=============================================================================== Title : DooM II Map01 Filename : Map01.BSP Version : 11/09/96 Author : Matthias Worch Email Address : matthias.worch@uni-essen.de Misc. Author Info : (Co)Author of The Troopers' Playground, Memento Mori 2, Requiem... The Armagedon series for Quake Langsuyar on #quakeed For more information visit my homepage at http://www.geocities.com/hollywood/7766/quake.htm Description : Yet another conversion of DooM II Map01. I've taken a look at all the Quake conversions of Map01 that can be found in the net, but none met with my (high) demands on quality: Awfull texture setting, no alignment, items falling out of the level, no vis information and fancy lightning that makes your eyes tear, especially in DM. This level is also using the Quake recources, of course. But I have tried to recreate the original feeling of the Entryway, using appropiate textures and a balanced lightning as it is (has to be) in DooM. The architecture is 100% - but I had to make some decisions regarding Quake's feature of jumping: You CAN jump on the "plasma-platform" from any direction. (if you know, how.) What's the point of having to jump on it from a certain angle when in DooM everybody gets it from where he wants? The door to the rocket-launcher is opened when opening the door to the courtyard, so somebody has to use the elevator before :> You CAN jump through the window to the outside as well - making it so high you can't does also mean ruining your view outside. But what is most important: you CAN jump up onto the "chainsaw" platform when having enough pace - I thought about changing this by either shrinking the arrow-stairs or making the platform higher, but many ppl are using a higher maxspeed of about 400 to make the movement more DooM-like, anyway, so what is the point? Making the platform so high that you can't jump on it even with "sv_maxspeed 500" would mean a different room. If you don't like this just take away the weapons lying up there by changing the map file or decrease the gravity. What can't be done 100% is the things placement, of course. I have done it as I think it is best. If you disagree you can change the layout by using the map file I have provided - for more information read below. Additional Credits to : id, the authors of Quest =============================================================================== * Play Information * Game : Quake Single : Yes, but... Cooperative : No Deathmatch : Yes, 4-8 dm starts Difficulty Settings : No New Sounds : No New Graphics : No Demos Replaced : No * Construction * Base : new map, layout taken from D2 Map01 Build Time : two days Editor(s) used : Quest, MS-DOS edit Known Bugs : None, this is quality * Changing the weapon and dm starts layout * You think the grenade-launcher would be a more appropiate replacement for the plasma gun? You would like a quad-damage where the BFG usually lies? No problem! With this level comes a file called "map01.map" which contains all entity information of this level. You can change it with your text editor, the format is self-explaining. To apply the changes you have made you need QBSP, which can be found in the internet, compiled for nearly every OS. Copy both map01.bsp and map01.map into the directory where qbsp stands and type: "QBSP -ONLYENTS MAP01". Don't forget the -onlyents option, otherwise qbsp will try to recompile the whole level! You do not need to use light and vis on the level again (actually you mustn't). * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels. You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic format that is sold for money without my explicit written permission! If you want to include this level with a noncommercial DM compilation please ask me FIRST! You MAY distribute this BSP through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive intact. * Where to get this map * ftp.cdrom.com and mirror sites.