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01.17.04
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Title                   : Crescendo Of Dreams + Surmounting Terror
Filenames               : ne_marb.bsp
			  ne_marb2.bsp
			  ne_marb.txt
Author                  : necros
Email Address           : necros@planetquake.com
Website			: http://www.planetquake.com/necros
Description             : Single Player map for the Quoth mod with a vaguely Doomey theme and using the greenmarb and woodmet textures from the game.


Other levels by Author	: ne_deadcity	    - "The Rats in the Walls"	(Q1SP)
			  ne_marb	    - "Crescendo Of Dreams"	(Q1SP)
			   -> ne_marb2	    - "Surmounting Terror"	(Q1SP)
			  nesp16	    - "R_speeds be damned!"	(Q1SP)
			  nesp10	    - "Embers of Cruelty"	(Q1SP)
			  nesp09	    - "Dawn of Eternity" 	(Q1SP)
			  ne_sp06	    - "Once Upon Atrocity"      (Q1SP)
			  ne_empty/ne_sp04  - "The Emptiness Without"   (Q1SP)
			  n3sp03            - "The Gates of Midian"     (Q1SP)
			  ne1_q2dm          - "Cosin Law"               (Q2DM)
			  n3sp02            - "Castle Necrosis"         (Q1SP)
			  n3_100b.bsp       - "oH gOd!"                 (Q1SP, 100B)

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* Play Information *

Single Player           : Yes
Coop starts		: Yes
Deathmatch              : No
Difficulty Settings     : Yes
Music Track		: No
GLQuake Supported	: Yes
SoftwareQuake Supported : Yes
Engine Extensions	: Yes, TGA Textures (in the quoth pakfile) and Skybox (also there)

* Construction *

Base                    : Scratch
Editor(s)               : GTKRadiant 1.4
Known Bugs              : -Possible to crash standard quake engines without a bumped edict limit in COOP if all four of you start shooting nails right at the start...  This problem goes away as you get furthur into the map and kill things though. ^_^  Anyway, that only applies if you cheat to get nailguns. :P
-Also, i believe in COOP, everyone but the player who is the server will have doubled or possibly tripled monster counts when they arrive in ne_marb2, so apologies for that.

Build Time              : Brushwork was done fairly quickly, about a week, but took a month to light, detail and playtest.
Textures used           : Doom Green marble + Doom Woodmet
Compile machine         : AMD 2.32 Ghz, 1GB Ram
Compile tools:		: Aguire's BSP, Light and Vis (thanks aguire!)

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

ne_marb:

QBSP                   :   ~5 minutes
Vis (level 4)          :   ~50 minutes
Light (extra)	       :   ~15 minutes
Brushes                :   3373
Entities               :   Right at the limit, actually. :P  I don't think i could add even one more bmodel.

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* Story *

It was bad enough you were stranded here, then the gaunt grabbed you.  Silently it came and picked you up in it's talons and spirited you away.  For a long time, you were suspended in the air in it's clutches.  It's tail flicked about and it flew silently through the air.

You must have blacked out because when you awoke, you were on the ground and the gaunt was gone.  Maybe it found a more juicy bag of flesh?

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* Information/Notes *

While this map *will* technically work in GLQuake (it even works in winquake!), it looks MUCH MUCH better in Fitzquake, or, infact, any engine that supports external TGA textures and skyboxes.  Mind you, some engines don't light the same way as Fitzquake does, so i still highly recommend Fitzquake as i lit this map with that engine in mind.

If you are using a custom engine that is NOT fitzquake, you may need to get the skybox to load yourself because some engines don't use the same worldspawn keys as fitz does.  The skybox is called 'bsea', so just use whatever command you need to get that up.

Finally, Winquake will experience some gray flash at a couple of places, so just be aware that it is there and, if you know how, take steps to prevent it via cvars.

This map was testing in Winquake, glquake, Fitzquake and Darkplaces.

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* Credits *

 id for obvious reasons
 Big thanks to Kell for making all of this possible.  You rock! \,,/, ^_^ ,\,,/
 Kinn and RPG for playtesting
 Bengt Jardrup (AKA aguiRe) for the Modified QBSP, Light and RVIS programs (that save feature rocks!)
 Thanks to the GTKRadiant guys for an amazing editor
 Thanks to the People over at Func_ for... uh... yeah.  ^_^;

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* Installation *

This map REQUIRES the Quoth modification.  It will simply not work without it.

unzip these maps into quake/quoth/maps/

run quake with quake -hipnotic -game quoth +map ne_marb

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* Copyright / Permissions *

Commercial distribution of this material, in whole or in part, requires
prior agreement with the author.  Commercial distribution includes any
means by which the user has to pay either for the support (e.g. CD-ROM,
or magazine CD-ROM)or for the material itself.  Unauthorized commercial
distribution is prohibited.
You may not distribute this map for free by any means.  it's meant to
be distributed with the competition as a whole.  Refer to the copyright
/permissions of the competition's readme. (if present)

 2003 necros

QUAKE is a registered trademark of Idsoftware, Inc.
All other names are trademark of their respective owners...

Ok, done, finally. =)  Wow!  You read this whole thing! ;)

Here's a cookie...