20.5.2001                 Warning - Long-ass documentation :)
===============================================================
Title                   : 100 Brush Mapping Competetion v2 results pak.

Filename                : 100b2.zip

Author(s)               : Main Co-ordinator:     XeNoN aka Rich Thorne
                          Additional Judges:     Lunarun
                                                 NotoriousRay
                          Participating Mappers: Aardappel
                                                 -=Blitz=-
                                                 CZG
                                                 FredTheFishSlayer
                                                 Hanz
                                                 Necros
                                                 Rcktrob
                                                 Scragbait

Email Address           : XeNoN:        rich@fortyarden.clara.co.uk
                          Lunarun:      lunarun2@aol.com
                          NotoriousRay: rjoneill@chesapeake.net
                          For others see each individual text file

Description             : Results for the 100 brush mapping competition.
                          Contains 10 entered Quake1 Single Player maps,
                          all made using 100 brushes or less, with a
                          start map to access them all from.

Additional Credits to   : Ray & Lun for providing a more accurate outcome,
                          all those who entered, (especially Aardappel for the 
                          original 100brush competition, and supplying
                          me with an updated progs.dat,) and err... oh
                          yeah, Id Software for Quake.

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

* Play Information *


Single Player           : Yes
Cooperative 2-4 Player  : Start map contains 4 starts. Possible with the others,
                          but only the one start, so watch out for telefragging...
Deathmatch 2-16 Player  : Pretty doubtfull
Difficulty Settings     : In most maps, yes. Start map selects from easy to nightmare
                          (nightmare is hidden)

New Sounds              : No
New Graphics            : Yes, 100% custom textures (except a mysterious appearance of
                          wizmet1_2 in aard's map... a joke i presume :)
Sound Track             : Many
Demos Replaced          : None
.map   Included         : yes, .map file included for each map

Software needed to play : Standard Quake (GlQuake recommended with some
(ctf, normal quake etc.)  levels)

Installation & play     : Extract all the files with the "use folder names" option in
                          Winzip, or the -d parameter in pkunzip, to a folder called "100b2"
                          in your quake directory, parallel to the id1 folder. Then run
                          your choice of Quake with the parameter "-game 100b2" (without
                          quotation marks), and the start map should load automatically.
                          From there you can choose your skill and play the maps in any
                          order, although I recommend playing worst map to best map for
                          best enjoyment.


Comments                : The rules stood simple: make a Q1SP map using
                          100 brushes or less, and none of the original
                          Id textures. The competition was held over
                          April 2001, with 8 mappers providing 10
                          entries in total. Each of the maps were
                          judged by me and ranked according to looks,
                          gameplay and brush usage, with help from
                          NotoriousRay and Lunarun. Each of us ranked the levels,
                          and an average was drawn. And because of differing
                         "tastes", some of the reviews and comments may fluctate.

                          Each map was judged in terms of looks, gameplay, and
                          economic brush usage, with overall comments from myself,
                          NotoriousRay, and Lunarun.

Known Bugs              : -Aard100 may run slow on some machines
                          -R100br has a problem with fullbrights in software mode
                           (just get a GFX card!!)
                          -differing points of view in judging?
                          -spelling mistake in this text file (probably)
                          -Titanic

                          Any more? let me know...

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

Overall Rankings (with average rank):

1. Biotoxin by CZG (1.67)
2. The Secret Castle by Aardappel (2.67 - favoured over #3 by majority of jury)
3. CZG's Moonshot by CZG (2.67)
4. Cenotaph Of Seqqarra by Rcktrob (3.33)
5. Tower of 100 pieces by FredTheFishSlayer (5)
6. oH gOd by Necros (6.33)
7. Spring Cleaning by Scragbait (7)
8. Raj Maul by Blitz (8)
9. School Assassin by Hanz (8.33)
10. Titanic by Hanz (10)

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

Ranking:           #1
Name:              BioToxin
Author:            CZG
Stats:             100 brushes, 415 entities, 133k mapfile, 1471k bsp.
Brief Description: A small, multi-layered quake2-textured power station surrounded by large
                   cliffs and water.
Looks:             Looks are consisently good throughout the map, using detailed textures,
                   varying light levels, and attractive architecture, making good use of
                   angles throughout. The texturing is reminiscent of czg07b in some
                   places, and provides a neat industrial feel.
Gameplay:          From the second you enter the main area, you are faced with attacks
                   from all directions in this multi-layered map. There's quite a bit of
                   exploration to be done in each layer of the map, providing plenty of
                   armour and firepower, making balance always accurate. Surprise attacks
                   aren't uncommon too, with varied fighting scenarios. There is one
                   excellent abstract usage of the original quakeC code in this map too,
                   which really added to the enjoyment I recieved while playing. I got a
                   good ten minutes gameplay on this map.
Brush Usage:       Many angled custom brushes are used here to provide eyecandy, and are
                   used well in creating a spaced out layout, with hardly any brushes
                   going to waste.
Overall:           Brilliant, good loking, lengthly map with great gameplay, originality
                   and layout. A worthy winner of first prize! (uh... prize? Dunno...
                   Bah when you're as good as CZG you dont need a prize! :)
Ray says:          Very cool, also might not fully realize it was 100brushes considering
                   game length, etc.  very nice, straightforward gameplay, looks nice,
                   lots of weird angles, etc. 
Lunarun says:      I'm seriously in doubt that this map actually uses 100 brushes.  It's
                   asymmetrical, beautiful, a blast, very well designed and executed,
                   obviously not built according to some predetermined system of brush
                   use as nearly every other map was ... OMFG.  It stands alone as a q1sp
                   map itself regardless of brushcount.  CZG 0wns meh.


Ranking:           #2
Name:              The Secret Castle
Author:            Aardappel
Stats:             99 brushes, 345 entities, 251k mapfile, 1787k bsp.
Brief Description: A *huge* environment of cliffs and lakes, with a large castle hidden
                   within.
Looks:             Impressive looks in this map come courtesty of the huge scale, with
                   various rock textures used for the towering cliffs. Some areas have
                   been highlighted with details such as those neat li'l trees, and the
                   fairly detailed rock textures coupled with decent lighting save other
                   areas from looking too bland. The castle offers some nice architecture,
                   but unfortunately, poor texture usage.
Gameplay:          The best gameplay in this map lies on the ground, with massive quadded
                   arena battles against hordes of monsters at a time being common. After
                   you've ascended to the first 'floor', the fun level rapidly decreases,
                   as you are faced with simply running along cliff ledges shooting
                   monsters one at a time as you reach them. What's more, you will
                   probably cover more ground running through this map than most SP maps
                   out there, and after a while scaling the cliffs becomes tedious,
                   especially if you slip and fall from the higher ledges, cos it's a long
                   walk back... also to note in this case in the ridculous monster count, 
                   which means you are likely to get ages of gametime here. Exploration is
                   rewarded significantly in one place, but proves an anticlimax for those
                   who dont find the secret portal, when it becomes clear that the "secret
                   castle" is actually just an easy to miss secret, giving a weak ending.
Brush Usage:       Excellent, quite frankly. While not all brushes are fully utilized to
                   the max, a good deal of them are, using scale and custom shapes to
                   provide decent usage and good looks. Any spare brushes left have been
                   used to make these small trees, which improve the looks and give a
                   unique atmosphere.
Overall:           Great map with length, size and amazingly economical brush usage as
                   strong points.
Ray says:          Innovative, creative design.  straightforward, linear gameplay/flow,
                   lot of walking in one direction though...
Lunarun says:      Rather plain, evidently stretching the 100 brushes to the very size limit,
                   I think this one deserves 2nd place just for sheer magnitude.  Aard doesn't
                   make any effort towards beautifying his map to really make each brush
                   worth it as CZGTOXIC does


Ranking:           #3
Name:              CZG's Moonshot
Author:            CZG
Stats:             95 brushes, 224 entities, 86k mapfile, 1585k bsp.
Brief Description: A large, multi-layered space installation set in rock, which you have to
                   escape from :)
Looks:             Plenty of angles and realistic rock shapes are used in this map, with a
                   unique blue texture theme throughout. Lighting has been made fairly
                   good use of, with shadows providing an eerie atmosphere, although in
                   some of the larger areas, more sourced lighting would have been good,
                   as the consistent brightness feels odd against the black sky. Tech
                   details are also used well, giving the impression that the base has
                   been carved out of the rock.
Gameplay:          Gameplay is excellently spread throughout this map, with lower sections
                   involving fighting grunts and enforercers, moving up to the main areas
                   of the map, with ogre ariel attacks and scraggs emerging from the void
                   proving exciting gameplay variance. Multi-direction ambushes are common,
                   with one great situation where a pack of fiends are released all over
                   the middle level. As well as the fun combats, this map also reaks of
                   atmosphere, as you climb steep darkened paths around the outside of the
                   map whilst waiting for the next scrag ambush from the void, only to be
                   welcomed by a team of ogres waiting for you at the top. The large,
                   circular exit teleporter can be seen far abovein the sky right from
                   the start, which is a nice touch, and the ending itself is very
                   UN-CZG-like (ie. climactic :D) and proves an awesome, all-in, balls to
                   the wall mash up of a battle. Excellent indeed.
Brush Usage:       As with most of the better maps, a number of the brushes have been
                   utilized well for layout's sake, and the remainder providing decent
                   looks. Many interesting brush shapes have been used for the rocks,
                   and the tech details are blended in well.
Overall:           Let down very slightly in looks, but amazing gameplay, thick atmosphere
                   and a terrific ending. My personal favourite.
Ray says:          Very innovative design also, gameplay and use of brushes. however
                   placed lower than the other as the looks aren't extremely great, but
                   also has a cool ending.
Lunarun says:      Kind of a blue Coagula II [www.planetquake.com/tertiary], but too damn
                   hard - there's very little health.  nifty, though, and makes good
                   asystematic and asymmetrical use of brushes.  and the moon 0wns meh too.
                   Not as grand as AARD100, and not as clean or efficiently beautiful as
                   CZGTOXIC.


Ranking:           #4
Name:              Cenotaph Of Seqqarra
Author:            Rcktrob
Stats:             93 brushes, 181 entities, 69k mapfile, 451k bsp.
Brief Description: Small, egyptian styled map.
Looks:             This map features unique looks, with plenty of details and angles
                   enhancing the egyptian theme, all against a cool night sky. Lighting
                   is also fairly well done, making good use of fulldark alcoves for
                   monster ambushes.
Gameplay:          Aside from the annoying start, gameplay in this map is quite fun, with
                   plenty of dark ambushes to keep you on your feet, and several gang
                   attacks too. All is balanced nicely with adequate firepower, and health
                   being enough for you to survive, but not overloading.
Brush Usage:       Rob has used brushes well, splitting the limit between lengthening out
                   the layout, providing good looks, and offering oppurtunity for fun
                   ambushes. The map is fairly small on the whole though.
Overall:           Nice looking and very fun map from a newbie Qmap outsider. I hope he 
                   goes on to make full sized maps this good!
Ray says:          Wow, wouldn't have known its a 100brush map if i wasn't a judge. great
                   looks, atmosphere, gameplay, layout, etc... lava is kind of annoying
                   but otherwise very awesome 
Lunarun says:      Symmetrical, rather systematic implementation, and too damn hard.
                   The lavatemple theme is fairly well used considering the brush
                   maximization was little more than splitting the map in half at the waist
                   to double its size, and contains some pleasant tricks, but there's far
                   too many monsters and far too little supplies and maneuvering room to
                   justify putting this any higher.


Ranking:           #5
Name:              Tower of 100 pieces
Author:            FredTheFishSlayer
Stats:             98 brushes, 166 entities, 76k mapfile, 923k bsp.
Brief Description: Multi-layered tower surrounded by rock & a night sky.
Looks:             "Bland" was the word which came to mind when I first saw this map.
                   Looks are definately not it's strong point, with the tall, thin tower
                   having no details whatsoever on the exterior, and most interior rooms
                   looking virtually the same, albeit without a ceiling in the top room,
                   and a tiny separate area where the rune is held. Texturing has been
                   done very poor, with the same stone texture used for almost every wall
                   in the tower, with no alignment. Also looking odd is the map's
                   situation, with cliffs only reaching half the height of the tower, and
                   a black sky beyond, which strangely casts light onto the top half of
                   the map.
Gameplay:          The most best gameplay in this map lies right at the beginning, where
                   you deal with knights in a swamp and a few fiends, and at the end,
                   with a balanced Shambler battle. In between, gameplay, although
                   sometimes fun, is a little repetitive. There is one unbalanced annoying
                   situation with a Hellknight guarding the Rune, but elsewhere, combat
                   is always fair, with effective skillsettings.
Brush Usage:       The design provokes fairly economical brush utilisation, but some
                   brushes were wasted in the rune section, which could have been used
                   to make the exterior look better. Cool details like one-brush
                   bookshelves inside account for the bland looks.
Overall:           Overall a balanced map, with good gameflow, yet fairly poor looks in
                   most places. And the sky was wasted!
Ray says:          Not very inventive enter-building-then-escape design, but is carried
                   off extremely well due to looks and the neat wind effects/ending thing 
Lunarun says:      A systematic tower approach towards eeking everything out of a brush,
                   like AARD100's ring-based design, and while much smaller, it's kind
                   of nice looking.  Fred could have done more, though, and the map is
                   very difficult to finish.  


Ranking:           #6
Name:              oH gOd!
Author:            Necros
Stats:             95 brushes, 153 entities, 54k mapfile, 505k bsp.
Brief Description: Fairly small quake2 styled level, with some zerstorer influences.
Looks:             This map is fairly plain in the looks department, with mostly grey 
                   quake2 textures used, although when combined with occasional zerstorer
                   bloody sections and the hellish red sky, it gives some cool originality.
                   Architecture is mostly simple and blocky, but buttresses aligning the
                   walls give it an overall solid feel. Light levels are okay, but lack
                   consistency, with some areas simply too bright.
Gameplay:          Gameplay is tough. Real tough. You get plenty of ammo and areas to hide
                   around, but still, hordes of shamblers are thrown at you earlier on in
                   the map, and the end combat is dead easy with the quad. Health is just
                   enough for you to survive, but this map took me several attempts. As
                   for skill levels, easy is moderately tough, normal is a hardcore
                   challenge, hard is barely beatable, and if anyone can get 100% kills on
                   nightmare then I wanna see a demo! 
Brush Usage:       Many brushes have been used well, with various different roles, maximising
                   the layout for the small size. Some brushes aren't used well, but they add
                   to the overall detail level.
Overall:           Nice enough map, providing you're good at Quake :), with fairly bland
                   texture usage but average looks overall.
Ray says:          Decent, not terrible.  gameplay exists and works OK.  just the whole
                   thing doesn't gel right, also kinda cramped and theres alot of brushes
                   that could have been used better imo. 
Lunarun says:      Same systematic idea, leading to a symmetrical map, and also very hard
                   (fending off eight shamblers is not my idea of a good time), but lacks
                   the visual cohesion and appeal R100BR does - the czg07esque theme looks
                   slapped together and ill-conceived.  And it's too damn hard.  More
                   interesting gameplay, though, and the map "opens" as you play in a very
                   interesting manner.


Ranking:           #7
Name:              Spring Cleaning
Author:            Scragbait
Stats:             64 brushes, 102 entities, 43 mapfile, 516k bsp.
Brief Description: A monster-invaded house, surrounded by cliffs.
Looks:             Strangely enough another real-life concept, which normally require high
                   amounts of brushes to portray realism. The house exterior is fairly well
                   done, considering the brush limitation, but elsewhere detail is lacking,
                   with the inside small and simple-looking, and the outside relying purely
                   on a minlight value with simple looking cliffs.
Gameplay:          Gameplay is unfortunately quite flawed here, with scraggs scragging you
                   from behind as you first enter the map, which is kinda annoying. Ogres
                   are used poorly, with about 8 of them littered about the grounds, when
                   you start off a good deal above them, so their greandes become useless
                   and they end up killing each-other. Once inside you are faced with a
                   group of vores aligning the first floor, and a couple of spawn thrown
                   in, which proves very uninteresting RL 'fire & hide' gameplay to aviod
                   the voreballs... The top floor consists of shamblers, but you have
                   enough cover and firepower to kill them from the floor below, providing
                   another mediochre combat scenario. All in all, fairly boring, and
                   easily survivable, with unfortunately no skillsettings.
Brush Usage:       Very Poor. This map uses under 2/3 of the brush limit, and no brushes have
                   been maximised at all. There is also plenty more oppurtunity for extra
                   brushes which would have enhaced the map, which weren't taken.
Overall:           Obviously a map done in a hurry. Poor gameplay and no economical brush
                   utilisation.
Ray says:          Almost identical design as ftfs100b, but not executed quite as well.
                   sort of a toss up, but loses due to small niggles ftfs just didn't have
Lunarun says:      This and everything after it has the appearance of being a speedmap.
                   Way too hard at the end, and rather dull, and while it looks nice it
                   also goes nowhere towards maximizing each brush.  It's just a house
                   in the middle of a giant hole in the ground filled with scrags.


Ranking:           #8
Name:              Raj Maul
Author:            -=Blitz=-
Stats:             100 brushes, 42 entities, 56k mapfile, 374k bsp.
Brief Description: Tiny Ikblue map centred around a lava-filled lake.
Looks:             The ikblue texture set can easily be used to make good-looking
                   architecture, and this map doesn't fail to do so, with bordered walls
                   surrounding the large lava pool and various detail brushes, especially
                   at the start point, and small 'stepping stone' type brushes floating in
                   lava, which was a nice touch. Lighting on the whole was OK, with the
                   lava producing light for the outside of the map, and atmospheric
                   shadows used in the indoor section of the map.
Gameplay:          Oh dear. Combats in this map are either unbalanced or ammo-less, with
                   minimal movement space, making it only too easy to visit the volcano god
                   whilst dodging grenades. And with not half as much ammo as needed,
                   there's alot of axing to be done, which isnt fun when fighting ogres
                   and hellknights whilst hopping about on tiny stepping-stones. Also to
                   mention are the 2 zombies who you can't kill, one bit where you can get
                   stuck & need noclip to get out, and the armourless nailgun fight 
                   against a shambler to finish. The whole thing is over pretty quick,
                   thank god.
Brush Usage:       This map is just very small. It doesn't even look like 100 brushes.
                   A few interesting shapes are used for the brushes in the lava, but
                   that's about it. No maximisation of usage is carried out with any brush.
Overall:           Not bad looking, but let down with size, lack of brush usage and
                   crap gameplay.
Ray says:          Wheres the rest of it?...so yeah, short, but what is there looks good,
                   plays ok, but ultimately is just a big tease.  not that great of brush
                   usuage, a few minor niggles 
Lunarun says:      Idiotically hard and extremely tiny.  Blitz limited his brush count by
                   just making a really small map, and a rather poor one at that.


Ranking:           #9
Name:              School Assassin
Author:            Hanz
Stats:             100 brushes, 264 entities, 78k mapfile, 1082k bsp.
Brief Description: A map portraying a 'daydream', where a school has been invaded by
                   monsters, which you must kill in order to escape.
Looks:             Well, with a real-life concept like this, one cannot expect outstanding
                   looks, especially considering the brush limitation, but Hanz hasn't
                   done too bad a job here. Lighting is probably the maps highlight, with
                   good usage of dark spots to provide atmosphere, and shadows to cover up
                   bland architecture. Texturing is also fairly bland, as with most
                   levels portraying a real life scenario, and the custom novelty
                   textures are just silly. The outside section shows the outside 
                   of the school surrounded by cliffs, and has various other 'real life
                   objects' (you'll see :) which aren't badly done when accounted for 
                   the number of brushes used.
Gameplay:          You venture around the school corridors, opening small doors and
                   clearing out each room, on by one, until all rooms in the building have
                   been emptied. Obviously this can not only get repetitive and boring,
                   but too easy as well, as monsters usually end up bunched together in
                   restricted small groups, making kills come at a lower price. There is
                   one fairer combat with a shambler and some knights in the "hall", but
                   the gameplay only livens up once when you leave the building, and have
                   an open area to battle against vast amounts of weaker enemy before
                   escaping, making a fairly decent ending in comparison to the rest of
                   the map.
Brush Usage:       Not very impressive, with mostly simple, standard brushes used, and not
                   often maximised in the slightest.
Overall:           Dodgy concept, predominantly poor gameplay and only lighting contributing
                   to looks.
Ray says:          ...uhm. at least it fits in quake gameplay wise
Lunarun says:      Whoever's responsible for the plot should be screwed in the ass with a
                   morningstar.  Story aside, though, this map is a rather dull play and
                   does the bare minimum of brush usage.


Ranking:           #10
Name:              Titanic
Author:            Hanz
Stats:             100 brushes, 80 entities, 66k mapfile, 1179k bsp.
Brief Description: An attempt to re-create Leonardo DiCaprio's escape from the Titanic as
                   it gradually sinks into the atlantic ocean (hmmm...).
Looks:             Erm, with this map you get simple fullbright room after simple
                   fullbright room, with the occasional simple fullbright tunnel, and some
                   full*dark* areas thrown in to disorientate you. Detail is kept to a
                   minimum, and texturing is repetitive and dull exept for one room, which
                   becomes submerged in water before you can even stop to look around in
                   it. As I said before, lighting is either fullbright or fulldark, and in
                   most cases, unsourced.
Gameplay:          Well, you start off with an RL and an SSG so you know combat isn't
                   gonna be too challenging. You get a bunch of zombies in one room which
                   you can swim past, and the rest of the map has a few grunts & dogs
                   scattered about with gay abandon, with no progression of any kind, no
                   end battle, and the only real challenge being getting out of the damn
                   thing before you start drowning. And if that wasn't enough, the map
                   chuggs along at a consistent fps of around 8, despite the 
                   lack/non-existance of detail.
Brush Usage:       I could count the nimber of non-cuboid brushes in this map on one
                   hand. With linear progression making multiple uses of brushes an
                   impossibility, and incredible lack of detail throughout, this one's
                   just a disaster all round.
Overall:           Remember "Beaches of Hell"? It's succsessor has finally arrived...
Ray says:          Oh dear.
Lunarun says:      The water gimmick is rather nice, but the leonardo crap is wasted on
                   quake's audience and the map is over in 20 seconds anyway.  Not to
                   mention total hideousness and complete lack of smart brush usage by
                   the author.



XeNoN's personal ranking...
1. CZG's Moonshot
2. Biotoxin
3. The Secret Castle
4. Cenotaph Of Seqqarra
5. oH gOd!
6. Tower of 100 pieces
7. School Assassin
8. Spring Cleaning 
9. Raj Maul
10. Titanic

NotoriousRay's personal ranking...
1. Cenotaph Of Seqqarra
2. Biotoxin
3. The Secret Castle
4. CZG's Moonshot
5. Tower of 100 pieces
6. Spring Cleaning
7. Raj Maul
8. oH gOd!
9. School Assassin
10. Titanic

Lunarun's personal ranking...
1. Biotoxin
2. The Secret Castle
3. CZG's Moonshot
4. Tower of 100 pieces
5. Cenotaph Of Seqqarra
6. oH gOd!
7. Spring Cleaning
8. Raj Maul
9. School Assassin
10. Titanic

The start map was made by yours truly (XeNoN) with far more than 100
brushes :) (545!)
Thanks to metlslime for the Rubicon textures used.

====================================================================
Legal stuff

Don't distribute for money.
.map source files are included, but authors of the maps should be 
individually contacted before you do anything with them. Maps remain
copyrighted by their author.
====================================================================

Anticredit & general author rants


Ok, I have received many questions which I havent been able to answer,
recieved many complaints from people waiting for the pak to be
released, even insults have flown regarding my organisation skills.
What do I have to say about this?

Firstly, I apologise to ALL those who have been kept waiting. Secondly,
the idea for a jury seemed favoured by most to start off with (it wasn't
my idea in the first place), but has also been the key reason why the
pak has been delayed, due to a certain jury not bothering to co-operate.
This may seem nitpicking, or using someone to blame, but NotoriousRay
and Bal agreed to a deadline for submitting judgements from the start.
Whilst Ray was just a little late, I took in his results, compared them to
mine, and realised I would indeed need a 3rd person to make the results
more fair. But days went on waiting for Bal to deliver his result, and
I never heard from him once. Eventually it turned out Bal had "had no
time to judge" due to real life issues. What's worse is that someone
else informed me of this, and Bal didn't even bother showing up for the
rest of the week. It was then the hectic side took over, with me
frantically finding someone else to take over, recieving replies, sending
the maps to them, waiting for results, discussing and critisising results
in one case. All this dook several days and it seemed like the whole
of the quake community had something against me, for not organising the
jury properly, not meeting deadlines and relying on other's opinions,
saying I couldn't trust myself to come up with the final result. This 
really annoyed me, due to the amounts of time I had put into organising
this project, answering questions, putting up with complaints beforehand, 
and writing my extensive reviews on each of the maps (all this being merged
among exam revision time)

So, I give anticredit to Bal, and I'll forget all the critisism I've 
heard from Aardappel, Amrik, Speedy and others. I wish not to be contacted
with any more conflicts. I shall just ignore them. You have a finished 
product now, you should be thankfull.

*Rich, 20.5.2001

PS. Bal, I dont want to hold a lifetime grudge, I'm just saying youve been a
lazy bastard :), so apologise to everyone who's been waiting and we'll all be
happy :). 


Thankyou, and have a nice day.