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Title                   : Archives Final Version 2
Filename                : ArchivesFinal2
Date Released		: 30th December, 22:03
Author                  : Richard Pygott aka Piggy
E-Mail                  : pigsy2400@hotmail.com ( If you want to contact me on MSN messenger 			  then plz do, but be aware of the timzone, because Im English!)
Description             : Exactly the same as Goldeneye, even Sexy baby yeah!

Other levels by author  : Stack and Basement, although not yet released. Iv started 			  	  producing a Syndicate MOD for Halflife 2, well creatin the base of 			  the levels and futuristic buildings, think Halflife2 meets Deus 			  Ex, Syndicate and Counterstrike!



Additional Credits to   : Valve (For a STUNNING game !) 
		          WorldCraft 3.3 (Excellent Editor)
			  Jason Birch for Level ideas and playtesting my levels, Baal Peor 			  for reviewing version 1 and letting me know what he thought, I 			  like people who are honest, so if you think this level is shit, 			  email me and tell me

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Designer's Notes
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Version 2.0

I have replaced all of the weapons, some strategically, and you can get the Rocket Launcher but it is outside!! It wont be that hard to get to, and I have also removed the crap false vents because it looked shit, and replaced it with a real vent system with some alien ammo, so you can drop them on people from a height and watch them get eaten, yum! 

I had some problems with a light source in the corridor near the vent, but to be honest just wanted to release this version to close the Archives development, Iv been making this level for donkeys years, and want to concentrate on other projects. 

Iv removed some of the light sources ie lightbulbs, and have instead got the light to originate from windows, for more of a ambient look, I was going to rip the archives music from the Goldeneye game from the emulator, but again just wanted to close the dev of this level down. If anyone wants the map or RMF file to see how I made it, or to alter it to thier own specs just drop me a line.

Ambient sound added,  Windows in upstairs added, Filled in Window in downstairs corridor. 

I have also added illusionary walls, where in goldeneye they were doors that opened upwards, so you can actually lay in wait for your prey, well I dont plan on releasing anymore versions of this level, but can say I throughly enjoyed making it, and love to play it over my LAN. Hope you enjoy it too, piggy

Version 1.0

This level was sat on my computer for years unfinished,then it crashed and I left the world of Pcs and joined the rank of greystation owners, now I have come to my senses and bought a computer which is easily 4times faster than an Xbox, hence I decided to finish my masterpiece. T

As much as I like Halflife, Im afraid Im not a fan of counterstrike, so I thought Id finish my map for the people who like to play Halflife online, like god (valve) intended.

 
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Play Information
----------------

Single Player           : No
Deathmatch              : Yes
Cooperative             : No
CTF			: No
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

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Construction
------------

Base                    : New level from scratch
Editor used             : Worldcraft v3.3
Known Bugs              : None
Compiler               	: AMD 2400XP, 1024MB RAM, 128MB Gforce FX
Construction Time	: Oooh, bout 4yrs, on and off
Compile Time            : about 3mins!!!!

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Installation
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To play this level extract all the files into your 
sierra\half-life\valve\maps directory.


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Comments
--------

If you have comments or suggestions, then please e-mail me,
as all the feedback will help me create more even better maps!


Process Window:

** Executing...
** Command: Change Directory
** Parameters: E:\Half-Life


** Executing...
** Command: Copy File
** Parameters: "E:\maps\ArchivesFinal2.map" "E:\Half-Life\valve\maps\ArchivesFinal2.map"


** Executing...
** Command: E:\Level Editing Programs\Worldcraft\qcsg.exe
** Parameters: "E:\Half-Life\valve\maps\ArchivesFinal2"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering E:\Half-Life\valve\maps\ArchivesFinal2.map
Entity 0, Brush 62: mixed face contentsEntity 0, Brush 73: mixed face contentsEntity 0, Brush 721: mixed face contentsEntity 0, Brush 744: mixed face contentsEntity 175, Brush 0: mixed face contentsCreateBrush:         0...1...2...3...4...5...6...7...8...9... (4)
CSGBrush:            0...1...2...3...4...5...6...7...8...9... (2)
Using WAD File: \half-life\valve\decals.wad
Using WAD File: \half-life\valve\fonts.wad
Using WAD File: \half-life\valve\gfx.wad
Using WAD File: \half-life\valve\halflife.wad
Using WAD File: \half-life\valve\liquids.wad
Using WAD File: \half-life\valve\spraypaint.wad
Using WAD File: \half-life\valve\xeno.wad
Using WAD File: \half-life\valve\cached.wad
added 9 additional animating textures.
    7 seconds elapsed

** Executing...
** Command: E:\Level Editing Programs\Worldcraft\qbsp2.exe
** Parameters: "E:\Half-Life\valve\maps\ArchivesFinal2"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
writing E:\Half-Life\valve\maps\ArchivesFinal2.prt
WARNING: MakeNodePortal:new portal was clipped away from node@(-1564,-760,-344)-(-1561,-738,-322)
    6 seconds elapsed

** Executing...
** Command: E:\Level Editing Programs\Worldcraft\vis.exe
** Parameters: "E:\Half-Life\valve\maps\ArchivesFinal2"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
1 thread(s)
1307 portalleafs
3679 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9... (13)
LeafThread:          0...1...2...3...4...5...6...7...8...9... (252)
average leafs visible: 183
visdatasize:60559  compressed from 214348
266.0 seconds elapsed

** Executing...
** Command: E:\Level Editing Programs\Worldcraft\qrad.exe
** Parameters: -extra "E:\Half-Life\valve\maps\ArchivesFinal2"

qrad.exe v 1.5 (Apr  6 2000)
----- Radiosity ----
1 threads
[Reading texlights from 'E:\LEVEL EDITING PROGRAMS\WORLDCRAFT\lights.rad']
[1 texlights parsed from 'E:\LEVEL EDITING PROGRAMS\WORLDCRAFT\lights.rad']

6153 faces
77052 square feet [11095581.00 square inches]
11287 patches after subdivision
129 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9... (36)
visibility matrix:   7.6 megs
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9... (20)
MakeScales:          0...1...2...3...4...5...6...7...8...9... (12)
transfer lists:   9.7 megs
SwapTransfersTask:   0...1...2...3...4...5...6...7...8...9... (0)
GatherLight:         0...1...2...3...4...5...6...7...8...9... (0)
	Bounce #1 added RGB(181665, 161989, 188936)
FinalLightFace:      0...1...2...3...4...5...6...7...8...9... (4)

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models            125/400         8000/25600    (31.3)
planes           7886/32767     157720/655340   (24.1)
vertexes         8930/65535     107160/786420   (13.6)
nodes            3628/32767      87072/786408   (11.1)
texinfos          916/8192       36640/327680   (11.2)
faces            6153/65535     123060/1310700  ( 9.4)
clipnodes        8210/32767      65680/262136   (25.1)
leaves           2324/8192       65072/229376   (28.4)
marksurfaces     8084/65535      16168/131070   (12.3)
surfedges       29356/512000    117424/2048000  ( 5.7)
edges           15681/256000     62724/1024000  ( 6.1)
texdata          [variable]       4932/2097152  ( 0.2)
lightdata        [variable]     366159/2097152  (17.5)
visdata          [variable]      60559/2097152  ( 2.9)
entdata          [variable]      27474/131072   (21.0)
=== Total BSP file data space used: 1305844 bytes ===
   72 seconds elapsed

** Executing...
** Command: E:\Half-Life\hl.exe
** Parameters:  +map "ArchivesFinal2"

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Copyright and Permissions
-------------------------

This level may be distributed via any medium (ie: Internet,
BBS, CD-ROM, compilation disk) as long as it maintains the
name ArchivesFinal.bsp and is supplied in a zip file called 
ArchivesFinal.zip that also contains this text document. No part of these files may be recreated 
in any way, shape or form without my written permission.

I reserve the right to refuse permission for this level to
be distributed via any CD-ROM or other profit-making medium.

Half Life is a registered trademark of Valve software.  

- Richard Pygott
  pigsy2400@hotmail.com
  (c) Copyright 1/9/03

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