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- ================================================================
- Title : Rumble
- Filename : RumbleII.bsp
- Author : Dennis S. Dollins
- Email Address : ddollins@ionet.net
- Description : Deathmatch level.
-
- Additional Credits to : My soon to be wife,
- Karin, for allowing me the time it took to learn the
- various editors and create the level (and providing the
- picture for the level).
- And the people who spent the time creating the editors
- especially, BSP and its author Yahn Bernier
-
- ================================================================
-
- * Play Information *
-
- Level Name : Rumble II
- Single Player : No
- Cooperative 2-16 Player : No
- Deathmatch 1-16 Player : Yes (although I recommend a 'bot' program
- if less than four players.)
- Difficulty Settings : No (in a DM level?)
-
- * Construction *
-
- Base : New level
- Build Time : A few hours
- Editor(s) used : Quma, Bsp, Quest, Notepad, Wordpad
- Known Bugs : The 'gray' effect from not having had a full Vis
- run on it. (I stopped it after 18 hours)
- A startup error of a non-working light (no class_
- name if you want to know. Doesn't effect play)
-
-
- * Level info *
- This level was inspired by those ridiculous 'pro' wrestling
- shows. There are two raised platforms in the center, each with four
- starting locations. The center of each is cut out but is provided
- with a lift back up.
- Due to typical bureacratic handling the matter transmitters
- that send the players into the arenas have been (very) badly main-
- tained. They've been know to send people into the cheap seating
- along the outer edge, the VIP balcony seats, the catwalks, even into
- midair dropping players to their deaths below.
- Because of the massive influx of blood and gibs into the waters
- that lay beneath the entire complex, two large drain pipes have been
- installed which suck the water up to be cleaned. Players have been
- known to ride the currents up these and use the top of them to
- blaze down upon both viewers and particpants below.
- Also there have been reports of rifts in the time space
- etc, alongside the fighting platforms but these have as yet been
- unconfirmed.
- All weapons are available but in very short supply. I
- personally don't like rocket fests. But if you do then by all means
- put them in. I just happen to like shotgun battles.
- The powerups have also been incorporated, two in pretty
- easily found hiding spots. The third, the Quake power, is a little
- better hid. (echo sounders seem to have detected a anomoly in one
- of the posts supporting the platforms.)
- The girl behind the steel vault door is of course my fiance.
- What better place for such a treasure than behind 16 inches of solid
- steel.
-
- Other Notes:
- The level can be jittery on a low end pentium and that's simply
- because of its wide open spaces. Nothing to do but upgrade I'm afraid.
- If you have the patience you can try to run a full VIS on it but as I
- said above, I got tired of waiting after 18 hours and killed it.
- Knowing what I do about the way such things work, I can't imagine
- it helping much. The vast majority of the points in this level can
- see each other.
- I usually run DM with a altered QuakeC although the level
- is emminately playable straight. I've implemented falling damage
- and two of the starting points will and do lead to death upon striking
- the ground. Its a VERY funny sight to see a player hurtling past you
- and gib on the ground below. Verra nice.
- I also limit grenades to a max of ten although with the sparcity
- of them in the level its not that big a problem.
- Also I generally have computer "bots" playing alongside the
- people. Most of that code stolen from the various 'bots' that you
- can find at cdrom.com.
-
-
- * Legal Stuff *
- This level design is Copyrighted 1996 by Dennis Scott Dollins
- All Rights Reserved. I hereby grant permission for its distribution
- and use as long as this text file stays with the level. I expressly
- forbid its inclusion in any "Compilation" collections that are to
- be made avaialbe in the retail market or for which a fee other than
- a nominal media cost is charged. In other words, trade it to your
- hearts content but if it shows up on "1000 new levels for Quake!
- only 19.95" then I'm gonna be pissed.
- If you use it as a base for a level of your own design, then
- I politely request that you grant me some kind of credit in your
- own author text.
-
-
- * Where to get this WAD *
-
- FTP: ftp.cdrom.com (I hope)
- and anywhere else good levels hang out.
-
- * Author Info *
- My name is Dennis Dollins, I'm over 30 and I've been playing
- games all my life, whether on a C-64, C-128, Amiga 500, Amiga 2000
- IBM PC, Pencil and Paper. And although it breaks no real ground,
- Quake is the closest thing to real world creation so far.
-
-