PKCDM1: Frag & Bone

Title : PKCDM1: Frag & Bone
Author : Pikachu
Version : 0.9
File Name : pkcdm1.pk3
E-Mail : **email removed**
Web Site : nope

Description : This is my first map of any size, shape or flavour, &, to be honest it's
really just the product of me fiddling around, trying to work out how to use
radiant. Still I reckon it turned out ok, so I thought I'd release it to get
some feedback on what works & what doesn't & what people would like to see
in any future maps that I might do.
Credits : Id software, of course, for doing a great game. Me, for wrapping my tiny brain
around the editor

Previous Work : None!

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* Play Information *

Game : Quake III
Bot Match : Yes
Deathmatch : FFA, Tourney (sorta...), TeamDM (sorta...) (5 spawns)
CTF : No

* PK3 Information *

BSP : maps/pkcdm1.bsp
AAS : maps/pkcdm1.aas
Arena File : scripts/pkcdm1.arena
Levelshot : levelshots/pkcdm1.tga
Textures : All standard q3.

* Construction *

Base : New map from scratch
Compile Machine : Celeron 500a with 196 Mb RAM & 12mb voodoo2 (no, really)
Compile Time : 'Bout hour and a half (-light extra)
Editor Used : Q3Radiant 181
Other Utils : WinZip
Known Bugs : There are a few nasty VIS errors that I couldn't seem to fix...
It's also really quite slow... still :) ...

* How to Use *

Simply extract the pkcdm1.pk3 file and this text file into
your Quake III "baseq3" directory. So for me this would be
"C:\quake3\baseq3". Once installed the map will appear in the
Single Player Skirmish menu.

* Copyright / Permissions *

You may NOT use this map as a base for other maps.

You are NOT allowed to commercially exploit this level, i.e. put
it on a CD or any other electronic medium that is sold for money
without my explicit permission.

You MAY distribute this BSP through any electronic network
(internet, FIDO, local BBS etc.), provided you include this file
and leave the archive intact.

If any magazines want to put this map on a cover CD, then make
sure you ask me first, send me a copy and we'll be straight :)

Clear