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1997-02-20
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================================================================
Title : The Corpseyard II
The Corpseyard II (skull bar version)
The Corpseyard II (alternate version)
Filename : cy2.zip (cy2.bsp, cy2sb.bsp, cy2a.bsp)
Date of Release : Feb 20th, 1997
Author : Tom Hall of ION Storm and Friends
Nick : Organon
Email Addresses : tom@ionstorm.com
dabug@ionstorm.com
Description : Small, open Deathmatch level perfect
for 2-4. Probably bad for Internet
play because the level is so open,
but we are too lazy too test it.
I mean, busy. Ahem.
Problems : Shawn says sometimes rockets disappear.
If you back up into a teleporter on the
edge, the Skull Bar might flicker. So
bite me. :)
================================================================
History
----------------------------------------------------------------
When I was working on Rise of the Triad, I made a level called
One-Stop Gun Shop. William Scarboro, programmer on the game,
took that level, gutted most of it, and made it into four towers,
to better test the weapons and have more open space for "rocking."
This was a brilliant stroke on his part. I added the side area
for a little variety. This level turned into everyone's favorite,
due to its intensity and simplicity. We named it, "The Corpseyard"
(a courtyard in which crazy amounts of death and mayhem happens).
When we were making Prey, the game wasn't together yet, but
Jim Dose' said he could make the Preditor (Prey Editor, coolest
contextual tool name ever) output Quake maps. This ruled, so I
decided to port the level over. It was a lot of fun, but wasn't
too Quakey. So I added a lower lava area, and some secrets, some
rocket jump places, and double hop tower access. Then I found it
on a backup disk and with Noel's help got it in the new Quake (it
worked with version .92 before). This was played a bit and I got
comments. I changed a few things with WorldCraft (Noel's choice
for editor). Then Matt "DaBug" Hooper joined us, proficient in
the BSP editor. After we all played it awhile, I collected
comments, weighed them, and Matt made the two cool rooms and
teleporters and really prettied-up the level. After he and I
did up a couple custom graphics, it was done. The "Tom?"
monitor was Matt's idea, as that's where I'm always waiting for
the rocket launcher.
Okay, then Noel noticed that you can pretty much get the Quad
and be protected by the Quake symbol, and after a number of ideas,
Shawn came up with the best one, which we found out you couldn't do,
which was to have the four towers strike the center with lightning,
but the built-in lightning deals only damage Cthon. Sigh. Anyway,
I came up with an alternate that is kinda cool too, the Skull Bar.
The "Corpseyard Classic" (cy2) is also included, which is a bit
faster and simpler than the new Skull Bar version (cy2sb). Then the
purist DeathMatchers didn't like playing against the level (i.e. the
Skull Bar), so the new additions are added and the skull bar is
removed. Each one suits different tastes, so play whichever!
So thanks to all those dudes, plus Romero and Shawn who had good
comments, WhaleBoy for an early graphic, The Man With No Nick for
writing the crazy 11-player net code in Triad back then, and the
other guys at ION Storm for testing it.
I also personally like the level since I have no sense of
direction whatsoever. :)
================================================================
* Play Information *
Game : Quake
Single Player : No
Cooperative 2-4 Player : No
Deathmatch 2-16 Player : Yes. More than four gets crazy.
Difficulty Settings : No
New Textures : Two: sign and monitor.
Exit : No
* Construction *
Editor(s) used : Preditor, WorldCraft, BSP
Paint Programs : DeluxePaint II, Photoshop
Fuel : Pepsi (Tom) and Coke (Matt).
================================================================
HINTS ON CORPSEYARD IIa
This may seem like a simple level, but there are a number of
secrets and new techniques you need to master to play it
effectively:
The Ramp Jump: if you jump at the top of the small ramps in
the four towers, you can get atop the towers, and can jump to
the two buildings, or to the yellow armor, or to the Quad.
The Leap of Faith: something in the level points toward an
invisible bridge so you don't have to eat lava to get the Pent.
The Health Bridge: there is a health bridge somewhere, so you can
walk through lava.
There is a teleporter to a 100 health box.
There is a secret teleporter to the Quad. A lot less secret in
IIa than in the normal CY2.
Holes under the health and Quad can be used both for shooting
campers (waiters) and shooting people coming up ramps and
so on.
MORE STANDARD TECHNIQUES
Rocket jumping is mandatory to rule this level.
Quad-Pent rocket jumping can get you across the whole level.
You can get a Silent Quad by rocket-jumping up to it. Your
landing sound cancels out the Quad sound.
Later! --Organon & DaBug
================================================================
(Format shamelessly ripped off from Kandybase.)
(This is not an official ION Storm product. Whatsoever. At all.)