E1M2-ish - August 1999 ================================================================ Title : E1M2-ish Filename : e1m2ish.txt (this readme file) e1m2ish.bsp (the level itself) Author : Aardappel (Wouter van Oortmerssen) Email Address : wvo96r@ecs.soton.ac.uk, aardappel@planetquake.com Web Page : http://www.planetquake.com/aardappel Description : DM map for 2-8 players ideally, imitation of E1M2 layout, with new architecture & texturing ================================================================ * Play Information * Single Player : well there are no monsters :) Cooperative : eh? Deathmatch : about 9 respawns Difficulty Settings : no New Sounds : no New Graphics : non-quake textures from here and there New Music : no Demos Supplied : no * Construction * Base : new level from scratch Editor(s) used : Qoole Known Bugs : none Build Time : 2 minutes Texture Wad used : textures from all over the place Compile machine : pentium pro 200mhz, 128Mb Ram QBSP256 Time : 1 minute Arghlite (-extra) Time : 30 seconds RVIS (-level 4) Time : 20 seconds Summary of the level ==================== This is the last map in my ish series, promise! all maps after this are going to be, um, "original" and stuff. The map has same items and almost the same connectivity as e1m2, except it is "optimised" a bit, i.e. many routes are shorter, smaller areas and easier to navigate (with the exception of the central "below quad" area which is made bigger). Also the start & end areas are smaller and connected together. The teleport at HH has been replaced by a push_trigger. All textures, architecture, and of course lighting are completely different from the original. The map plays smoothly, and should just be compact enough for a duel, but I feel the map plays at its best when its packed, i.e. a 4 to 8 FFA or a 2on2/3on3/4on4. This maps is most fun if you allow yourself to fight a lot with SSG & SNG and not rely on the RL as much, i.e. take out other people fighting, and go on mad quad-SNG rampages. r_speeds are very low, below 450 everywhere, and in most areas its 100 to 300. Thanks to my testers, which include: Brick, Zor, Frib, Peej, Rush, Notorious Ray, Hydro, Pingu, Paul, DaMaul, Borsato and whoever I forgot. It is also their fault that the texture "scheme" is so messy, because everyone suggested different changes to "fix it" :P ============================================================================== * Copyright / Permissions * You now the drill: don't tamper with the archive or anything in it. Cheers. Distribution in any way is ok. Hey, you could even ask me :) Wouter van Oortmerssen (aka Aardappel)