
================================================================
Title                   : DarkRealm (ver. 2)
Filename                : acedave2.zip  (contains AceDave2.txt, AceDave2.bsp)
Date                    : 12/12/96 (recompiled 2/25/97)
Author                  : Ace_Dave
Email Address           : Weiden@tcnj.edu
Internet Address        : www.tcnj.edu/~weiden/quake
Misc. Author Info       :
 Creator of OgreSaw.zip  (small mod that makes use of some extra anim frames)
 Creator of WaterFlo.zip (flowing water for Quake!)
 Creator of LavaFlow.zip (take a guess...)
 Creator of Trees.zip    (tree group files for Quest 0.92+)
 Creator of Chndlier.zip (chandelier group file for Quest 0.92+)
 Creator of 4Zombies.zip (new 'sleeping' spawnflag for zombies)
 Creator of Chthon!.zip  (modification to make Chthon mortal)
 Creator of Cht_Lair.bsp (pay a visit to mortal Chthon in his lair...)
 Creator of AceDave2.zip (DarkRealm, this package)

Description             : Deathmatch level for Quake

Thanks                  : Gabriel Gagnon (gagnon03@gel.ulaval.ca)
			       - GagA (one of my favorites, inspiration)
			  Marc Roussel (killer@colba.net)
			       - TekWar (cool hallway idea)
			  Steven Polge (the Reaper Bot!!!)
			  The guys who made the ladder and pentagram 
			       .grp files for Quest (don't know names, sorry)
			  Makers of Quest and WorldCraft, and the Win95 and DOS
			  versions of the map construction tools.
			  Of course, Id Software...

NOTE: this level was recompiled on 2/25/97 for distribution on the 'Level
Master V' CD by Macmillan Dig. Pub.  It was retextured using gyrotex.wad by
Gyro Gearloose (gyro@blarg.net) and contains NO artwork by id software.

DarkRealm is a new deathmatch level for Quake.  I wanted to construct
a map that gives diverse possibilities instead of routine deathmatch.
DarkRealm operates perfectly with Reaper Bots (I designed it around
them - 8 to 10 work beautifully).  It consists basically of two large
rooms connected by bewildering tunnels, the central one of which everyone
must pass through to get to the other side of the map (i.e., a blood fest).

It offers quick frags, and long chases.  You'll have close 
encounters, and long distance fire fights.  It's confusing hallways
and start spots will have you frantically trying to escape someone 
blasting shrapnel into your back.  It's dark areas make you wonder "Is
the powerup there?  Or is someone waiting?  Should I risk it?  Will I
MAKE IT THAT FAR?!?"  It has a few camping/sniping spots, for those of
you who frequent them, but I made sure that these spots are just as
deadly for the sniper as for the sniped, especially when explosives 
are involved...  

In DarkRealm, you'll rarely find yourself bare and powerless.  There is
enough health and armor to keep you going (2 green, 2 yellow, 1 red).
In addition to generous ammo supplies, DarkRealm has weapons galore! 
(3 Double barrels, 2 Nailguns, 2 Perforators, 2 Grenade launchers,
 2 Rocket launchers, and 1 Thunderbolt) - and of course, a Quad Damage,
 a Pentagram of Protection, a Superhealth, and a Ring of Shadows.

Now, if you find this map to be dark, well, that's kinda the point -
hence the name, 'DarkRealm' :)  Realize that it's supposed to be a 
warzone in hell, not a day at the park.  It adds to the air of fear
and tension of the experience.  If, however, the map is TOO dark, you 
may have to adjust your monitor and/or Quake's brightness level.  I 
designed this level on a used, slightly burned monitor.  I play Quake
with the brightness (in Quake) set to 50%.  I find that DarkRealm 
looks best on my monitor at 60%.  When I playtested it on a brand new
monitor, the light levels looked *perfect*.  So unless your monitor is
a totally burned out piece of crap, then this map should be good --
and dark ;).

Adjust accordingly, quit cryin', and learn how to function in a little
darkness :)  And have fun, dammit! 

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

* Play Information *

Single Player           : No, just to scope it out
Cooperative 2 Player    : No
Deathmatch 2-16 Player  : Yes (14 starts)
Difficulty Settings     : No
New Sounds              : No
New Graphics            : Just a sig texture
New Music               : No


* Construction *

Base                    : New level from scratch
Time                    : I can't recall... a few weekends off and on.
			  Qbsp................................833sec
			  Light -extra........................500sec
			  Vis -level 2........................9700sec
Editor(s) used          : Quest v1.091,
			  DOS Edit,
			  WorldCraft 10/31 for some texture adjustments,
			  Newwad,
			  Photoshop,
			  QBSP and VIS for Win95
			  LIGHT for DOS


How to use this file    :  Place the .bsp file in quake\id1\maps,
			   grab some friends or Reaper Bots you'd
			   like to frag, and kick some ass.
			   

* Copyright / Permissions *

You MAY distribute this BSP, electronically and FREE OF CHARGE, provided
you include this text file, with no modifications.  This level is NOT to
be distributed via CDROM or similar money-maker, WITHOUT MY PERMISSION.
I'll surely give it, just ask first!

If you do find this level on such a collection (and if the bastards
don't delete the text file, like you-know-who... Actura!) then please
notify me.  I'd at least like to know.  
 
* Where to get this file *

ftp://ftp.cdrom.com/pub/idgames2/levels/deathmatch
http://www.tcnj.edu/~weiden/quake
