September 9, 1997
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Title                   : Horripalatia
Filename                : horrid.bsp
Author                  : Noel Weer
Email Address           : nsweer@ice.net
Description             : A metal level built around a solid copper
			texture theme. Designed to have lots of ground
			to cover with highlights of intense fighting, 
			and (hopefully) surprises without being insta-deadly.

Additional Credits to   : The Quake Workshop Mailing List for all their
			help - especially those who supplied the great
			input on how to make this level better: 
			Jeffrey Clark, Hal9000, LaRd, Todd Eichmann, &
			Gonzoj come to mind. :)
			Paul Taylor from A World of Quake, Hipno-Ritual
			for the neat features**, all the level review
			sites, QuakeLab, Quake Prefab Park,
			and id for just being so damn cool.

                        
              Check out the Quake Workshop:
              http://www.brutality.com/qworkshop/
================================================================
* Play Information *
Single Player           : Yes
Cooperative             : No
Deathmatch              : Yes, 18-20 DM starts - I lost count :)
Difficulty Settings     : Yes (hard and normal aren't as different as I hoped)
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

* Construction *
Base                 : New level from scratch
Editor(s) used       : qED 1.0
Known Bugs           : nothing per se, just personal nitpicks

Build Time           : roughly 3-4 weeks

Texture Wad used     : selection from Armagon, Metal, Rogue, HexenIIdemo
Number of Textures   : 49

Compile machine      : DX 133mHz, 32meg RAM
QBSP Time            : 1394 seconds
Arghlite Time	     : 4132 seconds
(-extra -light 45)
RVIS Time	     : 15795 seconds
(-level 4)
Brushes              :  1394
Entities             :  644
Models               :  98

* Other Info *

** My first Armagon edit level. I had grand plans for spinning and rotating
and... well, as the level got bigger and bigger I sort of changed my
focus. It became an attempt for a huge copper-metal level. And the
amount of effort to get rotation to work is not small. I really admire
the entire team at Ritual for the work they did to get this working.
I left one rotate door from my work - but instead decided to let the
monsters and weapons do the Armagoning for me.
I'll just have to try again. :)

Health may seem light in areas - you can always go back if you save some.
I had plans to repopulate the level just for this, but the monster count
seemed high enough already...

I did incorporate some prefabs, which may seem cheesy to some, but is
a great idea for inspirations and ideas. I didn't use one without
modifying it or completely rebuilding it from scratch - so nothing here
isn't mine, but the sights that supplied the "source code" are cool
and mentioned in the acknowledgements above.

* Copyright / Permissions *
Authors MAY NOT use this level as a base to build additional
levels.

This BSP may be distributed ONLY over the Internet and/or BBS
systems. You are NOT authorized to put this BSP on any CD or
distribute it in any way without my permission.