02/05/2008

                             *WARNING* THIS MAP REQUIRES BENGT JARDRUP'S GLQUAKE
================================================================
Title                 : Tower of Dal Gurak  
Filename              : bod.bsp
Author                : spy           
================================================================
* Credits *

i'd like to thank:

Ben Wooding   - original author of all contents of this pak (mdls,progs.dat,ents,sounds,textures) for gave me permission to
                use his work from 'Marcher Fortress' for this map
Bengt Jardrup - GLQUAKE, compile utis (treeqbsp,light,vis)      (http://user.tninet.se/~xir870k)
sielwolf      - beta testing, overall help, useful suggestions
RickyT23      - beta testing, useful suggestions, help
Negke         - help  
Kell          - textures, skybox 
Ben Morris for worldcraft				
(id for Quake...)
(Codemasters and Rebel Act for the Blade of Darkness game)
all folks at Func_msgboard for keeping alive the quake scene

==============================================
Comments		: This is my first ever released level not first that i made
			  Well that's about it.
    
==============================================
* Play Information *
Single Player           : Yes
Cooperative             : No
Deathmatch              : No
Difficulty Settings     : Yes
New Sounds              : Yes
New Graphics            : Yes



* Construction *

Base                    : New level from scratch (Blade of Darkness,Tower of Dal Gurak inspired)
Build time              : Started may-july 2005 and finished may 2008
Known Bugs              : This map is only run with Bengt Jardrup's glquake (i'm really sorry...)
Supported Engines       : Bengt Jardrup's glquake, Dark Places (not recommended though)      

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

Note from Kinn's Marcher readme:

Impulse Commands
================

Please note that there are many developer-oriented impulse commands which I have not documented, some of which set cvars which are saved
to the config file on exiting Quake. Accidentally activating these impulses can cause the map to crash on restarting
- if you encounter this, just type:

"saved1 0"

At the console, and restart the level.


Impulse 152:	Toggle Entity Grouping
		======================
		Entity grouping is ON by default; this enables a form of edict compression that allows the map to be playable in     		engines without increased MAX_EDICTS. It should have no visible effect on gameplay. 
		If you turn entity grouping OFF, be warned; the map will only be loadable in high-capacity engines, and you will 			most likely suffer a performance hit.
		Requires a map restart.

Impulse 153:	Corpse Remove All
		=================
		All corpses in the map will be removed after a short delay. 

Impulse 154:	Corpse Remove Custom
		====================
		This is the default (and recommended) corpse removal setting - corpses are removed according to game progression.

Impulse 155:	Corpse Remove None
		==================
		For high capacity engines only. No corpses are removed (except those of Gauroch Spawned monsters).

Note that these settings are saved to the config file after exiting Quake.


Other Notes
===========

This map features a monster and item count in excess of what would would normally be possible in Quake. 
To avoid reaching the max. edict limit, most entities are now spawned mid-game according to player progression.
 - be warned though - noclipping around the map will probably not fire the correct triggers and has been known to cause a crash.

If you play through the level normally, you'll be fine.
======================================================================================
Copyright/Permissions
=====================

You may only distribute this pack in the form of this zip file, with this text file included
	
You may NOT distribute this pack for any commercial purposes.