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.
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 a little bit too linear and straight forward, but I've put in a couple of teleports to help improve Deathmatch play. It shouldn't be too tough to finish for an average skilled player.
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".
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.