home *** CD-ROM | disk | FTP | other *** search
- ================================================================
-
- Title : Bridge to Fire
- Filename : rwa1.bsp
- Author : Rob (W.) Albin <albinatr@apci.net>
- Date : 28 Dec 96
- Thanks to : http://206.12.10.240/stevefu/QuakeLab/
- The Quake Lab's page, referred to it often
- for D/Ling entity examples, and getting the
- latest versions of qbsp, vis, and light.
-
-
- ================================================================
-
- Single Player : Yes (30 monsters, 2 secrets)
- Coop : Yes (4 starts)
- Deathmatch : Yes (4 starts, brush/item changes)
- Difficulty Settings : Slightly (flagged 'not in easy' every once
- in a while :)
- New sound/music/graphics: No
- Base : New level from scratch
- Tools used : Worldcraft 1.0
- (Only for editing, the special qbsp included
- is apparantly only capable of very small
- maps)
- Build Time : designing - 3 days
- Final build:
- qbsp - 1 min, 16 sec
- vis - 1681 sec
- light - 245 sec
- Distribution and legal : Copyright (c) 1996 Robert Albin. All rights reserved.
- Portions copyrighted by id Software, Inc.
- This level may be electronically distributed only
- at no charge to the recipient, and may not be
- modified in any way. UNDER NO CIRCUMSTANCES IS
- THIS LEVEL TO BE DISTRIBUTED ON CD-ROM WITHOUT
- PRIOR WRITTEN APPROVAL BY ROBERT ALBIN.
- This level may not be used on a commercial
- Multi-player server.
-
- Description
- ================================================================
-
- Well, this is my first intern into level-making. So far, QC has been
- the only thing I've toyed with in Quake - but after looking at
- WorldCraft 1.0, I decided I'd give it a try. Not a bad editor, I'm
- going to have to try some others and see how they compare.
-
- WC's carve feature can get pretty annoying, sometimes I *know* for
- a fact the carve should leave a convex brush, but it will still divide
- it into a group of multiples :( Would be very cool if you could grab
- vertexes and drag them, or lines (edges) to make custom shapes.
-
- Hope you like the level, it's dark. I like dark levels with tricky
- jumps, so that's what I shot for. BUT!!! The lights are carefully
- placed, spent a lot of time on that part. I HATE custom levels that
- are so dark it's hard to tell what's going on.
-
- Also, in DM, the map has some brush changes. Tricky jumps can be a
- real bitch, if not impossible when playing on a lag. So instead of
- making them easier I added some shortcuts for DM games.
-
- Tieing a brush to a 'func_wall' entity and setting the flags
- 'not in easy/med/hard'
- makes the brush appear in DM
-
- Tieing a brush to a 'func_wall' entity and setting the flag
- 'not in deathmatch'
- makes the brush disappear in DM
-
- If you're interested. I found this hard to figure out, and couldn't
- find a ref to it at the sites I checked. After doing some searching
- through the QC files I found a rem statement that gave me a hint - so
- if you didn't know, now you do :)
-