These are the Quake 3 map and shader sources, which were used in the
development of several AVALANCHE maps.

To use them, you will need GtkRadiant, downloadable here:

http://zerowing.idsoftware.com/files/radiant/GtkRadiant-1.5.0.msi

Extract the contents of this zip's baseq3 folder to mesh over the contents
of the baseq3 folder on your installation of Quake 3.

Configure GtkRadiant for Quake 3. You can then load, view, and modify any
of the included map files.

If you do not have a copy of Quake 3, you will probably still be able to
just point GtkRadiant to the contents of this zip file for the baseq3
folder, and it should be functional for viewing and modifying. However,
you will not be able to test your compiled maps in Quake 3, so you will
have to convert the bsp with mesh2rdm and test it in AVALANCHE every time
you want to check a geometry/lightmap change.
