Hexen II/HexenWorld Revised Deathmatch Map Pack
===============================================

This is a revision of ACE's HexenWorld map collection. This release includes
several graphic glitch fixes in some maps, completed those that were previously
incomplete, and added a few clean ones that were previously not there. For
those maps that have been modified, old and new versions are cross compatible
(i.e. a server may be running the older version of the map and a client the
newer one or vice versa - this will not result in odd behavior (other than there
currently is) because neither the worldspawn entity nor any other brush entities
have been modified). Also, a few maps previously in the pack have been dropped
(those are rarely used, for reasons see below).

Note that although some glitches have been fixed, some of the maps are still
quite "dirty" and need one major cleanup. But since sources are not available,
I am unlikely to ever do that - editing decompiled .bsp's is a pain. Besides,
editing brushes would make the maps incompatible with any previous versions.


Installation
============

Extract the archive into your {Hexen II}\data1 or {Hexen II}\hw folder (if you
have HexenWorld installed), where {Hexen II} is the full path of your Hexen II.
Although these maps work with Hexen II and Portal of Praevus, most of them have
been designed for HexenWorld deathmatch.


Map List
========

File Name   Added?  Map Name         Author(s)   Orig?  Notes
================================================================================
adarena1.bsp   No   Arena Eternal    BirddoG [AD]  No   Fixed invalid spawnflags
agony.bsp      No   The Agony        Jacob Bowers  No   Added map name on load
agony2.bsp     Yes  The Agony        Jabob Bowers  No   Fixed "'flag' is not a
                    (part 2)                            field"
                                                        Added map name on load
apocalypse.bsp No   Apocalypse       Kravnos       No   Fixed map name display
                                                        Re-VIS'ed
assultdmhw.bsp No   ?                Incubus       Yes
asylum.bsp     Yes  The Asylum       Headrot       No   Fixed map name display
                                                        Fixed spawn spot stuck
                                                        in the wall
bequick.bsp    No   Be Quick Or Be   Ancient1      No   Added map name on load
                    Dead
breakdown.bsp  No   Break Down       Desperado     Yes
cipdm1b2.bsp   No   Tomb of Chaos    ComeInPeace   No   Fixed map name display
cowabunga.bsp  No   CoWaBuNgA        ACE [AD]      No   Re-VIS'ed
dmcitadel.bsp  No   Citadelic        Greg Barr     Yes
egypthwdm.bsp  No   Egypt Arena      Desperado     Yes
gauntlet.bsp   No   The Gauntlet     Utopia        Yes
h2dmx1.bsp     Yes  Gardens          AmranX        No   Fixed "'sounds' is not
                                                        a field"
                                                        Fixed map name display
                                                        Re-VIS'ed
harbour.bsp    Yes  Twin Harbour     Wankeroo,     No   Fixed spawn spots stuck
                                     Dehumaniser        in the ceiling
                                                        Re-VIS'ed
                                                        Sound track included
havdm1.bsp     No   ?                Havoc         Yes
helix.bsp      No   Helix            Wydraz        No   Added map name on load
hwosiris.bsp   Yes  The Circle of    Kor Skarn     Yes
                    Osiris
hwtemple.bsp   No   The Temple of    Kor Skarn     Yes
                    Darkness
hwtomb.bsp     No   The Tomb of the  Kor Skarn     Yes
                    Pharaoh
inchwdm3.bsp   No   ?                Incubus       No   Re-VIS'ed
inchwdm4.bsp   No   ?                Incubus       No   Re-VIS'ed
inchwdm5.bsp   No   ?                Incubus       Yes
inchwdmf4.bsp  No   ?                Incubus       No   Re-VIS'ed
int18.bsp      No   ?                Incubus       Yes
kinghill.bsp   No   King of the Hill Desperado     Yes
kinghill2.bsp  No   King of the      Desperado     Yes
                    Hill 2
kinghill3.bsp  No   King of the      Utopia        Yes
                    Hill 3
ksdm1.bsp      Yes  ?                Kor Skarn     Yes  Sound track included
lavagarden.bsp No   Garden lava      Desperado     Yes
lovelava.bsp   No   Love of Lava     Ancient1      No   Added map name on load
lw1h2dm.bsp    Yes  Incan Nightmare  Lodo          No   Fixed "'name' is not a
                                                        field"
                                                        Fixed map name display
lw2h2dm.bsp    Yes  Lightning War    Lodo          No   Fixed spawn spots stuck
                                                        in the ceiling
                                                        Fixed map name display
martimh1.bsp   Yes  Ominous          MarTim Team   No   Fixed map name display
                    Inaugural                           Re-VIS'ed
n1.bsp         Yes  dm1              nihil         No   Fixed map name display
                                                        Re-VIS'ed
n2.bsp         Yes  Angel            nihil         No   Fixed map name display
                                                        Re-VIS'ed
n5.bsp         Yes  Meso Horror      nihil         No   Fixed missing teleport
                                                        destination
                                                        Fixed map name display
                                                        Re-VIS'ed
pmid16.bsp     No   ?                Incubus       Yes
q1dm3.bsp      No   The Abandoned    JackStraw     No   Fixed invalid spawnflags
                    Base
q1dm4.bsp      No   The Bad Place    JackStraw     No   Fixed invalid spawnflags
q1dm6.bsp      No   The Dark Zone    JackStraw     No   Fixed invalid spawnflags
rbdm.bsp       No   Redbird's Lair   Redbird [AD]  No   Fixed invalid spawnflags
sibh2dm1.bsp   No   May the gods     Siby          No   Fixed map name display
                    have mercy
streets.bsp    No   Streets of Hell  Wydraz        No   Added map name on load
towerdeath.bsp No   The Tower of     Utopia        Yes
                    Death
unholy.bsp     No   ?                Kain          No   Fixed map name display
                                                        Re-VIS'ed
worldmix.bsp   Yes  Worldmix         HaTe }MoD{,   Yes
                                     Pa3PyX
wpdm1.bsp      No   War Pigs Lair    Dmolshr    No   Removed a stray torch
                                                        Fixed map name display

Dropped Maps
============

The following maps are no longer in the map pack.

File Name       Reason
================================================================================
addm.bsp        Slow and "dirty" (a lot of edges off grid by one or two,
                resulting in approx. 3 times the number of polygons there should
                be, as well as water HOM's (no water visibility). An open map
                with player overlooking a large area with a plenty of detail;
                efficient VIS info is crucial, but could not be re-VIS'ed
                because it would take a week or a month. Needs to be decompiled,
                cleaned up, lighting adjusted, then re-QBSP'ed, re-VIS'ed,
                and re-LIGHT'ed.
db.bsp          Crashes OpenGL HW client.
dcdm2.bsp       Size too small; no deathmatch spawn spots
dcdm3a.bsp      Looks apparently not finished, as well as has spawnspot
                glitches (stuck).
kingofhill.bsp  Crashes HW server - appears to be a previous version of
                kinghill.bsp and/or corrupted file.


Other Notes
===========

For the maps that were re-VIS'ed, that means they were exhibiting graphical
glitches related to either water transparency (HOM's) or disappearing polygons.
For all of you map makers, here is how to avoid these - you need to use a couple
of command line switches at compile time.

1) QBSP.EXE has a -watervis option. USE IT WHEN YOU COMPILE YOUR MAPS, or
   transparent liquid brushes will not look properly in OpenGL mode (and often
   in software, too). For example:
   QBSP.EXE -notjunc -watervis mapfile.map
2) After you VIS your map, check if there are disappearing polygons. If so,
   re-VIS your map with -nogil option. The thing is, some optimizations were
   made to VIS code which speed it up quite a bit and result in a more efficient
   visibility list, and are used by default. But the problem is, these
   optimizations were a bit overzealous and sometimes result in rejecting
   visibility which should not be rejected. Usually these are minor glitches and
   should not be worried about, but sometimes are quite noticeable.
   VIS.EXE -level 4 -nogil mapname.bsp
3) If you already have a compiled .bsp file which exhibits these problems, you
   can still re-VIS it. There is a utility called BSP2PRT, it will generate the
   .prt file (needed by VIS) based on your .bsp file. However, it was designed
   for use with Quake .bsp's; since Hexen II .bsp's are in slightly different
   format, it will not work with them directly. Therefore I wrote a small tool,
   H2Q, which will convert a Hexen II map into Quake format so that the programs
   designed to for use with Quake .bsp's can read your Hexen II .bsp's. Get the
   program at my web page and then run it on your .bsp file:
   H2Q.EXE mapname.bsp
   This will create a file called convert.bsp - it's the converted file. Invoke
   BSP2PRT.EXE convert.bsp
   to produce the convert.prt file. Rename convert.prt to mapname.prt, and now
   you are ready to VIS your file:
   VIS.EXE -level 4 -nogil mapname.bsp
   H2Q can be downloaded at my homepage: http://pa3pyx.come.to/
   BSP2PRT should be available at 
   ftp://3darchives.in-span.net/pub/idgames2/utils/bsp_pak_tools/bsp2prt10.zip
   Using this technique, it is even possible to VIS the maps which QBSP suite
   will refuse to VIS otherwise (read: leaky maps), however, it may taks as long
   as a week or a month of CPU time even with a modern machine. Also, you may
   exceed VIS's internal limits and get an error when trying to feed it a map
   with 2000-some portals and 7000-some portalleafs, in which case you will
   probably have to muck with the utility's source code or contact me to get an
   updated version of VIS with limits increased.


Pa3PyX
3/25/2002
Email: pa3pyx87405703@icqmail.com
ICQ: 87405703
Web: http://pa3pyx.come.to/
