Soepke - March 1998
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Title                   : Soepke
Filename                : soepke.txt    (this readme file)
                          soepke.bsp    (the level itself)
Author                  : Aardappel     (Wouter van Oortmerssen)
Email Address           : wvo96r@ecs.soton.ac.uk
Description             : DM for 4-8 players ideally, weird structure and
			  item placement. Not brilliant but some cool bits.

Additional Credits to   : Don and Charlie (MoonGlum) for helping out, advice
			  & playtesting, the Qoole people for such a good map
			  editor, and, um, id :)

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* Play Information *

Single Player           : Well there are no monsters :)
Cooperative             : Eh?
Deathmatch              : 8 respawn points
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Supplied          : No

* Construction *

Base                    : New level from scratch, composition of my earliest
			  levels, hence the name :)
Editor(s) used          : Qoole
Known Bugs              : None that influence play afaik ;) this version
			  Now seems to work ok with qwsv
Build Time              : Too damn long. This level was "done" months ago,
			  but I spent ages getting the sucker to vis.
Texture Wad used        : Original quake textures

Compile machine         : P166, 96Mb Ram
QBSP Time               : About 20 minutes?
Light (-extra) Time     : About 30 minutes?
VIS (-level 4) Time     : About 5 hours. That was after I put in some silly
			  walls at key points in the level to please vis
			  and r_speeds. Before it could go on for days and not
			  finish :(


Summary of the level
====================

The central structure of the level is 4 big hallways (on two levels) coming
together: this was originally meant to give you the structure of a hypercube
because it's so heavily interconnected. This has the advantage that it's
really easy to lose an attacker who is following you. I thought having it
mirror structured would be nice but it actually isn't, see what you think.
Off the central bit there are several rooms which I constructed earlier
and I just added. Bad level design maybe but it seems to work.

Weapon/item wise I tried to get a different kind of gameplay going: the
level contains no rocket launcher but is full with grenade launchers, super
nail guns and thunderbolts. Furthermore close to all respawn points it's
easy to pick up at least a super shotgun or a nailgun. This gives a
refreshingly different balance as more skill is required to dominate a
level; all those who depend on a rocket laucher to get anything done should
probably head back to dm4.

The level contains:

5 nailguns, 5 super shotguns
3 super nailguns, 4 grenade launchers, 3 thunderbolts
2 green armours, 1 yellow armour, 1 red armour, 1 hundred health
a fair bit of ammo but not a lot, quite a bit of 25 health.

r_speeds is always low, better than most of id's levels anyway. Afaik
no camper spots that are worthwhile, except maybe red armour but that
would be hard to hold.

There is a "secret" bit in the level which is basically there for completeness
sake. Take no notice.

It's lame to come up with excuses but this is the first level I ever did so
bound to be crappy in places. A second level is already almost done and
tons better, so there :)


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* Copyright / Permissions *

You now the drill: don't tamper with the archive or anything in it. Cheers.
Distribution in any way is ok. Hey, you could even ask me :)


Wouter van Oortmerssen (aka Aardappel)