Tools:		Q3Radiant 202, GTKradiant 1.2.9
		MilkShape3D, Paint Shop Pro 4/7,
		Photoshop 6, Q3 Shader Editor.
Name:		LDAQ3A06DM
Brushes:	6055
Entities:	276
Vis type:	Fullvis
Bot behaviour:	Decent
FPS rating:	Decent (mostly)
Credit/Thanks2: id Software, Darren L. Ash,
		for helping me compile the BSP:-
		Jeremy "Encryption" Hughes
		James "Obl1v30n" O'Connell,
		Devin "Seph64" Clark,
		and all you other legends:-
		Mark Lewis, Jube, Daniel Schnider,
		Carl Kidwell, Nick Kuiper, Adrian
		Kurtin, Alyssa Wescott, Tamara Price,
		Alyssa Daniels, Taurus, [GSF]FiN,
		David Shannon, Fubar, Ifurita, Maus,
		Ace[NoESC], Ba7rainia, Cristy 
		Harrison, Sara Rase, Marjory 
		Challis, Kristy Baldock, Johan F.
 		Varen, David Saikaan, Noodles!, 
		Sparkles :-), Leafy, Dean N. Gunraj,
		Peter Turner, HuntEr (you filthy
		little prick!!!), Pappy-R, Rareware,
		all the people I've forgotten and
		gosh, the whole damn planet!
Date:           05/07/02
Known Bugs/design flaws:-
		Curved geometry cracks where it
		intersects with the fog in one
		particular area. Some extra map
		can be seen through the skybox in
		the outdoor courtyard area. Bots
		will sometimes get stuck in the
		toxic waste. Could possibly be
		some non-solid brushes in places.
		Also some textures with shonky
		alignments. Everything was fine
		in the editor, I swear.
		
Designer's note:-
		Well this has been a long time coming 
		and I cannot express how much of a 
		thorough pain in the ass it became 
		towards the end. Was taking me just
		under 4 days to light this BSP, which
		I just couldn't do, so I had some
		help from a couple of brilliant 
		friends who done some compiling for 
		me. Had a bunch of problems with the
		lightmap and some non-solid 
		structural brushes and resulting AAS 
		leaks (which should be techincally 
		impossible), so the tools at the 
		moment need some fixing, I think, I 
		really should have had this map 
		released a good 6 weeks ago. Anyway, 
		enough complaining and technical 
		jibberish. This map is quite a 
		landmark for me, actually. Even 
		though, overall, it really is on the 
		heavy side with detail and meant for 
		higher systems, I found the map to 
		perform decently enough on my ancient 
		system here. The framerate seems
		consistant, at least, and vis works
		brilliantly. This is also the most
		detailed map I've ever done at 6055
		brushes. I did have a CTF version,
		over 12,000 brushes, BSP compiled
		okay, vis worked okay, but there was
		no way I was going to wait a week
		for the lightmap to tell me it's too
		big, or half a day for AAS to screw
		up, so I forgot about that. Now for
		some history! The very earliest
		version of this map, hallway with
		slime area underneath, had popped up
		around just after my 01 maps, so
		that's quite a while ago now. You'll
		see that early version in my 'maps'
		section of my website, far less
		detailed. The original idea I had
		wasn't actually all that dissimilar
		to how it finally turned out, but
		that particular "hallway" design was
		going to be more persistant. Instead,
		I wisely chose a much simpler hallway
		design to fill up the connection of
		the entire map. Imagine if I had done
		so before even learning how to map
		properly. You'd have a truly
		unplayable map, even on modern
		systems at the moment. What else can
		I say about this? Well most of it,
		visually, I've been told is my best
		work so far. It always seems to be
		what I like to show people, too,
		even over my forest map. I think it's
		the kind of stuff I like doing and
		the kind of stuff that I will be
		continuing to do very soon with my
		upcoming project. I guess a lot of it
		was really kinda subconciously
		made the way it was, from a lot of
		different influences. I think I did
		a not TOO bad of a job using mostly
		original Q3 textures. As usual, I'll
		say that I didn't give constant 100%
		effort throughout the construction
		of this. I haven't done it with
		anything that I've ever done that
		doesn't need to be, if you can
		understand that. For this, though,
		I'm also going to say that some bits,
		here and there, did receive my love
		and attention to a certain degree. It
		would definitely be the map that has
		been laying around for the longest
		before being completed, so I guess
		I've had more than enough time to go
		over it and over it. So anyway, this
		pretty much wraps up my Quake 3 Arena
		days and my PlanetQuake site. I'm
		going to take a break now, away from
		this computer for a while. I'll use
		a pencil and paper for a change, have
		a look at the real world and spend a
		whole bunch of timr outdoors. What
		does that have to do with 06DM?
