Rediscovered Fantasies
			 [======================]
				     

Reason for Living
[===============]

Bah.  I wasn't going to make a level with the Q3:A texture set
until Q3:A actually came out & I could use that engine, but as
time has gotten on the other maps I've awaited (mainly S7 from
Peej, N6 from Gandhi & W3 from Gonzo) have failed to turn up,
so I decided to take the matter into my own hands and have a play.

So, here we have a map.  You can duel it if you must, but it's
a bit boring.  4 playe FFA is ok, 6 I think is better and 8 if
you're game for a laugh (use deathmatch3 if you're FFA'ing btw).
Unlike most of my other maps the play here is very vertically
orientated, which takes a bit of getting used to, but it does 
rock.

Enjoy,

-Pingu

Other levels
[===========]
Quite a few now, all but 1 for Q1 ;

BCDM1 - The Spiral
BCDM2 - The Ledge
BCDM3 - Long Walk
BCDM4 - Homeless house

The place from Atlantis
Space Station
Pingu's Castle

insomnia
nightmare
dayDream

UKpak7 - Secluded Store

A2: Return to Atlantis
back2school

P3:A - Domination
P3:A - Medication (Half-Life)


Grab them all from my web site - http://www.planetquake.com/pingu

Thanks to
[=======]
Okay, there's a few people here...

The Tyrlite blokey..
The Worldcraft blokey..
Those id blokeys
My mummy and daddy
Planetquake people
Multiplayer Quake - www.planetquake.com/mpq

Play Testers
[==========]
Aardappel - www.planetquake.com/aardappel
Paul & Kable - www.planetquake.com/mpq
Peej - www.planetquake.com/peej

Statistics
[========]

Map name  - rf.bsp
File size - 745kb
Zip size  - 343kb
Author    - Pingu
Real Name - Alex Moore
E-Mail    - pingu@planetquake.com
Build time- 2 weeks, on and off
Editors   - Worldcraft 1.6b, Tyrlite

Play Information
[==============]
Single Player - Just to look around
Co-Op         - No
DM            - Duel, 2v2, 4-8FFA
# of DM starts- 8

Weaponry
[=======]

Lightning Gun    - One
Rocket Launchers - One
Grenade Launchers- Two
Super Nail Guns  - Two
Nail Guns        - One
Super Shot Guns  - Three

Armoury
[=====]
Red Armour   - One
Yellow Armour- One
Green Armour - One

Special Items
[===========]
Pentagram of Protection - None
Quad Damage	  			- One
Ring of Shadows         - None
Mega Health   	        - None

Textures Used
[===========]

Mainly Q3:A test textures, with a few original quake textures thrown
in for good luck.  Also the famous jf_lightback makes an appearance
once more.

Pingu MCMXCIX

Nasty Legal Bit
[=============]
This work is entirely mine, do not use it in part or in whole as your
own work.  If you wish to modify it, contact me and we'll talk further.
All copyrights of original software (quake - id software, worldcraft - 
ben morris, tyrlite - kevin shanahan) are acknowledged, and I respect
the original creators of any textures used here.

Beta Notes
[========]

Beta 1 - 17th August 1999
-------------------------
Main architecture finalised, lighting complete.  Test to check general
layout, flow and r_speeds of level.  Some problems with item placement
known about prior to release.

Beta 2 - 19th August 1999
-------------------------
Quite a lot of changes - basically finished the level =)  Rough list of
changes :

- Added blue line around level, helps direct player towards wind tunnels
- Resculptured LG / GL / RA area, now not only looks better but has much
  better flow.
- Ammended item fallouts
- Fixed various lighting problems (namely near RL)
- Altered RL platform, now easier to escape lava (& fall in =)
- Added a few ambient sounds - drip near lower SNG

Final release - 20th August 1999
--------------------------------
Few tidy up faults, nothing major but polishs off the level :

- Finished blue guide line - there were a couple of places where it 
  should have been & wasn't.
- Fixed dodgy light in lava near RL, now all 4 work properly
- Swapped SS & Spawns in main atrium with items on higher pads, allows
  more vertical shots in this area.
- Fully clipped lower SNG area - I'd missed a couple in beta2
- Added a few more ambient sounds; drone at RA & opposite GL
- Lowered outside roof of RA passage so it's flush to allow player to
  go up there if desired.
- Sorted out a few texture mistakes