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Title:			Slipgate '98.1	(Final Release)
Filename:		e1m1q2a.bsp / pak1.pak
Date:			2 January 1998
Author:			Erich "Master Fett" Heintz
Email Address:		erich@heintz.com / fett@inconnect.com

Description:		A straight-up, knockdown, dragout conversion of
			Classic Quake's "The Slipgate Complex".

Thanks To:		id Software, period.

Special Thanks To:	Joost Schuur... for salvaging a botched upload of
			version 1.0 made to CDROM.COM before it could get
			into the wild.

			Rob Albin... For acknowledging the fact that I'm
			not as nearly as big a screwup as he'd like me to
			believe.

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*** Installation ***

1) Place the PAK file in your QUAKE2/BASEQ2 folder.
2) Start Quake 2
3) From the console issue MAP E1M1Q2A

NOTE: If there is an already existing PAK1.PAK DO NOT OVERWRITE IT!!
      Rename this file to the next available PAK number in sequence 
      (i.e. PAK2.PAK, PAK3.PAK, etc) before placing it in your BASEQ2 
      folder. With the extra textures included a PAK file was the most
      efficient method of distribution.

      The only exception to the above is if the existing PAK1.PAK is
      from a previous version of Slipgate '98. That being the case,
      overwrite the original PAK1. This map obsoletes all previous	
      versions and renders them unsupported.

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*** Play Information ***
	
Game:				Quake 2
Single Player:			Yes
Cooperative (2-4 player):	Yes (I assume.. Since Q2 doesn't support
				     coop play at this time I can't test it)
Deathmatch:			Yes
Difficulty Settings:		Yes (0, 1, 2)
New Models:			No
New Sounds:			No
New Textures:			Yes
Exit:				Yes (to BASE1)
CD Track:			6

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*** Construction ***

Base:			jrbase1.map
Build Time:		28 hours over 5 days.
Version Number:		1.1 (Final Release)

Editor(s) used:		Qoole 2.3 betas (Matt Ayres / Paul Hsu / Lithium Software)

Utilities used:		UltraEdit-32 (Ian D. Mead)
			PCX2WAL (Trey Harrison)
			PCX2WAL (Iikka Keranen)
			Paint Shop Pro (JASC, Inc.)
			AdQuedit 1.3

Compilers:		QBSP3 (id software)
			QVIS3 (id software)
			QRAD3 (id software)

Compile Machine:	intel Pentium 225MMX (3 x 75Mhz), 64MB EDO, OSR2.

Compile Times:		QBSP3 00m 41s
			QVIS3 19m 48s (-level 4)
			QRAD3 22m 08s

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*** Notes / Issues / Techinfo ***

Changes from version 1.0:

  * Deathmatch spawn near slipgate dropped to floor level.
  * Railgun added in single player mode only.
  * Slugs are now shells in DM mode.
  * Several MONSTER_* changes.

Known Issues / Changes from the CQ Original:

  * Two ammo entities occasionally generate DROP TO FLOOR errors upon
    worldspawn. This has no effect on gameplay.

  * Although by design it should, the exploding box does not spawn in
    deathmatch play.

  * Classic Quake trigger_once's have been changed to func_buttons.
    Would've looked really cool on the spinning planet monitor if the
    damn texture would radiate. (see next)

  * Quake 2 doesn't light radiant textures that are part of an entity such
    as a door_secret or func_button so the buttons are not what I had
    hoped for... same with the rotating planet viewscreen. 

  * Two new player_deathmatch entities were added bringing the total
    to seven.

  * The telport destination near the invulnerabitily is embedded in the
    ground. This defies the "raised platform" style of Q2 but alleviated
    the need to restructure the ceiling brushes so that a player won't
    spawn with his head stuck in the ceiling.

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* Copyright, Distribution and Usage *

This file may freely distributed for non-commerical use as long as the
following list of files are maintained aintain intact within the pak file 
and as seperate documents within the distribution archive: e1m1q2a.bsp,
e1m1q2a.txt & psteed.txt... e1m1q2a.txt and psteed.txt may be freely copied
and distributed seperately.

This file may NOT be distributed on any CD-ROM or other distibution method
that may be used by any business or company that engages in the design, 
programming, duplication or distribution of computer software with the 
exception of id software exclusively.

This file MAY be distributed via electronic means via the Internet or
freely available BBS subject to the conditions outlined above.

Source code for this map will NOT be released. Server admins are free to
alter the existing entity set but the modified maps may not be distributed
by any means.

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