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Title                   : MSQ1: Distractions
                          
Release Date            : 22nd of September 2007
Filename                : distract.bsp
Author                  : Mikko Sandt
Misc. Author Info       : 22 years old, student of economics, lives in Finland, enjoys
                          life.              

Email Address           : mikko.sandt@gmail.com
Web Page                : http://msdn.planetduke.gamespy.com
Other levels            : Plenty of stuff for Duke3D, one level for Quake 3 Arena
                          (MStourney 1) and one level for Unreal Tournament (MSUT1)

Description             : My first Quake map. I've been playing Quake since 1996
                          and I always wanted to make a level. Well, better late
                          than never, eh? I've been building mostly Duke3D maps 
                          for the past ten years (sad, isn't it?) so Worldcraft was
                          somewhat new to me. This may be one reason why the level
                          is somewhat x-axis and blocky (not that that was my 
                          intention - it's just something that happened subconsciously).
                          Naturally, I had to learn the editor as I worked on the map.
                          It's not so bad - there's a fair amount of details, the 
                          texture set is lovely and the gameplay was tested (by The
                          Silent & Sielwolf) before release. 

                          This isn't actually the only non-Duke3D level I made. 
                          I made a map for Quake 3 Arena (MSTourney 1) and Unreal
                          Tournament (MSUT1): 
                          http://lvlworld.com/comments.php?id=1540
                          http://tikidomain.planetquake.gamespy.com/?/q3/52
                          http://insite.beyondunreal.com/map.php?id=266
                          http://www.unrealplayground.com/review.php?id=277

Plot                    : Eh... Ummm... Well... A base has been overrun
                          by Quake's nasty minions. You must do the only
                          thing you're good at - kill them all!

                                                  
Additional Credits to   : Iikka "Fingers" Kernen for the IKBase texture set 
                          and inspiration, Robert "Fat Controller" Cruickshank 
                          (http://hosted.planetquake.gamespy.com/fatty/) for 
                          converting some Q3A IKBase textures to Quake, aguirRe
                          (http://user.tninet.se/~xir870k/) for his compile tools 
                          that saved my map, Sielwolf & The Silent for beta testing 
                          the map, Speedy for the Speedbaze texture set, Underworldfan's 
                          site (http://underworld.planetquake.gamespy.com/) for keeping 
                          the review scene alive, folks at Func_msgboard for help and 
                          tolerating my n00bish questions concerning worldcraft, 
                          VoreLord for sending me a full version of Worldcraft, 
                          Apinaraivo, Operation: Urth Majik and some other IKBase maps 
                          for inspiration, ID Software for the game, Duke3D community
                          (http://amc.planetduke.gamespy.com/smf/index.php) for 
                          supporting the most kick-ass game ever (no, that is not Quake), 
                          FitzQuake for being the number one Win port, various online
                          tutorials for help and you for playing.

                          "To the people I forgot, you weren't on my mind for some reason 
                           and you probably don't deserve any thanks anyway." -Eminem 

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Build vs. Worldcraft    : Yeah, so while the Quake engine may be a lot more advanced than 
                          Duke3D it definitely has its disadvantages - or at least Worldcraft
                          has. For example, texture alignment is a bit complex. With Build
                          (the Duke3D editor) you can simply use the numpad keys to align
                          textures which is fast and easy. The Texture Application window in
                          Worldcraft is not so. But then again, you can't rotate textures in
                          Build which is something you can do in WC. However, generally speaking,
                          in Build you're more able to interact with your level than in WC. You
                          can fly around the map in 3D mode and fix things almost as if you were 
                          playing the level.
                          Lighting is much easier to do in WC than in Duke due to the fact
                          that Quake has dynamic lighting. In Build you have to manually construct
                          shadows by building sectors and shading them. In WC you simply place
                          light entities around light sources (or wherever you want).  
                          Btw, Duke3D isn't true 3D. And you aren't able to build solid, floating
                          objects such as bridges (except by using many flat 2D sprites). All solid
                          "sectors" have to touch either the ground or the ceiling.  
                          I liked how you were able to simply select texture wads to be used in WC and
                          then use them without any problems. The textures were then stored somewhere
                          in the bsp file so that you don't have to carry them around in a separate
                          file when releasing the level.        
                          Respawns were by far the biggest problem in WC. In Duke3D you have two
                          sprites, a Touchplate and a Respawn sprite. You place a Touchplate on the
                          sector that's supposed to trigger the respawns and then you link the 
                          Touchplate with the Respawns and give the Respawns a value that defines
                          what enemies should spawn. In WC you build a separate location outside
                          the gameplay area and place monsters inside trigger_teleport brushes.
                          Every monster must have its own box. And then there are a zillion things
                          that may prevent the respawns from working so good luck finding out what's
                          the problem. This is especially frustrating when your level has dozens of 
                          spawns. This is also why the first outdoor area seems so emtpy after you
                          have pressed the switch in the Speedbaze part.
                          And then there are leaks. In Quake, the universe is a vacuum (as opposed
                          to Unreal where the universe is solid materia and you just start carving) 
                          and you start building structures in it as if you were building a space 
                          station. If a part of your level has a hole that leads to the vacuum it 
                          causes the level to leak which causes various problems with VISing. If you
                          don't take care of these leaks the moment they appear you will pay the price
                          by being forced to fix dozens of them later which is a pain in the butt 
                          since you can locate only one leak at a time (unless you seek them manually 
			  which is pretty lame when the level is big). Well, live and learn.
                          
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* Play Information *

Single Player           : Yes
Cooperative             : No
Deathmatch              : No 
Difficulty Settings     : S1: 92 enemies, S2: 105 
New Sounds              : No
New Graphics            : IKBase, IKBase Q3, Speedbaze
New Music               : No
Demos Replaced          : No
Recommended Port        : FitzQuake (http://www.celephais.net/fitzquake/) but the level 
                          should be compatible with all versions of Quake.

CD Track                : Put in yer Quake 2 CD and track 11 should play

* Construction *

Base                    : From scratch
Editor used             : Worldcraft 1.6
                          
Known Bugs/Problems     : In the Speedbaze area there's a button that
                          disappears into a wall but that should't matter
                          much. Two elevators are not making the sound they're
                          supposed to make (base sound). Also, there may be a 
                          few misaligned textures but that's almost like a 
                          requirement.

Construction Time       : I started working on this map back in January 2005. 
                          After a few weeks I stopped. I did nothing with the 
                          level for the next two and a half years until I 
                          picked it up again in August 2007 and finished the 
                          level in about four weeks (2-4 hours of building a day).
                          So, the level took around six weeks.

How to Install          : Place the bsp file in your Quake/ID1/maps directory,
                          run Quake (using any of your favorite ports of which
                          I recommend either FitzQuake or Darkplaces) and type
                          "map distract" in console.

Texture Wads used       : ikbase.wad, ikbaseq3.wad, speedbz_fin.wad


QBSP, Light & VIS time  :

TxQBSP 1.13 -- Modified by Bengt Jardrup
1846 brushes
537 entities
0:10
Light 1.43 ---- Modified by Bengt Jardrup
0:38
Vis 2.31 ---- Modified by Bengt Jardrup
0:02 (?)
Session time: 2:34

* Copyright / Permissions *

Feel free to to make money with this level but don't steal my name! In other words,
when distributing the level keep both the bsp and the txt file in the zip.

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