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infinity.txt
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1996-11-10
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81 lines
11/10/96
================================================================
Title : Infinity
Filename : infinity.bsp
Author : Ernie Miller (Death Dealer, or
DeathDlr on IRC)
Email Address : emiller@hhs.net
Description : A cool deathmatch level that I did
primarily as a learning experience.
I'm more pleased than I had expected
with the results. The main lesson I
learned, however, is to avoid large
open areas in Quake, as they tend to
slow down Pentiums at the bottom end
of the system requirements for Quake.
This only becomes a problem in the
four corners om the walkway around the
roof of the center building, when
looking toward the center. Please email
me if you like this level, or give me
a few suggestions if you don't! Feedback
is what makes it all worthwhile. :)
Additional Credits to : id, of course! Also, Herb Myers, a.k.a.
Metal Marine, for beta testing.
================================================================
* Play Information *
Single Player : No, but the start is there so you can
check out the level before the carnage
begins. :)
Cooperative : No... Do people actually play that way?
Deathmatch : Yes! A full 16 DM starts.
Difficulty Settings : No
New Sounds : No
New Graphics : No
New Music : No
Demos Replaced : None.
* Construction *
Base : New level from scratch.
Editor(s) used : Worldcraft.
Known Bugs : The weird "lower portion of the screen
losing its texture" bug was showing up
in the corners underwater. I think I
took care of it. Also, in earlier testing
with reaper bots, Quake was crashing with
a page fault underwater with UniVBE loaded.
Worked just fine when I unloaded though.
Think this may be fixed, but it may be a
problem with the Quake engine, since I've
never heard of a level that crashed Quake
with a page fault. Let me know if you find
anything.
Build Time : Around 20 hours.
Texture Wad used : Quake101.wad
Compile machine : P120 w/ 32MB RAM
QBSP Time : 39 seconds
Light Time : 127 seconds
VIS (-level 4) Time : 2572 seconds
* Other Info *
My sig is in the level somewhere. If you can find it, you're rewarded
with a glimpse of my cool-looking sig (at least I like it) and just
in case that doesn't make it worth the trip, you get a red armor as
well. :) Any other level designers that are appalled at the CD
compilations robbing level designers of their credit should check out
The QuakeLab for some great info, and to register their signature.
*cough*[Skrew Actura!]*cough* :)
* Copyright / Permissions *
Authors MAY NOT use this level as a base to build additional
levels.
This BSP may be distributed ONLY over the Internet and/or BBS
systems. You are NOT authorized to put this BSP on any CD or
distribute it in any way without my permission.