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- Tuesday 11th February, 1997
- =========================================================================================
- Title : PRODIGY ONE
- Filename : prodigy1.bsp
- Author : Dario Casali
- Email Address : dario@casali.demon.co.uk
- Homepage : http://www.casali.demon.co.uk/dario/home.html
- Description : Prodigy One starts on a spaceship where you can grab
- some combat armour and the four weapons that your
- ship has to offer.
-
- The planet your ship has landed on has been scouted
- initially and some information has been attained:
-
- 1) You are searching for a Golden Key that is extremely
- valuable, you must not leave the planet without it.
- 2) The inhabitants of the planet carry weapons which you
- must use to refill yours, as little or no ammo is
- available on the planet (these guys don't leave stuff
- lying around like some do...)
- 3) For the same reason you will find no medi kits, so don't
- just wade in and take damage, or your Quest will be a short,
- bloody one.
- 4) Expect very heavy resistance and use of the Wizard's
- teleportation ability.
- 5) Sources also tell of three levers that must be in place
- before you are granted access to the chapel and the key.
- 6) Be careful to secure your ship as it will remain unguarded
- while you are on the planet.
-
-
- Prodigy One is my first outing in single player level
- design since The Plutonia Experiment, Final Doom and looks
- like being one of a very few. The next will be Prodigy Two.
-
- There is one secret which is pretty tough to spot but quite
- advantageous if you manage to find it.
-
- Tactics : Skill levels are catered for with extreme subtlety. The only
- differences are with the armour in the beginning and the box
- of shells later on. Skill 3 is of course, fairly tough. Don't
- try it on skill 3 first time, you probably won't do it. Once
- you know the level, you should try the next one up. Finishing
- this level on nightmare requires not only accuracy and good
- timing, but conservation of ammo and using the right gun at
- the right time. It is also possible to take out a few monsters
- before they come a problem. Take a second to think how you will
- approach it once you get killed the first time, I have built in
- some devious tactics that will get you through the level much
- more smoothly.
-
- Pace yourself up to the +100 health, if you can make that,
- you'll have a better chance in the chapel...
-
-
- Additional Credits to : Yahn Bernier for BSP - a very good editor
- : John Carmack for the Quake engine. (let's have your
- Ferrari John :)
- : Kevin Cloud and Adrian Carmack for the textures.
-
- Info about the Author : I graduated from Oxford University last summer and created
- Doom levels for three years before converting to Quake.
- I enjoy toasting all other players in deathmatches inside
- my own levels. No-one I have ever met can beat me in my own
- level (har har...)
-
- Other Levels by Author : 16 levels in The Plutonia Experiment, Final Doom.
- 4 levels in Evilution, Final Doom.
- Over 50 levels for Doom and Doom2, inlcuding
- "The Punisher" and "Thebest" deathmatch levels.
- For Quake : DCDM1, DCDM2, DCDM3, DCDM4
- Author's plug : I've just joined a formidable new games company that
- will be making games with the Quake2 engine, so if you
- like this level, look out for us: Valve Software.
-
- =========================================================================================
-
- * Play Information *
-
- Single Player : Yes
- Cooperative : Yes
- Deathmatch : Yes
- I have confined DM play to the space ship simply because
- the rest of the map probably wouldn't make such a good game.
- I have also confined the choice of weapons to the nailgun
- and the DBshotgun, as they are both pretty evenly matched.
- It's best to play in DM2 mode, so you don't have to wait for
- the weapons to respawn, but I've put three decayed health packs
- and one light armour in to add to a DM1 game. I find this
- constrained map size leaves it totally up to the player's
- skill, not to the strength of the guns they carry. In DM1
- games, nobody can stay alive indefinately unless their
- opponent is REALLY crap.
-
-
- * Construction *
-
- Base : New level from scratch
- Editor(s) used : BSP, latest release.
- Build Time : One week
- Texture Wad used : quaketex.wad
- Compile machine : Pentium Pro 200, 64mb RAM
- QBSP Time : 260 secs
- Light (-extra) Time : 882 secs
- VIS (-level 4) Time : 2398 secs
-
- Brushes : 1444
- Entities : 550
-
- * Other Info *
-
- Unzip into the quake\id1\maps directory (create if necessary).
- Launch Quake, go to the console and type: map prodigy1
-
- * Copyright / Permissions *
-
- Authors MAY NOT use this level as a base to build additional
- levels, (ie don't put it in your multi-level episode and claim it's yours).
-
- Authors may take brushes out of the MAP file and use them in their levels,
- but to get the MAP file, you'll have to go to my homepage.
-
- This BSP may be distributed ONLY over the Internet and/or BBS systems.
- You are NOT authorized to put this BSP or it's MAP file, or any part of either
- on any CD or distribute it in any way without my permission.
-
- You may not distribute screen shots of this level in any form other than
- electronically.
-
-
-