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- This file is in Unix text format (linefeed only at the ends of lines).
- So you might have problems reading it under Messy Dos, Messy Windoze,
- Half an OS etc.
-
- I can't be bothered to use the 'official' template. So I won't.
-
- This is my first Quake level. It was made with Quest 1.092. The BEST
- editor. But that's what everybody says about the editor they use. So
- which IS best? Well Quest has the advantage that it does NOT need
- win95. I am NOT a lamer and, like quite a lot of other sensible
- people, do not want to go within 10 miles of win95 (or winnt, or
- anything made by m$ after win3.1). Are there any good Linux or OS/2
- based editors in the making? (it shouldn't be too difficult to port
- win95 editors such as thred to OS/2 with Warp 4's Open32 API)
-
- Use the level in the same way as any other. Copy the BSP file to
- <quake dir>/id1/maps. Oops, for all you lusers that's
- <quake dir>\id1\maps.
-
- Anyway, this is a deathmatch level, consisting of a large dark pit
- with lots of platforms of various shapes and sizes floating in the
- air. The bottom of the pit is filled with a very large amount of very
- hot and very deadly lava. If you fall off any (or rather, most) of the
- ledges, you die. There are various weapons scattered about.
-
- There are 6 deathmatch starts on this level. It is good for 2 players,
- 4 is quite violent, and I don't reccomend more than 8. I have tested
- the level with Reaper Bot 1.06B (the BEST bot), but I haven't played
- any real netgames on it yet.
-
- Somewhere there is a wind tunnel, where you will find a rocket
- launcher, quad damage, red armour and a ring of shadows. This still
- doesn't always work properly. When it does you get all of the items
- mentioned above and are shot out of the tunnel onto a platform, a good
- distance from the edge. But sometimes you get stuck in the tunnel, or
- don't get all of the items, or fall into the lava when you come out of
- the tunnel. I suppose that makes it more fun really.
-
- Also, you will find a moving platform which stops (not for very long
- though) at 4 places, in the order shown: One of the main platforms,
- another one of the main platforms, the entrance to the wind tunnel,
- and deep in the lava. Don't be stuck there for the ride down to your
- death.
-
- In the lava (the corner near the 1-player start) you will find a
- Pentagram of Protection. The problem is that the only way out is the
- moving platform mentioned earlier. I will add a teleporter or
- something in later versions of the level. If you DO manage to get out
- of the lava alive, collect as many backpacks as you can first - they
- accumulate at the bottom of the lava quite fast!
-
- I hope you enjoy this level. Apart from some things like making the
- lava give off light (Quest was being VERY slow because it draws
- wireframe models of entities, and I only have a 486DX4/100) I enjoyed
- making it. Look out for more levels (and possibly QuakeC patches) from
- me! E-mail me if you like this level.
-
- Both MAP and BSP format files are included. You can make levels based
- on this (if you REALLY want to) as long as you mention that I made the
- original.
-
- I suppose I might as well propose here an idea which I have had and
- which I will post to the Quake groups some time soon. This is the
- original message I intend to post to the groups, so it might not fit
- in quite right with the rest of this file. Here it is:
-
- --
- Subject: Idea for future Quake editors
-
- Currently there are no or few Unix-based Quake editors. I expect
- somebody will make a Linux-based editor some time because there's a
- version of Quake for Linux, but before anyone rushes to make an
- editor, I have an idea which will (hopefully) make the process of
- editor-writing easier:
-
- make a library (for use with C) containing functions used to edit
- Quake levels. For example, the library could provide variable types
- for brushes, vertices, entities etc., and could have commands for
- reading and writing MAP files, reading texture wads etc. Basically,
- any functions which would be useful in an editor. Then, anyone who
- wants to write an editor can just use this library rather than having
- to write the functions themselves.
-
- If newer versions of the library are kept backward-compatible, and the
- library is dynamically linked with the editors, it should be possible
- to upgrade the library without breaking older editors - or even
- recompiling them.
-
- I say this library should be written for Unix because otherwise
- windoze
- users would think of Visual Basic extensions and stuff
- ;-).
- But i'm sure it would be possible to port the library to dos,
- win95/nt, os/2 etc.
-
- I'm pretty crap at C programming, and i've never tried to write any
- Quake-related programs, so I wouldn't know where to start on
- this. Which is why i'm posting this message. But I would be interested
- to know if you try to actually write the library.
-
- Matthew Stewart-Smith
- e-mail: stewarts@luna.co.uk
-
- RC: NiMBUS or _NiMBUS_ on #quake or #linux (or sometimes #os/2)
- (usually EFNET, sometimes Undernet or DALnet)
-