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dspirl11.txt
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1997-02-27
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Title: "The Downward Spiral" v1.1
Author: Stan C.
Email: 76710.460@compuserve.com
Description: Single player Quake level (also supports DM and Co-op)with some
pretty cool stuff, including a waterfall, a whirlpool (hence the title
of this map), a rickety suspension bridge, stalactites that fall from
the ceiling, interesting lighting and architecture, and tons more. This
map doesn't really have anything to do with Nine Inch Nails, I just
thought it would be a cool title for a map :) This is sort of a "version
1.1". I incorporated some helpful suggestions (thanks Matt) to improve
the weapons layout a little, so easy and normal difficulties are a little
more playable. Also,I discovered a bug in the whirlpool, where it was
possible for you to get stuck if you got sucked in from one direction.
Thanks to: id Software (of course)
Ben Morris for Worldcraft.
Yahn Bernier for BSP.
The Quakelab guys for their excellent web page on Quake Map editing
(also where I got the idea for the whirlpool):
http://206.12.10.240/stevefu/QuakeLab/
Dave Weiden for his flowing lava and water textures.
Matthew Sefton for plugging my map on his Single Player Quake Levels page:
http://ds.dial.pipex.com/matt.sefton/
Nine Inch Nails for inspiration.
===================================================================
* Play Information *
Single Player : Mostest definitely.
Co-op : Yup (I haven't tested this out yet though).
Deathmatch : Yup, got dat too. (8 starts) This is a pretty large
level, so I wouldn't recommend for any less than 4
players.
Difficulty Settings : Yes. (Really, I mean it this time!)
New Graphics : Yes. (Lava Flow and Water Flow by Dave Weiden).
============================================================================
* Construction *
Editor(s) used : Worldcraft v1.0a, BSP v0.60 and v0.55
Known Bugs : There's one part that's kinda difficult to pass. See the
Gameplay section for more info.
Build Time : WAY too long.
Texture WAD used : Dave's flowing water and lava WADs, also quake101.wad
(compiled from Registered version PAK0.PAK and PAK1.PAK files).
Build machine : Pentium 90, 16MB RAM
Build Time : qbsp : 29 mins 22 secs
light -extra : 13 mins 12 secs
vis (full) : 49 mins 42 secs
=======================================================================
Installation:
Copy DSPIRL11.BSP to your QUAKE\ID1\MAPS directory, then run Quake using the
"+map" extension by typing:
QUAKE +MAP DSPIRL11
You can also run the map by entering "MAP DSPIRL11" from the console.
=======================================================================
Gameplay:
I noticed that there's one part that's a little bit tough to get past without
using a little "cheat". It *is* possible to do it normally, but it takes some
patience and skill. It's the part where the stalactites fall from the ceiling,
and you have to jump onto them to reach a ledge. I've tried to simplify it as
much as possible, but if you find it too difficult, try adding these lines to
your autoexec.cfg file:
alias +highjump "+jump;wait;+moveup"
alias -highjump "-jump;wait;-moveup"
Then bind the key or mouse button that you normally use to jump to the alias
"+highjump" (e.g. 'bind mouse1 "+highjump"'). This should allow you to jump
a little bit higher than you would normally, and you should find it much easer
to get past that area.
=========================================================================
Other info:
This was my first real attempt at a well made level. A LOT of time was spent
on trying to reduce the complexity of the level, i.e. reducing the number of
visible surfaces, the number of brushes, etc, while keeping the "look" intact.
I originally went a leetle bit overboard on the bridge at the beginning, but
it's been pretty much fixed. Some areas still slow down a bit (especially in
the big hall), but overall, it plays pretty well, IMO. (R_Numsurfs has a peak
value of 562, but only in one area, and averages around 200).
This level was primarily intended for single player, so it's very linear and
straight forward, but I've put in a couple of teleports to help improve Death
match play. It's come to my attention that this map might be a little too
tough, so I've attempted to improve the ammo and monster lay-out for easy and
normal difficulty. Easy has more ammo, fewer enemies, and one extra weapon
(the Lightning Gun). Normal is a little more challenging. Hard is very
challenging, but still very beatable.
Oh, I would have used the flowing water texture on the whirlpool, but it turned
the water into a solid when I tried to compile it. :(
I'd love to hear any comments/flames/criticisms that you have. You can reach me at "76710.460@compuserve.com".
=======================================================================
Copyright/Permission:
This map contains textures and artwork which are the property of id Software. You
CANNOT distribute this level as part of any compilation CD or for monetary gain
without express written consent from id Software, unless you want to hear from
their lawyers ;) This level *may* be distributed via the internet or on BBS's
only with this text file included intact and unmodified. The flowing Lava and
flowing Water textures were created by Dave Weiden. If you extract and use those
textures from this BSP, please be sure to give him due credit.