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IKSPQ3.TXT
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1997-05-18
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133 lines
================================================================
Title : Fingers' third Single Player Quake level:
Halls of the Shambler God
Date : 5/17/97
Filename : ikspq3.bsp
Author : Iikka "Fingers" Keränen
("ä" is an "a-with-two-dots"... In DOS, that is.)
Email Address : ikeranen@raita.oulu.fi
Home Page : www.student.oulu.fi/~ikeranen/quake (visit there!)
Snail Mail Address : Iikka keränen
(send me your money!-) Kiiskitie 4
FIN-93400 Taivalkoski
Finland
Description : This is a sequel to IKSTART, IKSPQ1 and IKSPQ2;
the exit in IKSPQ2 goes into this level.
I recommend getting the previous levels and play
them first.
The portal in that ancient temple brings you
into another building that seems to be built
by the same people... Except it's even bigger
and seems to be partly designed for flying
creatures rather than humans. Had the monsters
themselves built that temple? Or is this the
same place but in a different reality, where
the monsters have worshipped their deities? No
one can know the answer, but one thing is sure:
You have to get out of here alive!
The architecture of this level is similar to
IKSPQ2, but has many new architectural features
I couldn't use in the previous level due to the
memory limits. I may do yet another level in
this same style, and pack them all into a small
episode of three levels... Just to have a more
definite ending. ;)
All the textures are made by me; not because I
can use a texture wad making program, but because
I can do textures that look better than ones made
by id software would look in this level.
This level supports IKguns v1.1 just like my
previous levels (ikstart and ikspq1), but you
can play it as well without the patch. I think
you should try both. :)
Additional Credits to : ID and who ever created Quest
But some discredits to the author of Quest
for making it incompatible with my video card
without univbe. (The 1.091 worked fine!!)
No more nag about the ID's Qbsp, I found a
working one.
================================================================
* Play Information *
Single Player : Yes, this is why this level exists.
Cooperative : Yes, 4 starts. (No room in the start, really...)
Deathmatch : Yes, 13 starts, tried with 15 reapers.. It was
way cool! I can't wait to see this in QWorld!
Difficulty Settings : Yes, the hard & nightmare are REALLY hard.. Some
challenge for coop players (or me ;). Even if
you are a good player, don't expect you can beat
this on nightmare... Coop with some other good
players, and you MIGHT do it.
New Sounds : No
New Graphics : Yes, all new textures. The texture wad will
be available to download in the future.
New Music : No
Demos Replaced : Not yet.
* Construction *
Base : New level from scratch (still under construction)
Editor(s) used : Quest 1.1 (+usual qbsp etc)
Known Bugs : Nope.
Build Time : 15 hours or so. I've done this very fast.
Texture Wad used : ikblue.wad
Compile machine : P150 with 48M (DOS)
QBSP Time : 26 min
Light Time (extra) : 10 min
VIS Time (level 4) : 1 h
average visible leafs about 150.
Brushes : abt 2300
Entities : abt 500
Monsters (e/n/h) : 43/65/87
Models : Dunno. Perhaps around 50.
Running speed (timedemo): 27 fps on my P150/48M/D-stealth/vid_mode 1. This
may sound slow, but it doesn't matter as Quake
never runs faster than 20 fps in real game...
* Other Info *
Play this level on the highest resolution you can... It looks way better
in 640*480 than 320*200.
Check out my homepage http://www.student.oulu.fi/~ikeranen/quake for more
levels. I recommend getting IKSTART and all IKSPQ levels, and play them as
an episode. (Starting from ikstart)
And get the ikguns 1.1! It will work in my every single player level. It's
on the same page. (Of course it's in ftp.cdrom.com too, if you prefer that.)
if you wonder about the small number of secrets... That's because of the
128 meg (real+virtual) memory limit of the only qbsp that can compile big
enough levels... Cwsdpmi version gets a page fault at 90 megs and
windoze seems to have max. of about 50 megs of swap space. If you know
something that might give me about 256 megs of virtual memory, please
tell me!
If you want to do something special, like combine this level to a weapon
patch or modify it for CTF, contact me at the address above.
* Copyright / Permissions *
All the artwork and architecture in this level is made by me, so I have
the rights to do anything I want with it.
CD-ROM publishers and other commercial people need my permission before
they can distribute this level. Even giving me some money should be
considered, as I actually bought more memory just to get this map done.
Actura Software MAY NOT do anything with these files.
Public distribution via Internet/BBS's without charging money is accepted,
of course.
* You really did read this far? *