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07.01.09
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Title                   : Moldy Tower
Filenames               : pak0.pak (ne_tower.bsp)
			  ne_tower.txt

Author                  : necros
Email Address           : corey.michel.jones@gmail.com
Website			: http://necros.quaddicted.com
Description             : Medium sized vertical map.  This originally started out as an experiment to see what I could do with a 1024x1024 horizontal mapping limit (vertical size unlimited).  The first section (the green area) rigidly follows this.  The second, brown area, very loosely continues the trend, but the final area does not at all.
I realized the map could be far more interesting without following the limitations I set for myself, hence why the map developes the way it does.

Other levels by Author	: chapter_necros2   - "Are you Yet Living?"	(Q1SP)
			  ne_doom	    - "Elder World Waystation"	(Q1SP)
			  ne_lend	    - "The Living End"		(Q1SP)
			  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_os1	    - "Survive This!"		(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 (need an engine with increased limits like FitzQuake 0.85 or Aguire's GLQuake)
SoftwareQuake Supported : Yes (need an engine with increased limits)
Engine Extensions	: .alpha (but not required), increased edicts limit, increased models limit, increased beams limit, increased packetsize.  possibly others.

* Construction *

Base                    : Scratch
Editor(s)               : QuakeEd 3.1
Known Bugs              : -The small gears in the brown area don't always mesh perfectly.  this is due to the interface between different types of rotating entities (func_rotating_entity + func_rotating_train) and the differences in the way they are coded.

Build Time              : Couple of months dev time.
Textures used           : mostly id medieval/wizard stuff for first area, then kdmtex.wad and some apocrypha.wad (both kell's) for the rest. 1 modified id texture by me, and modified doom2 textures for quake palette by me and 1 unreal rock texture.
Compile machine         : intel e6300, 1gb ram
Compile tools:		: Aguire's BSP, Light and Vis (thanks aguire!)

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ne_tower:

QBSP                   :   a few minutes
Vis (level 4)          :   79h
Light (extra)	       :   couple of hours
Brushes                :   ~4000
Entities               :   Over the 600 edict limit...

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* Story *

You were trying to reach the Elder World, but if this is the Elder World, then it is nothing but mountains and poisonous lakes.
After days alone with nothing to eat you see something.  There are towers visible on the peaks.  As you get closer, you spot mercenary patrols.  Clearly they are the inhabitants now, although the tower seems in disrepair.  Trying to stay out of the slime, you manage to make your way into a small cave system near the base of the tower.  Perhaps you can sneak inside?  The lower levels are liable to be abandoned, and you may be able to find some food.

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* Information/Notes *

Highly recommend Fitzquake 0.85 or at the very least any engine that supports the -quoth commandline.  It also must be able to support extended limits, such as edicts and bmodels.

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* Credits *

 id for obvious reasons
 Thanks to Kell and Preach for continuing developement on Quoth.
 sikkpin for doing QuakeEd 3.1 which allowed me to finish the changes needed.
 Bengt Jardrup (AKA aguiRe) for the Modified QBSP, LIGHT and VIS programs.

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* Installation *


This map REQUIRES the Quoth 2 modification.  It will not function correctly with Quoth 1.

unzip these maps into a directory of your choosing, eg: /quake/ne_tower

run quake with: -quoth -game ne_tower +map ne_tower

If the engine you're using does not support -quoth, you will need to copy the pak0.pak file into your quoth folder.  
MAKE SURE YOU RENAME pak0.pak TO pak3.pak so as to not overwrite anything.
You will need to delete the file when you're finished playing as this map/mod overrides one of the default quake sounds.

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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 distribute this map for free provided this text file is included.

 2009 necros

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