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DeathMatch Manifesto
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jsf01.txt
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1997-01-02
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4KB
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103 lines
================================================================
Title : (untitled)
Filename : jsf01.zip
Author : Joe Fouche'
Email Address : jf@ugcs.caltech.edu
Description : Here's my first attempt at a deathmatch
level. Based on testing it will work
fairly well with up to eight players. A
few simple modifications would make it
a sixteen-player level, I think.
Personally, I have no problem with 12
reaper bots at skill level three, but
YMMV... ;)
The main feature of this level is the
roaming cube of death. While this is
by no means an elaborate trick, it
really shakes up the game. I hope you
agree, and keep your frag count above
zero at the same time.
Additional Credits to : The maintainers of Quakelab and Stomped,
as well as Blue and Disruptor. Special
thanks also to the author of the reaper
bot. Advance credit goes to anyone who
mails me your comments; I want to get
better at this, and feedback helps
tremendously in that regard.
Thanks also to penguins everywhere. You
know who you are.
================================================================
* Play Information *
Level Name : Untitled
Single Player : I guess not.
Cooperative 2-4 Player : No
Deathmatch 1-8 Player : OH YES!
Difficulty Settings : No.
Comments : (1) Watch out for the roving cube :)
(2) It seems possible to escape into
the gray void at times. Have the K key
bound to suicide, I guess... I notice
this particularly around the slipgate.
(3) Try the level with 'deathmatch 2' as
well as the readily available variants
in QuakeC like 'deathmatch 3'.
(4) The wind tunnel is a little strange, but
I decided it was cool the way it was.
(5) Getting the pentagram IS possible!
(6) To avoid being crushed by the cube on
stairs, jump and get out of the way.
* Construction *
Base : Scratch
Build Time : 12 hours including testing.
Editor(s) used : Worldcraft
Known Bugs : * Ejection as mentioned above
* It's too small. I'm just not industrious enough.
Legal Stuff
You may distribute this level and include it in any compilation etc., as long
as you include my text file and give me credit. The .map may be edited and
compiled for internal use, but the modified level may NOT be released unless
you _mail it to me first_. I'd also like to hear from you about this level
-- especially if you run it on a server. In short,
MAIL ME YOUR COMMENTS!!!!
The 50,000th (different) person to mail me concerning this map will
receive a fabulous prize. No joke.
Where to get this MAP:
ftp.cdrom.com (and if I make a Quake page in the future, look under
"maps" :)
How to run:
Copy jsf01.bsp into a subdirectory of id1 called maps,
then run Quake. Run the command 'map jsf01' at the console.
Alternatively the map may be entered directly with a command line
like
quake [other options] +map jsf01
Enjoy.