17:40 07/10/2002 	It's been a while...

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

Title                   : Subterranean Siege

Filename                : sm36.zip --> pak0.pak (game files/progs/bsp are all in there) +
                          sm36.txt (this file) + sm36_source.zip (misc crap with seperate
                          readme inside)

Author(s)               : Rich Thorne (plus copious others mentioned below)

Email Address           : rjthorne@blueyonder.co.uk / xenon@planetquake.com (latter is down
                          atm, might be up some time though. If one doesn't work, try the
                          other)

Description             : Bejesus? It's a large-ish Q1SP decked out mainly in IDbase textures
                          with plenty of natural rocky sections. 3000+ brushes, over 120
                          monsters (of various kind) and at least eight floors of action
                          (count them!). Lotsa verticality, connectivity, funky gameplay and
                          a few custom QuakeC mods, complete with ambient sounds.
			  It was actually started as a speed-chainmap, where 6 or 7 people
                          got together and made IDbase speedmaps in 3 hours, then gave them
                          to the 'gluer' (me) to put together to make a whole map afterwards.
                          That was almost a year ago... well, what can I say... I got
                          carried away. At least 80% of the brushwork in that map was done
                          by me and I never intended it to look in the slightest bit speedy.
                          Not that I've been working on it for all this time though... it
                          fell into the category of large maps where the first 90% of the
                          construction gets done in 10% of the time. More on the reasons
                          later...

Credits 		: OK, this one's gonna be a record breaker...

			  - ID Software, for that game and the rest of it...
			  - Misyu - lower half of the gold key area & room above ventilation
                            fan
			  - Vigil - main start atrium (lower half again), also helped
                            beta-test
			  - Dazerz - large room underneath ventilation fan & preceding cave
                            area
			  - Necros - small cave/corridor section with the ogre, also
                            provided the QuakeC code and helped beta-test, with an amusing
                           demo :)
                          - xen - all other planning, construction & placement (initial
                            section being the area with the big 'X' plus the large room
                            before misyu's area)
			  - NotoriousRay - Came up with the original idea for an IDbase
                            speedmap, provided the entire texture wad, helped beta-test,
                            fixed some brush errors, contributed a section which didn't get
                            included... also released the excellent pbrsp1, which pushed me
                            towards finishing off and releasing this bitch :)
			  - Scampie - saving the map from oblivion in its alpha stages, 
                            fixing some crucial errors and allowing it to compile for the
                            first time
			  - AguiRe - superb help and support with regards to the endless 
                            waves of technical QBSP/VIS errors I was getting early on, and
                            creating a TreeQBSP modification that solved all issues with
                            .pts and .prt files that were preventing the map from VISing
                            properly
			  - Tyrann - 'Tyrlite' modified light utility, and also helping with
                            technical errors @ qmap
			  - Apollo - contributed a section which didn't get included
			  - Cybear - contributed a section which didn't get included
			  - Than - beta-testing, inspiration from the previous chainmap,
                            sm32
			  - Starbuck - beta-testing, along with extensive comments:
                            "the map is v. nice btw :)"<eof>
			  - Paul Healey - creater of the late Q1 Speedmapping homepage & 
                            irc channel
			  - DaMaul - inventor of the speedchainmap!
			  - Zerstorer Team - the Mega-Enforcer model, sounds & code
			  - Hipnotic - rotation QuakeC source code
			  - LordHavoc - 'Hvis' modified VIS utility
			  - CZG & Mexx (my q1sp idols :) ) - , for the inspiration
			  - Ben Morris - for Worldcraft
			  - Mesh Computers - for blessing me with this new p4 2700 :)
			  - Anyone who supported me or q1sp in general throughout the map's
                            construction. It's a pretty dead genre now but still wows the
                            fans :)
			  - Lunaran - Sm40 anyone?

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

* Play Information *


Level Name              : Subterranean Siege

Single Player           : Of course
Cooperative 1-4 Player  : Why not?
Deathmatch 2-32 Player  : Don't go there...
Difficulty Settings     : No.. the populace just isn't wide enough to warrant these anymore.
                          I hate implementing them anyhow.

New Sounds              : Yes
New Graphics            : One or two maybe, somewhere...
Demos Replaced          : none
.map   Included         : Yes... gaze at my awful brushwork and silly targetnames to your
                          heart's content! Indiviual sections also included so you can even
                          try it at home! (only one half of mine is included as the other fell
			  victim to cut & paste) (Apollo's was also excluded cos all the
                          textures were missing)

Software needed to play : Any Quake (1) port - a GL-based one preffered but not essential
                          (except TomazQuake cos it screws up the rotation). I recommend
                          GQv1.1 from http://www.planetquake.com/gzone/gq.shtml


Comments                : OK, wtf did it take so long to get released?

			  - Oct 2001 - Sm36 session held in #speedQ1, all maps sent to me
			  - The next day - started working on a layout in worldcraft
			  - 2 weeks later - scrapped the original layout cos it sucked ass,
                            started working on a new one
			  - Mid Nov 2001 - new layout just about finished, can't compile due
                            to qbsp errors
			  - Dec 2001 - Qbsp errors solved, compiles and completes fastvis 
                            with 37 thousand visportals, map won't load in quake
			  - 1-2 weeks later - leaks found and fixed, modified TreeQBSP
                            actually finds them this time
			  - Late Dec 2001 - spent about a week lighting each room how I
                            wanted it, never came out perfect
			  - Jan 2002 - stopped working on the map, concentrated on the Soul
                            of Evil Q1SP conversion nearing beta stages
			  - Mar 2002 - worked on gameplay and item placement, finished all
                            I could & sent out a beta to selected peeps
			  - Apr 2002 - PC gets upgraded from Win95 to WinME, turning the
                            process of editing this map from sheer hell to utterly
                            impossible
			  - Oct 2002 - nice new PC, finally.. happened to wonder onto
                            planetquake.com to hear about Ray releasing his map finally.
                            Decide to clear out my own closet a little, FULL COMPILE times
                            under 15 minutes making things alot easier...

			  Yes, I'm glad it's over, and i'm kinda happy with it.



* Construction *

Base            : sm36_xenon.map; sm36_misyu.map; sm36_vig.map; sm36_necros.map;
                  sm35_daz.map (he was never that good with numbers)

Build Time      : No further comments :)

Times & stats   : System Used      : Pentium 4 Processor 2.7ghz , 256mB RAM             
                  Qbsp             : 46 seconds
                  Light (-extra)   : 320 seconds
                  Vis (-level 4)   : 347 seconds (!)
                  Brushes          : 3138
                  Entities         : 1509 (apx)
                  Textures         : 142

Texture WAD used   : Pbrbase.wad, plus a few misc from Q2 and various other custom maps
Editor(s) used     : Worldcraft, notepad
Known Bugs/defects : - Fairly high r_speeds, some dodgy lighting, minor gameplay issues... 
		     - The stuff in the easter-egg secret room is a bit out of date now :)

* Legal Stuff *
--------------------------

Do anything you want with this map, except say you made it (unless you helped, in which case
i can probably let you off) or try to sell it.. that would suck, and no-one would buy it.
I'd prefer if it wasn't distributed without this textfile either.
"Quake" is a registered trademark of ID Software inc.

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

* Background Story *

Chaos. Panic. Pandemonium.
What had been a regular day turned into one of grave events...
What had been a placid and neutral atmosphere became one of shock and terror...
Screams. Explosions. Gunfire.
What had been business as usual at the South Dakota Slipgate Research Installation soon
consisted of civilian workers lying injured, dead, or running for their lives throughout
the complex...
It had often been a rumour that the underground storage chambers bore home to slipgate
co-ordinates equal to those of a major Strogg-engineering plant in a parallel dimension.
Although chances of a mistake in the slipgate navigation network stood at about a million to
one, the chambers were always kept under heavy security. However, on the one day it DID
eventually go wrong, nothing could prepare the system for Quake's advanced technology. It
didn't take long for the forces to infiltrate, disable the installation's power supply, and
take over the complex.
With Quake's in-depth knowledge of the slipgate network, combined with the ground-breaking
research developments in the installation, it wouldn't have taken more than a day for them
to take advantage and set up a two-way dimension linkup for sending forces over to Earth and
smuggling the installation's goods back to the other side...
Darkness. Lonliness. Pain.
Some workers had escaped through emergency airlift, before aerial defense became secured 20
minutes after the raid. Within the complex by that time however, only one human remained
alive...
Gunshot to the leg, crawling through the pitch-black installation corridors, you hurry for
your life as the sneers of enemy soldiers sound louder by the second. If only you could make
it to the entrance slipgate and get back to base...
Falling down the accessibility hatch, you throw your hand out for the switch and lock the
trapdoor entrance behind you just as the room begins to light up. Safety at last...
Scrambling down towards the slipgate though, your hopes sink at the sight of the thing -
cold, lifeless, and without power. The only way out now could be through the chambers below,
but where would that lead you?
You fall to the ground; the last thing you recall being the sight of the emergency firearm &
axe to the side of the slipgate, before you pass out at the pain...