06/19/99 ================================================================ Title : Retro Mojo Filename : pjwdm2.bsp Author : Pat Williams E-mail : pjw@planetquake.com Website : www.planetquake.com/pjw Description : Quake II deathmatch map ================================================================ * Play Information * ================================================================ Fairly tight, fast deathmatch map w. retro Q1 textures. It's a bunch of boxes connected by a bunch of boxes, but I tried to do some cool things with textures lighting, connectivity, and fine touches (i.e. simple is not necessarily bad). Put pjwdm2.bsp and pjwdm2.txt (this file) into your Quake2\baseq2\maps folder (if you don't have one, create one). Put all the textures into a folder named pjwdm2 in your Quake2\baseq2\textures folder (create one). To play, pull down the console during the game (with the ~ key) and type "map pjwdm2" (without the quotes). Hit enter, and you're fragging! This is the second map that I have released. Any and all feedback is appreciated (but if you hated it or liked it, please say why). Hopefully the next one will be better still . . . ================================================================ Single Player : Just to look around (but a new sp level is coming!!) Cooperative : No Deathmatch : YOU BETCHA! (11 respawn spots) Player load : 2 - 8 (Although for two players, the map is kinda slow. I enjoy it, but some people would be annoyed, I'm sure. I've played with up to eight bots, and it's pretty fast and furious. I suggest using "weapons stay" if playing with more than four or five, or else things get kind of sparse. Weapons load : 1 each of SS, CG, GL, RG, HB. 2 Rocket Launchers. Difficulty Settings : No New Sounds : No New Graphics : Yes, one art texture and Q1 textures that I got from Opiate's. ================================================================ * Construction * Build time: : Scary fast, at least for me. Cranked most of it out in 26 hours (15 on Saturday, 11 more on Sunday), and then spent about 12 more hours tweaking and playtesting (and fixing all the annoying graphics bullcrap in software mode--damn, don't you hate that?) the next weekend. Course, this *is* a hella' lot smaller, more organized, and more efficiently designed than my previous release which took 3 1/2 hours to compile, instead of about 10 minutes. Compile time: : w. 233 and 64 meg BSP: 19 secs. VIS: 296 secs. RAD: 318 secs (w. choplight, chopsky, and chopwarp 16). Editor(s) used : Qoole 2.5 Other utilities used : ArghRad, QPed, Mapspy, and CRBots for testing. Thanks to: id software and their groundbreaking games. (www.idsoftware.com) Tim Wright for Arghrad! (www.planetquake.com/arghrad) rust for tips and enlightenment. (www.gamedesign.net) Opiate's Texture Warehouse for the cool textures. (www.planetquake.com/warehouse/custom2.html) Matthew Ayres and Paul Hsu for Qoole. (www.qoole.com) Mike Malakhov for the outstanding CRBots. They helped the testing process immensely. (http://planetquake.com/crbot) David Hyde and Tony Ferrara for Mapspy (available at www.voodooextreme.com/3Fingers/maddog) Pete Callaway for QPed (www.planetquake.com/QPed) and mostly: my wonderful wife Jana for her patience and support and for bringing me food so I don't forget to eat (yes honey, I'm finally off the computer :-) * Copyright / Permissions * This level is (c) by Patrick J. Williams (1999). Authors MAY NOT use this level as a base to build additional levels. (But if you're just dying to do something with it, contact me. We'll talk.) You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission! (Just ask; be polite and stuff.) You MAY distribute this BSP and associated files through the (internet, FTP, local BBS etc.), provided you include this file and leave the archive (pjwdm2.zip) intact. If you're reading this, you read this sentence: "If you're reading this, you read this sentence." Twice!