================================================================ Title : Arcane World Filename : dm8.BSP Author : PiRaMidA Email Address : sman@niif.spb.su Description : Deathmatch level, best for 2-6 players, made to be cool and fast for even 8 meg machines (that's why the use of only 10 textures or so). Architecture is also not complex, the goal of this level is framerate, not diploma in architecturing :) The average on P120 16 megs in DOS for this level in 1-player is 38 fps... In the slowest places it gets down to 32 fps (couple of points only). My Other Maps : Unholy Cave (DM7.ZIP), which is 3-8 player deathmatch level, and it got pretty high rates on rating sites, though I don't have a slightest idea why :) Additional Credits to : ID Software, for Quake, guys on IRCNet #quake: dylan, xiphos and QDude for their help with English (map name :) ), Nienshanz, the company that I work for, for understanding Quakers needs and generously giving me 32 megs EDO :) ================================================================ * Play Information * Level Name : Arcane World Single Player : Just to look around. doesn't have an exit. Cooperative 2-4 Player : Nope... Why? No monsters on this one anyway. Deathmatch 1-4 Player : You bet. There are 8 player starts. Difficulty Settings : No. New Textures : One at single-player start Anything else new : Hmm... not that I noticed anything. Comments : It's my second *finished* map, new texture mapped preview in thred and 32 megs of RAM that I finally got speeded up the work on this project alot, so I spent more time on design and items placement. This level is very much thought about, so if you don't like some parts of it that's not a bug but the way my twisted mind works :) If something is in this map, then I wanted it to be here =) Not the other way =) I'm NOT including source for this map, if you REALLY want it contact me. * Construction * Base : scratch . (stupid question...noone ever uses anything else anyway, it's pain to modify someone's level) Build Time : 3 days + 1 day designing. Qbsp-time : 326 secs Light-time (-extra) : 221 secs Vis-time (-level 10) : 5808 secs On a Pentium 100 overclocked to 133 running win95 with 32megs ram. Editor(s) used : Thred (0.9b) and text editor for details (texture scaling/aligning - where are you, John Mavor ? :) ). Known Bugs : There is a bug in a water trap room which is caused by limitations in id's engine, when items don't respawn properly. So sometimes QD and lightning gun can disappear from the game... I couldn't do anything about it (well I could write a patch but well that's a bad decision :) ) Also heads gibbed in the Crusher can sometimes fly away in the kingdom of grey planes... That's not a bug really, dead men shouln't care about where their heads are flying :) Though I tried my best and significantly reduced this effect . * Legal Stuff * You may distribute this level and include it in any deathmatch compilation etc., as long as you include my text file and give me credit. Modified level may NOT be released without the author's expressed permission. Especially for the Actura Software I included a start room of sorts which shows WHO IS THE F&%#ING AUTHOR of this level =) * Where to get this BSP * ftp.cdrom.com/pub/quake/levels/deathmatch/d-f many other sites with cool quake stuff :) * FAQ - How do i run a bsp? * copy the dm8.bsp into a subdirectory of id1 called maps, ie c:\quake\id1\maps then run quake. go into the console by pressing the key left of the 1 key (~), and type in "map dm8" the .bsp extension should not be typed in, and neither the inverted commas. //This form taken from Kayos's level kysdeath, //so credit for the FAQ goes to him :)