================================================================ Title : (untitled) Filename : jsf01.zip Author : Joe Fouche' Email Address : jf@ugcs.caltech.edu Description : Here's my first attempt at a deathmatch level. Based on testing it will work fairly well with up to eight players. A few simple modifications would make it a sixteen-player level, I think. Personally, I have no problem with 12 reaper bots at skill level three, but YMMV... ;) The main feature of this level is the roaming cube of death. While this is by no means an elaborate trick, it really shakes up the game. I hope you agree, and keep your frag count above zero at the same time. Additional Credits to : The maintainers of Quakelab and Stomped, as well as Blue and Disruptor. Special thanks also to the author of the reaper bot. Advance credit goes to anyone who mails me your comments; I want to get better at this, and feedback helps tremendously in that regard. Thanks also to penguins everywhere. You know who you are. ================================================================ * Play Information * Level Name : Untitled Single Player : I guess not. Cooperative 2-4 Player : No Deathmatch 1-8 Player : OH YES! Difficulty Settings : No. Comments : (1) Watch out for the roving cube :) (2) It seems possible to escape into the gray void at times. Have the K key bound to suicide, I guess... I notice this particularly around the slipgate. (3) Try the level with 'deathmatch 2' as well as the readily available variants in QuakeC like 'deathmatch 3'. (4) The wind tunnel is a little strange, but I decided it was cool the way it was. (5) Getting the pentagram IS possible! (6) To avoid being crushed by the cube on stairs, jump and get out of the way. * Construction * Base : Scratch Build Time : 12 hours including testing. Editor(s) used : Worldcraft Known Bugs : * Ejection as mentioned above * It's too small. I'm just not industrious enough. Legal Stuff You may distribute this level and include it in any compilation etc., as long as you include my text file and give me credit. The .map may be edited and compiled for internal use, but the modified level may NOT be released unless you _mail it to me first_. I'd also like to hear from you about this level -- especially if you run it on a server. In short, MAIL ME YOUR COMMENTS!!!! The 50,000th (different) person to mail me concerning this map will receive a fabulous prize. No joke. Where to get this MAP: ftp.cdrom.com (and if I make a Quake page in the future, look under "maps" :) How to run: Copy jsf01.bsp into a subdirectory of id1 called maps, then run Quake. Run the command 'map jsf01' at the console. Alternatively the map may be entered directly with a command line like quake [other options] +map jsf01 Enjoy.