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mines.txt
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Text File
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1996-11-24
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7KB
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154 lines
====================================================================
title : Mines & Mayem by Scope
====================================================================
!!IMPORTANT - UNUSUAL ISTALLATION - INSTRUCTIONS BELOW!!
====================================================================
filename : m&m.bsp (.map on request)
version : 1.0; 11-22-96
author : Ed Cope
contact : e-mail: scope@execpc.com
homepage : http://www.execpc.com/~scope/
description : good size single player and deathmatch level
additional credits to : see below
beta testers : only myself
other levels by author : Cope's First, The Locks
====================================================================
* Boilerplate information *
single player : yep
cooperative : nope
deathmatch : Yes(8 respawns available)
difficulty settings : No
demos replaced : None
new graphics : Yes - the "Scope Mines" sign and the gold
new sounds : Yep - for the Bazooka babe(by Bubbah)
new monsters/weapons : Yep - the Bazooka babe(by Bubbah)
new QuakeC : Yep - for the Bazooka babe(by Bubbah)
music : CD track 12
* construction *
base : new level from scratch
editor(s) used : Worldcraft 10/22 and 10/30
build time : Don't ask
number of brushes : Somewhere just over 1,000
compile time : QBSP: About 8 minutes
Light: About 1 min 30 secs
VIS normal: About 4 hours
known Bugs : I've got the damn Shambler on a platform. I've
done everything possible but I just can't shake
the "moster in wall" message at the beginning of
the level. No matter, it has no effect on game play.
* installation *
This level uses modified code. I contains a .pak file with all the necessary
files in it. If you want to view the files in the pak0.pak file, dowload a
pak file viewer/editor such as WinPak or Packie.
Here's how to install and play the level:
1. Place the mines.zip file into your main quake directory(ex: C:\Quake)
2. Use pkunzip with the -d command(ex: pkunzip -d mines.zip)
3. Run Quake with the command line quake -game m&m +map m&m
Tell me more:
The pkunzip -d command will create a directory called m&m under
your Quake directory. It will insert the .pak and .txt files in
the m&m subdirectory. Whey you fire up Quake with the -game m&m
parameter, it will find the pak0.pak file in the m&m directory and
pull the appropriate files from it.
====================================================================
* Credits *
With every level I make, more and more credits pile up. Here's the list:
- id Software
- The QuakeLab
- Bubbah for making the Bazooka Babe and turning me onto custom monsters.
Check out his quake moster page at http://www.worldaccess.nl/~yue/mdl.htm
- Gyro Gearloose for setting the standard in level design
- Quakebot clan members for feedback on previous levels
- Niklata and his excellent Quake Map Specs document
- Steve Polge for the best Bot out there - wanna' play this level as a
deathmatch level - get the ReaperBot!
=====================================================================
* Other information *
I welcome any feedback on my levels.
This is my third level. I still use Worldcraft as my editor. It still gives
me fits. How can an editor with so many awesome features cause so much
greif. I plan on registering it but not until all the bugs are worked out.
I had intented to do a little nicer job on this level but kinda' got bored
at the end and just want to move onto my next project. Don't get me wrong,
I think it's a kick ass level; I just ran out of steam. Therefore, gameplay
and architecture is lacking in some areas, I didn't bone up all the textures
like I had planed, and the secrets are kinda' lame.
The "temple" portion if the level was supposed to go with my "The Locks" level.
I ran into a problem with VIS(portal w/ too many leafs) when compiling the level
so had to remove the temple portion. I just pasted it onto this level; it doesn't
fit with the mines theme very well but the transition is pretty smooth.
The only problem I ran into with the new textures I did(MipMap makes them a cinch)
is that they're kinda' blurry from a distance. I guess anti-aliasing would fix
that but, to the best of my knowledge, you can't do that with Paint Shop Pro. If
anybody reading this can tell me how to solve this problem without using a high
priced software packed, please let me know.
If you want to play this level in deathmatch with the reaper bot, you'll need to
use a .pak editor(such as WinPak) to extract the .bsp file. You will have to then
move the m&m.bsp file into the quake\id1\maps directory. When you start it up you'll
get a few error messages but since the monsters are removed for d-match it will
not effect game play at all.
Oh yeah, one final thing; another level came out just before I finished this one
with some very similar features. The level(very well done by the way) is DR Mines
by DR_|2|. Any similarities between the two levels(mainly the mine car concept)
are strictly coincidence.
* semi-secrets *
1. The ogre perch near the beginning can be accessed by shooting a slightly
hidden door near the perch.
2. The gates preventing access to the last section of the mines can be opened
by shooting a button near the ceiling of the temple. The other two buttons
will open secret doors at the back of the temple platform.
3. At the top of one of the elevator shafts in the temple, there is a hidden
alcove in the back wall with a nailgun in it.
4. The platform at the top of the temple can be accessed by shooting another
hidden door near the back of the temple section.
5. There is a quad damage kinda' hidden in the shadows in the shambler room
near where the mine car empties into the room. You may need it.
=====================================================================
* legal stuff *
You may distribute this file as long as this txt-file is included and
I am given credit. If you plan on distributing this level on a CD-ROM,
you must contact me for approval. No exceptions.
=====================================================================
* Where to get this level *
http://www.execpc.com/~scope/m&m.zip
ftp.cdrom.com - mines.zip