QuadQuake Featuring Skins++ : The only patch that lets YOU be the Ogre.   Home - Features - Characters - Weapons - DownLoad     ===== quadquak.zip/qqmanual__x/manual.html ===== QQManual - cover quad quake manual - cover Back to the Index QuadQuake Intro Marine Enforcer Ogre HellKnight Monsters Enviornment Episodes Credits   Next Page ===== quadquak.zip/qqmanual__x/qqintro.html ===== QuadQuake -weapons Home - Features - Characters - Weapons - DownLoad QuadQuake     Skins++ : The only patch that lets YOU be the Ogre. - Choose from four characters: Marine, Enforcer, Ogre, or Hell Knight. - 17 new weapons and spells including: Flame Thrower, Laser Blaster, and Zombie Gun!!! - Improved multi-player animation. - 100% hassle free -no impulses, no bindings. Immediate Gratification guaranteed. - 100% Backward compatible with standard Qukae maps. - Under 300K. Be the Ogre in no time flat. - Pet technology: The only patch that lets you lead a horde of zombies ALL OVER your enemies ass!!! - Log on to skins++ servers with no client-side files. - QuadQuake comming soon - four episdoes taylor-made for skins++. -Did we mention the pet zombies?     Home - Features - Characters - Weapons - DownLoad ===== quadquak.zip/qqmanual__x/qqm1.html ===== QQManual - marine quad quake manual - page 1 - Intro Back to the Index Intro QuadQuake ShareWare is a patch developed for registerd Quake. Built on the skins++ engine, QuadQuake features four characters and six custom levels. QuadQuake ShareWare plays from 3rd person point of view, allowing the player to see the character he is using. Choose from a Marine, Enforcer, Ogre, and HelKnight. Other features include: Weapons: 25 weapons and spells, including 17 unique to QuadQuake. Enviornment: New dangers like exploding ammo boxes and lingering nuclear clouds. Monsters: New enemies unique to QuadQuake. Maps: Six levels customized for QuadQuake, plus an all-new Start level by the game designer. Instalation: Create a directory in your Quake folder called "quad" Drop the file pak0.pak into the quad directory. At a dos prompt type : C:\quake\quake -game quad Party.   Compatibility: QuadQuake requires no new keystrokes, nor bindings. It will work with your pre-existing .cfrgs. Mouse look and the crosshairs are strongly recomended. And don't forget the zoom view (f11) for sniping. QuadQuake is 100% compatible with standard quake .bsps, including the original levels. To access them, use the map comand on the console, and start at the first level of the episode (ie: e1m1). QuadQuake is not 100% playtested for multiplay/death match. However, players are encouraged to set up servers and give it a try. No client-side files are required to run a multi-player game.   Next Page ===== quadquak.zip/qqmanual__x/qqm2.html ===== QQManual - marine quad quake manual - page 2 - Marine Back to the Index Marine Marine Corp of Engineers #305. An axe, a nail gun, a flame thrower. Your no rifle man. What are you doing on the front lines? No time for questions. Grab those tools and get to work. Health : 100 Ammo: Nails, Shells, Rockets Hand to Hand Wepon : Axe Missilse Weapons : 3 Speacial Wepaons : 2 Speacial Abilities: None   Axe - Been through four handles, and three heads, and she's still good as new. Assault ShotGun -Rapid fire shot-gun for the Militia minded. NailGun -Perfect for wood, paneling, and the flesh of your blood foes. UberNailGun - Twice the work in half the time. Norm Abrhams STEP OFF!! Flame Thrower - The QuigMaster BBQ300G The BEST flame thrower in the Quake world. Fusion Grenade - Toss it and RUN!!!   - A lot of fire power in a little package, the Marine is at his best skulking in the shadows until he can open fire. Outfitted with a range of automatic weapons, the Marine has more real fire power than anyone else. - Save the nails for long-range attack. The assualt shot gun is terrifying close-in, but looses effectiveness at greater ranges. - The flame thrower can be used not only in direct attack, but also to form a barrier, or lite your way through dark passages. - Nuclear weapons are fun! fun! fun!, but always have adult supervision. That grenade can clear a room. Make sure you have plenty of room to RUN! And NEVER throw it directly at your enemy. Not unless your forty feet away. Under cover.   Next Page ===== quadquak.zip/qqmanual__x/qqm3.html ===== QQManual - enforcer quad quake manual - page 3 - Enforcer Back to the Index Enforcer An agent of Galactic Enforcement, Inc. it is your job to go to the trouble spots, and put down rebellion. Power up your suit, grab your blaster, and get to the killing, soldier.   Health : 100 Ammo: Cells, Shells, Rockets Hand to Hand Wepon : None Missilse Weapons : 4 Speacial Wepaons : 1 Speacial Abilities: Jet Pack   Laser Blaster - Flesh-buring agony at the speed of light. Double-barrel -Just like Gramma used to kill with. Laser Cannon - Rapid-Fire Assualt Laser, for Rapid-Fire Assault Fun!! Rocket Launcher - The fastest way to send murder. Tacitcal Neutron Missile -Pollute the air with Neutron Death.   - Custom-made for long-range assualt, the Enforcer can take out an enemy before they know they are under attack. Don't forget to use the sniping mode (F11), and turn on the crosshairs for precise aiming. - Save you shot-gun shells for close in fighting. Everything else can be dangerous at close range. - The Blaster and the Laser Cannon have blast radi, and are brilliant against tightly grouped foes. At long ranges, aim for your targets feet. Even an inderect hit will cause major damage. - The Jet Pack is triggered in the same way as a jump. If you have any cells, the jets will engage for a second. Use the jet pack to hide in the rafters and snipe from above. Air-borne assault is tricky, but lethal. Use the Laser Cannon. - The Neutron Missile is invaluable, but it use a huge ammont of ammo. Use it on tight crowds, and only when it will SAVE ammo. Shoot at narrow exits, and lure victims into the cloud. The effetcs of the rads linger for a while. Don't shoot into someplace where you may soon have to go.   Next Page ===== quadquak.zip/qqmanual__x/qqm4.html ===== QQManual - ogre quad quake manual - page 4 - Ogre Back to the Index Ogre It's good to kill. It's good to kill with a chainsaw. It's good to jump up and down on the crumbled bodies of those you've killed. With a chainsaw.   Health : 200 Ammo: Cells, Shells, Rockets Hand to Hand Wepon : ChainSaw Missilse Weapons : 3 Speacial Wepaons : 2 Speacial Abilities: None   ChainSaw -Play Leatherface on the booty of the world. Quad Barrel Shot Gun - Spread the pain around. Quad Barrel Choke - The GibMaker. Puts all the pain where you need it most. Grenade - Toss it and forget it. Zombie Gun - Shoot a Skull, make a Zombie. Who could ask for anything more?   - Ogres like to boogie up close and in-your-face. Rev up that chainsaw when ever possible, and save the ammunition for when you are hurting. The Saw can gib zombies, and damn near anything else. - Use don't use the Quad Choke up close. The scatter will hit everything in front of you. Only use the Choke when you have time to pick your shots. - Conserve ammo. The Quad ShotGun eats up ammo. Forget cover fire, only shoot when you know you can hit your target. - Ogres can take a lot of abuse. Don't be afraid to get in somethings face. Just keep firing, and never let the bastard out of ChainSaw range. - Without a good room-cleaner like the rest of the QuadQuake family, Ogres will run into trouble when dealing with large numbers of opponents. Try evening the odds. Shoot Zombies into th crowds, and pick off the survivors. Better yet, run higgildy-piggildy around crowded rooms, making noise. Get 'em to start shooting at each other.   Next Page ===== quadquak.zip/qqmanual__x/qqm5.html ===== QQManual - hellknight quad quake manual - page 5 - HellKnight Back to the Index HellKnight Hatred. It burns in you, your life's blood. Deep in your chest, where once beat your heart, lies a core of burning vengence. Against those who betrayed you, against those who would deny you. Chaos is your only friend. The hour is nigh.   Health : 150 Ammo: Cells Hand to Hand Wepon : HellSword Speacial Wepaons : 7 Speacial Abilities: Quad Magic, Multiple Upgrades.   Lightening Bolt - Electrocution at 20 paces. Fire Spikes - Turn the tables on those Naughty Knights. Wall of Flames - You be El Diablo with this baby. Fire Ball -Burn, Baby,Burn. Quake Ball Inferno!! Meteor - The MOST murder for your Money!!! Summon Gaurdian - Call a knight to your service. Summon Demon - Calls a demon from the pit of Hell. The best way to kill.   - UnDead Wizard-Warriors from the Pit, Hell Knights are a whole new Quake. Both the weakest and the strongest member of the family, Hell Knights can be devastating when mastered. - Quad Magic: The fires of Hell and the anguishes of Death give the Hell Knight tremendous power. Power Ups last four times as long as others. Two solid minuets of Quad Bopping!! Clean up and be home in time for dinner. - Multiple Upgrades: Hell Knights can pick up weapon upgrades twice, recieving new spells each time. - Conserve ammo. With a single ammo type, Hell Knights have to use the right spell for the right job. Never use a Meteor when a bolt of lightening is all you need. - Use the CrossHairs to orient your self. During hand to hand combat, always keep it on your target. When tossing FireBalls or Meteors, keep it away from the walls and floor. - Beware of tossing FireBalls at random. They burn in the air, and can damage you even as you toss them. - The meteor will gib most anything within twenty feet, and catch fire what it doesn't kill outright. With the Quad damage in effect, it can kill you at fifty paces. You have been warned.     Next Page ===== quadquak.zip/qqmanual__x/qqm6.html ===== QQManual - monsters quad quake manual - page 6 - Monsters Back to the Index Monsters Corporal - Soldiers who prove themselves particuarly surly get promoted to the rank of Corporal, complete with new toys like the UberNaill 9000 and the ever-popular incidary grenade.       MegaOgre - What is worse than a cannibal monster eight feet tall with a chainsaw and a sack full of grenades? One with a guided missile launcher.   Demon Knight- When you kill a Death Knight, they go to Hell and come back as Demon Knights. And then they are REALLY pissed. So much for re-incarnation.       New Fun - Quake has rearmed some of his soldiers with new weapons. Keep your eyes out for soldiers carting nail-guns, and ogres with rapid fire four-barrel shot guns.       Next Page ===== quadquak.zip/qqmanual__x/qqm7.html ===== QQManual - enviornment quad quake manual - page 7 - Enviornent Back to the Index Enviornment Ammo : Watch where you shoot. Ammo packs will detonate if you hit them with too much fire. This a great way to get rid of any spare ammo packs lying around. Fire : Fire will burn if you stand too close. Fire will stick like napalm if it hits you. Fire is your friend. Nukes : Nuclear clouds will linger in the air, sending out waves of rads in every direction. Stand too close and you could find your self gibbed. Pets : Pet Zombies, Knights, and Demons will follow you around like loyal dogs. They will attack whom ever you attack. Pets are magical, and they're owner can walk right through them. When your pet dies, or runs of of mana, they will disappeer into a poof of blood. Gibbs++ : Hit anything hard enough, and it will disapear into a poof of blood. A great way to conceal the evidence. Next Page ===== quadquak.zip/qqmanual__x/qqm8.html ===== QQManual - episodes quad quake manual - page 8 - Episodes Back to the Index Episodes Levels for QuadQuake Shareware were adapted from some of the best .bsps available on the internet. Episode 1 - A Few Good Men The Forbidden Base - Infiltrate the base and sneak your way to the underground passage. AchTung!!! The forces of Quake are on patrol. King Soloman's Mines - Now the real battle begins. King Soloman has awoke, and has summoned the forces of Hell to reclaim his mine. It is up to you to take them back. Episode 2 - Galactic Enforcement, inc. Operation: Critters - "Base under attack, critters swarming through the breach..." That was the last message recieved from Moon Base G14. Go in alone and reassert the presence of Galatic rule. Episode 3 - The Ogre's Tale The Soul Grinder - From the bowels of the towers to the lighted spires above, you will slash and thrash your way through the minions of hell. Episode 4 - A Trip to Hell Marsalis' Pit - Get medieval on the asses of Evil. Strike down with great vengence and furious anger all those who try poison and destroy your brothers. Death's Taste - Taste Death, Taste Evil, Taste the Difference. Battle more Death Knights than you can shake a stick. Only the most dedicated gorehounds will put this bad boy in the ground.     Next Page ===== quadquak.zip/qqmanual__x/qqm9.html ===== QQManual - credits quad quake manual - page 9 - Credits Back to the Index Credits   id Software, of course, for orginal code and artwork. Chasecam patch adapted from Rob Albin's chasecam patch. All other code and new skins by Robert J Wrigley. The Maps: "Welcome to QuadQuake" - author: Robert Wrigley "The Forbidden Base" - author: Juha Koiste "King Solomans Mines" - author: "Operation: Critters" - author: Jim Lowell "The Soul Grinder" - author: Wright Bagwell "Marsalis' Pit" - author: Noel Weer "Death's Taste" - author: Utah   Maual design, text, and screen shots by Robert J Wrigley. ===== quadquak.zip/quadquak.txt ===== May 17, 1997 ================================================================ Title : QuadQuake ShareWare Filename : quad.zip Author : Robert Wrigley Email Address : quigley@geocities.com Description : Quake Conversion - allows user to play four different characters in over-the-shoulder 3rd person view. Features 25+ weapons, five new enemies, and speacial maps customized for QuadQuake Credits : id Software, of course. Jim Lowell, Juha Koiste, Utah, Noel Weer, Wright Bagwell Rob Albin for the chasecam patch. All other code (c)1997 Robert J Wrigley ================================================================ * Boilerplate info * Single Player : Yes Coop : Yes Deathmatch : Beta Difficulty Settings : Yes New QC : -Chase-Cam patch -Four Character Classes Marine, Enforcer, Ogre, HellKnight -17 new weapons and spells -5 all-new enemies ONLY in QuadQuake Tools used : qccdos, WordPad, AdQuedit, Thred Build Time : Two Months Distribution and legal : SoftWare Copyright (C) 1997 by Robert J Wrigley. Unauthorized commercial distribution prohibited. This material may be electronically distributed only at no charge to the recipient, and may not be modified in any way. UNDER NO CIRCUMSTANCES IS THIS LEVEL OR ARTWORK TO BE DISTRIBUTED ON CD-ROM WITHOUT PRIOR APPROVAL BY ROBERT J WRIGLEY. All maps copyrights held their authors. * Installation Info * 1) Create a directory in your Quake folder called "Quad" 2) Drop the included file pak0.pak into the Quad directory. 3) At a dos prompt type : C:\quake\quake -game quad 4) Party. The Maps: ========= "Welcome to QuadQuake" - author: Robert Wrigley "The Forbidden Base" - author: Juha Koiste hannu.koiste@pp.inet.fi "King Solomans Mines" - author: "Operation: Critters" - author: Jim Lowell jlowell@visi.com "The Soul Grinder" - author: Wright Bagwell bagwell@brain.bns.pitt.edu "Marsalis' Pit" - author: Noel Weer nsweer@ice.net "Death's Taste" - author: Utah utah@ix.netcom.com Appendix: .txt files ==================================================================== "The Forbidden Base" Wednesday 5th February, 1997 ================================================================ Title : The Forbidden Base Filename : base.bsp Author : Juha Koiste Other levels by author : "Dark Ages" and "The Temple of Torment" - both for Quake. Email Address : hannu.koiste@pp.inet.fi Description : A full QUAKE map, that's like a base. It's ready to go with single playing, deathmatch and coop. Please, read the "Other info" section to find out more about this level :) Additional Credits to : Id software for QUAKE! Jon Mavor for Thred. Jim Lowell for helping me out with Thred, without Jim's help this level wouldn't have been possible. Thank you Jim :) Special thanks to : Jim Lowell for posting my previous maps to the Thred homepage. Matt Sefton for posting "Dark Ages" to his own Quake-website. Tim Peel (author of Casonr) and of course to all my friends. You can get my previous maps including this one from these following webpages: Check out the Thred homepage at: http://www.visi.com/~jlowell/thred Check out Matt's Single Play Quake page at: http://ds.dial.pipex.com/matt.sefton/spq.htm This map and Dark Ages are also available from: ftp.cdrom.com ================================================================ * Play Information * Single Player : Yes Cooperative : Yes Deathmatch : Yes (10 starts, extra weapons, extra health and the keyed door is removed) Difficulty Settings : No (I'll be damned not to include difficulty settings to my next map!) New Sounds : No New Graphics : No New Music : No CD Track : 6 (Quake-CD, make sure it's in your CD-driver before starting the game!) Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : Thred v0.9b, I also used v0.7b of Thred to finish off this map, because I didn't want to go nuts :) Known Bugs : None Build Time : About 70 hours Texture Wad used : Base Compile machine : P150 w/ 16MB RAM QBSP Time : 2460 secs Light (-extra) Time : 1092 secs VIS (-level 4) Time : 701 secs Brushes : 764 Entities : 297 Models : 21 Textures : 37 * Other Info * This is THE latest map I've made with Thred and I really think that it's the best I've done so far. It includes a few wind brushes, which are probably morely known as jump-lifts. You've certainly seen those in The Wind Tunnels or in Critters. And of course, it has a few things in it, that you haven't seen in my previous maps. I also used grouping for my first time in this map. So, it allowed me to make this map bigger and more detailed, than my previous ones. Because of that, this map should be even more enjoyable to play :) If you somehow manage to find the second secret, which is very unlikely, you'll see that there's no use in finding that secret on single play mode. I designed it purely for deathmatch to improve the deathmatch play a little bit :) Ok then, you start from the basement and fight your way onto the top, while killing all of those, who are standing on your way. The exit lies on the other part of the base, between those two parts of the base, there's a fairly large outdoor area. I've also included some caves to this map. I think this is one of the first base styled maps, that includes caves. Hope you like 'em :) The exit of this level takes you to The Tower of Despair, which is one of the greatest levels ever created! Thank You Sandy. I'd love to have mail from anyone regarding this level :) If you have any comments, questions etc... PLEASE, E-mail to hannu.koiste@pp.inet.fi (I just love feedback :). I will reply to all, who take the time to send me E-mail. * How to play this map * Just unzip frbdbase.zip to \quake\id1\maps directory (create if necessary), then launch Quake, go to the console and type: map base Enjoy! * Copyright / Permissions * Authors MAY use this level as a base to build additional levels. You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH NO MODIFICATIONS!!!. If you don't co-operate, then DON'T DISTRIBUTE IT IN ANY FORM!!. This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission. * THRED LISCENSE INFORMATION * This map was made with Thred. It is acceptable to distribute this map over the Internet and BBS systems for free. It is not acceptable to play this map on a commercial Internet server. It is also not acceptable to charge for this map in any way or charge for distribution of this map. This includes CD-ROM collections of all kinds. ===================================================================== "Operation Critters" Title : Critters Filename : critters.bsp Author : Jim Lowell Email Address : jlowell@visi.com Description : Metalic maze/fortress Additional Credits to : Jon Mavor for Thred and Steve Tietze of Rogue entertainment for the ogre idea! :) Check out the Thred homepage at: http://www.visi.com/~jlowell/thred ================================================================ * Play Information * Single Player : Yes Cooperative : Yes Deathmatch : Yes (19 starts) Difficulty Settings : No New Sounds : No New Graphics : No New Music : No CD Track : 5 Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : Thred Known Bugs : Door sounds near the start of the map, I have no idea what causes it. Build Time : 60 hours Texture Wad used : Metal Compile machine : P166 w/ 32MB Ram QBSP Time : 332 secs Light -extra time : 576 secs VIS (-level 4) Time : 4598 secs Brushes : 864 Entities : 411 Models : 37 * Other Info * This map has some new things in it. Most notably, my new patented jump-lifts. There is also a semi-invisible bridge, and some other very evil stuff in there. * Copyright / Permissions * Authors MAY use this level as a base to build additional levels. I have not included the .map file, but the .3dt file is included. If you have Thred, you can load this map up and modify it. If you do make any changes to this map, please contact me and let me know so I can see it! This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission. * THRED LISCENSE INFORMATION * This map was made with Thred. It is acceptable to distribute this map over the Internet and BBS systems for free. It is not acceptable to play this map on a commercial Internet server. It is also not acceptable to charge for this map in any way or charge for distribution of this map. This includes CD-ROM collections of all kinds. ===================================================================== "Death's Taste" Thanks to Id, and Ben Morris(for making Worldcraft) -------------------------- single play=yes coop =no deathmatch=yes difficulty options=nope -------------------------- Build time.......Dont know -------------------------- qbsp =6min light -extra=6min vis -level 4 =57 min Machine was a P150 w/40 megs -------------------------- This is my first Single player map. May be a little on the tough side(unless you use the secrets wisely). Tested mostly with GL Quake(if you dont have..what are you waiting for)? Lighting was optimized for my Gl, meaning it might be a bit dark in regular Quake. Map has Deathmatch capabilities. Locked doors have been removed, and things added(like destination plates). One extra secret in DM. There is also a well hidden room with my signature. Let me know if you can find it..Its not a registered secret, but its there. Im still trying to figure out what makes a great SP map...email me with your thoughts and suggestions. made by UTAH utah@ix.netcom.com ===================================================================== "The Souls Grinder" Map Name: The Soul Grinder Author: Wright Bagwell (Paul_Bunyan) File: pb2.bsp, an add-on level for Quake. Thanks to: Bill J. "crash" McClendon, Matt Sefton, Neil Manke, Ryan Freebern, Lt. Dan, Magnus Jansen, all other beta testers, id of course! No new sounds, models, etc. Just a good ol' map. Hello Quaker, This is my second complete Quake map project. Please enjoy it, but I ask that you please e-mail me and let me know what you honestly think of it. I left a promising grad school track to seek a career in games development, so you could really do me a favor by giving me as much feedback as possible. If you are looking for a mapper or graphics designer, consider this a piece of my portfolio. You can reach me at bagwell@brain.bns.pitt.edu. Be SURE to test the different skill levels so you can play the skill that fits you best. Currently, Quake World cannot handle this map. Why? I have no clue. I've e-mailed disruptor, but experience tells me I won't hear back. Rest assured that I will try my hardest to fix this, and will post a new version when I can. I don't think that it will affect Single player at all, but if it does, I'll re-work it so that the DM version is a completely different release. I would very much appreciate any feedabck about the gameflow and quality of the map. Also, if you see me playing Quake, I go by Paul_Bunyan. Say hi. This is the second map in a series that I am designing, which will form an episode in the end. If you would like to help me out (hint, hint) please contact me. I really could used some help. At this rate, Quake 2 will be out before I finish this project... Thanks, Wright Bagwell Paul_Bunyan in Quake, MrBunyan on IRC bagwell@brain.bns.pitt.edu http://brains2.wpic.pitt.edu/ You are NOT allowed to sell this map unless you have my permission. If you want to do anything with this map besides play it or run it on a server, please e-mail me first (though if you run it on a server I would suggest you contact me to make sure there's not a newer version with bug fixes). If you distribute this map, include this file. What the hell, e-mail me anyway and tell me what you think. I have spent two months of my life's free time making this map, so PLEASE at least humor me. ==================================================================== February 25, 1997 ================================================================ Title : Marsalis Filename : marsalis.bsp Author : Noel Weer Email Address : nsweer@ice.net Description : It's singin' the Blues! It's fun! Additional Credits to : crash @ ix.netcom.com for his insightful beta test that helped change this from a texture test into something approaching a level. Mads Bondo Dydensborg for MidDip15, Walla (bryangw@channelzero.com) for the couple of textures I lifted from the CZTEX1.WAD, A.McIntyre, T.Hughes, and S.Bross for the encouragement and ideas, Jonathan Wright for ZEUSbot, which let me do some great and fun final modifactions for DM, and my wife for being so patient all the time. Check out the Thred homepage at: http://www.visi.com/~jlowell/thred ================================================================ * Play Information * Single Player : Yes Cooperative : No Deathmatch : Yes Difficulty Settings : Yes (some) New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : Thred 0.9b Known Bugs : None Build Time : 2 weeks, off and on Texture Wad used : Blue Compile machine : DX 133mHz, 16meg RAM QBSP Time : 868 seconds Light (-extra) Time : 743 seconds VIS (-level 4) Time : 6579 seconds Brushes : 964 Entities : 222 Models : 35 * Other Info * Began from an experiment with constructing a new wad; one of my favorite registered maps is the Azure Agony, not because I like the layout - I like the look. So I made a blue.wad from every blue texture I could find, and decided to make a map with it to see how it looked. I wasn't much, but it seemed promising. I shared it with a few others, and gathered input and it warped into its current format. It still isn't stellar, but it is the first level I have completed that I am confident enough to call a level. * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels. This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission. * THRED LISCENSE INFORMATION * This map was made with Thred. It is acceptable to distribute this map over the Internet and BBS systems for free. It is not acceptable to play this map on a commercial Internet server. It is also not acceptable to charge for this map in any way or charge for distribution of this map. This includes CD-ROM collections of all kinds. : 15