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- Nov 14, 1996
-
- HEY!!! ---> UNUSUAL INSTALLATION FOR THIS QUAKE LEVEL! READ THIS FILE! <---
-
- ================================================================
- Title : Call a Plumber
- Filename : plumber.bsp
- Author : Gyro Gearloose
- Email Address : gyro@nwlink.com
- Description : Quake level to show off some way cool
- stuff done by others in the Quake community.
- Red Armor & Megahealths to: Ken Turner (Willy the Spider),
- Bubbah aka Tan Sian Yue (Uzi totin' Snakeman),
- Dave Weiden (flowing liquid textures),
- Steven "Reaper" Polge for the best DM testbed
- yet (besides humans), Blue's News, Hudak,
- QuakeLab, and all the other excellent non-frames
- pages out there, Scope, Albinatr, Matt, Sharvey,
- Aschw, Birdman, Ian, Thomsonr, Dario, Ruffian,
- Sourmosh, and everyone else who sent encouragement
- and comments on Torture and Crucible. People in
- Quakeland are, like, way righteous y'know?
-
- Check out further wackiness (and Quake stuff) at:
- http://www.nwlink.com/~gyro
-
- ================================================================
-
- * Boilerplate info *
-
- Single Player : Yes
- Coop : Yes (4 starts)
- Deathmatch : Yes (6 starts) - not really designed for DM
- Difficulty Settings : Yes
- New monsters/water : Yes
- Base : New level from scratch
- Tools used : Quest, text editor, and qbsp_dos
- Build Time : My social life is a thing of the past
- Distribution and legal : Copyright (c) 1996 Aaron Logue. All rights reserved.
- Portions copyrighted by id Software, Inc.
- Other copyright holders may exist for portions
- of this package. Do not distribute commercially.
- 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 AARON LOGUE.
-
- * Installation Info *
-
- Installation of this level is a bit different because there's more than
- just a BSP file - there are new monster MDL files and a replacement
- PROGS.DAT to run them. Not to worry! All you need to do is:
-
- 1. Put plumber.zip into the directory where your QUAKE.EXE is
- 2. pkunzip -d plumber
- 3. quake -game plumber +map plumber
-
- That's it! Replacements for step 3 include:
-
- quake -game plumber +skill 0 +map plumber <--- easy single player
- quake -game plumber +skill 2 +map plumber <--- hard single player
- quake -game plumber +deathmatch 1 +map plumber <--- explore in deathmatch mode
-
-
- * What is this newfangled installation doing? *
-
- The pkunzip -d thing will create a directory called "plumber" under
- your Quake main directory, and will create "maps" and "progs" directories
- under that. The BSP file should wind up in something like
- C:\quake\plumber\maps\, the MDL files should wind up in
- C:\quake\plumber\progs\, and the PROGS.DAT file should wind up in
- C:\quake\plumber. The "-game plumber" switch tells Quake to look in
- the directory called "plumber" for the files it needs to make the
- plumber.bsp level work correctly.
-
- Note that if you try to play plumber.bsp without the required spider
- and snakeman models and progs.dat in the right places, Quake will give
- you a cryptic error about not being able to find a mdl and you will have
- no joy.
-
- If you previously did a "pkunzip plumber" in your id1\maps directory,
- expecting this to be a normal level, here are the files that were
- probably created in id1\maps (that you don't want in there).
-
- plumber.bsp
- plumber.txt
- progs.dat
- snakeman.mdl
- snakeman.txt
- spider.mdl
- spider.txt
- waterflo.txt
-
-
- * Blah blah blah blah blah *
-
- The PROGS.DAT has the John Cash fish-miscount fix in it, so you can get
- a full monster hit count even though there are fish. In monsters.qc,
- swimmonster_start_go, remove total_monsters = total_monsters + 1;
-
- There are tough secrets to crack in this level. Here's the answer
- in decimal: 85 83 69 65 71 82 69 78 65 68 69. None of the four secrets
- are cruel unsolvable jokes, and the level can be completed without them.
-
- I tried a new technique for level building to try to reduce production
- time (which is still about 20 days for me) which was to construct the
- level without any entities first, then go through afterward and add
- all the moving things, lighting, and monsters. The experiment failed.
- It wound up taking a lot more time that way. I have a ways to go before
- I figure out how to break the habit of making cramped levels. Thanks to
- Scope for turning me on to Reaper Bots (and for making some cool levels -
- check out the dark industrial setting in "locks"). The Reapers will help
- me figure out better deathmatch scale.
-
- I played around with Reaper Bots in this level. They kick my butt so
- soundly that it's obvious that if I wasn't a LPB on the net, I'd never
- see a positive frag count. The Reaper is very, very cool. Check it out
- if you haven't already done so. If you run with the Reaper's PROGS.DAT,
- you'll get lots of benign errors about functions not existing to drive
- the spiders and snakes. Not to worry. This level isn't very good for
- Reapers - they get confused about getting out of the rising lava and have
- a tough time fighting underwater.
-
- I'll try to keep the web page somewhat current with whatever I'm fiddling
- with. Hopefully I'll be able to get a clue about Quake C before too long.
-
- Happy fragging!
-