Friday 15th January, 1999
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*********************
** Map Information **
*********************

Title                   : Remains
Filename                : remains.bsp
Author                  : Juha Koiste ("PsychoDad")
Web Site                : The Legendary Circuits
                          http://www.geocities.com/motorcity/pit/1740
Other Levels by Author  : Quake 1:
                          The Temple of Torment, Dark Ages, The
                          Forbidden Base, Death Church, Hell's Castle,
                          Area 51, 2 Single Play levels and 3 DM
                          levels in Impel Development Team's
                          commercial Quake TC Abyss of Pandemonium.
                          Also two additional DM levels for AoP. 

                          Quake 2:
                          Old Storage Area, and Old Storage Area II -
                          The Sequel

Email Address           : hannu.koiste@pp.inet.fi
                          Please let me know what you think about this
                          level. I really love feedback. Tell me your
                          honest opinion, thanks.

Description             : My third Quake 2 level. The Storage Area
                          "episode" is now over and I've also started
                          to create something different than boxes and
                          those "Id style hallways" (hehe). ;) I hope
                          you like the level, it should be a bit different
                          than what you've seen so far from me for Quake 2,
                          but as always it's up to you to decide that.
                          I must warn you though... some of you *MIGHT*
                          think that the actual palace section *MIGHT*
                          look a bit "out of place" because the textures
                          in Quake 2 aren't really "meant" to be used the
                          way I used them. You see, the palace section
                          of the map contains some familiar kind of
                          architecture I used in my Quake levels (you know,
                          arches and stuff). So, I hope you don't judge me
                          for creating something unique. :) Have fun!

Additional Credits to   : Id Software.
                          Robert A. Duffy for QE4 Radiant.
                          Richard "Levelord" Gray for great
                          tips on level editing.
                          Benjamin Fellowes (Black Omega) for
                          beta testing. 
                          All the people around the world who've
                          played my levels.
                          The Impel Development Team.
                          All the SPQ, and SPQ2 webmasters who've
                          reviewed my levels over the years.
                          Joost Schuur for moving stuff around
                          quickly at ftp.cdrom.com.
                          Also special thanks to all my friends
                          around the world.
                          Papyrus Design Group, Inc. for Grand
                          Prix Legends - the best racing sim in
                          the world. :)

                          r u s t for useful info on Q2 entities.
                          http://www.gamedesign.net                          
                      
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**********************
** Play Information **
**********************

Game                    : Quake 2
Single Player           : Yes
Cooperative             : No
Deathmatch              : No, sorry. 
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : No
New Music               : No
CD Track                : 3

******************
** Construction **
******************

Base                    : New level from scratch.
Editor used             : QE4 Radiant Build 077, and 147
Known bugs              : No known bugs.

Build time              : Er... three months mostly off?
Texture WALs used       : Many.
Compile machine         : AMD K6-2 300mhz w/128MB RAM, Diamond Monster 3D

QBSP3                   : 70 seconds
QVIS3                   : Hmm... 11 hours, I think.
QRAD3 -something        : An hour.

Brushes                 : 1716

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***************
** The Story **
***************

The last remaining Strogg palace is for you to check out next. From within
the glorious palace you shall find many mysterious things you must now seek
out. The palace area you're now entering is known to contain the Strogg Cargo
Portal. Through this portal some vital supplies could have been provided to
the Strogg forces all over the universe. This was only a small part of the
"masterplan" these guys were working on, they thought that one day they'd
rule the entire universe. Well, as we all know, things didn't quite work
out for these guys and fortunately the Cargo Portal was never used. It still
exists and it's even working, you must make sure that the Strogg will never
use it. This mission shall be your last "quest for glory", when all this is
finally over you can hopefully spend the rest of your life happily on Earth,
you don't have to worry about the Strogg ever again. But, as we all know,
we must never under-estimate them, your past experience with the guys of
Quake showed you exactly what can happen even after you think you've killed
them all. How powerful the Strogg really is, we cannot tell... nobody knows. 

Keep in mind that if something does go wrong, you might never see your
loving friends & family again. For their's sake you shall not fail, you
must fight like hell, yet wisely to defeat the Strogg. Without any further
delay, your mission shall begin. Stepping into the teleport you know exactly
what your goals are this time - eliminate the Strogg forces and locate the
portal. In a few seconds you find yourself standing in one of the many
cells of the palace where horrible acts of violence took place a long time
ago. To you the things you saw back then seem like yesterday. Trying not to
think about that you start to examine your equipment. "Hmm... looks like the
portal lies somewhere near the entrance to the palace... somewhere around...
here... I'm gonna go and check it out. Oh good, there's someone's old shotgun
here..." Turn the whole palace inside out, kill all the monsters, and escape
the palace area alive through the cargo portal. Those are your three goals.
Go for it!

===========================================================================
****************************
** How to Play this Level **
****************************

Quake and Quake 2 levels need to be placed into your c:\..\quake2\baseq2\maps
directory to work. If you do not have the \maps directory, simply create it
by typing "md maps" in your quake2\baseq2 directory. Next you need to unzip
the level, to do this you'll need a program called PKZIP. If you have PKZIP,
unzip the level by typing "pkunzip remains.zip c:\..\quake2\baseq2\maps".
You should now have a file called "remains.bsp" in your quake2\baseq2\maps
directory. If the file is there, start up Quake 2. Once the game is running
bring down the console and type:

"map remains" (without the quotes of course)

That should do it. If you have any problems running this level, feel free
to email me. (hannu.koiste@pp.inet.fi)

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

*********************************
** A Few Words from the Author **
*********************************

Here's just a little something I came up with when I started to play around
with QERadiant a little while ago. As usual, this is not a big level, tell
you the truth I don't really like big levels... I'll much rather create (or
play) small levels - it's easier to keep up the same quality level with a
small map than it would be with a big map. Always remember this, the size
of the level does not determine how good the level is. :) Anyway, I hope 
you enjoy my work and don't forget to email me what you think about this
piece of work. See ya!

I have been looking for a paying job as a level designer for quite some time
now. If you have a job for me or if you can help me to find one, please let
me know (email to hannu.koiste@pp.inet.fi). I'd really appreciate it. Thanks.

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

*****************
** Legal Stuff **
*****************

This level is copyright (C) by Juha Koiste 1999. All right reserved. It may
not be used as a base for any other levels without my permission. This BSP
file may NOT be sold. If you paid for it in any way, you must report this
to me (email to hannu.koiste@pp.inet.fi). You may distribute this level on
a CD, disk, through the Internet, through the BBS systems, or via modem-to-
modem connection as much as you like *AS LONG AS* it's free and this text
file with NO modifications is included!!

Distribution of this level, or any part of it for commercial purposes without
the authors, in this case Juha Koiste's permission is strictly prohibited.
If you would like to include this level on a Total Conversion, on a Partial
Conversion, or something like that, you'll have to get my permission first.
To do this, simply email to hannu.koiste@pp.inet.fi before you do anything.
Thank you.

Juha Koiste, 1999.

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