------------------------------------------------------------------- Quake 2 map ---------------- sm176_cocerello ------------------------------------------------------------------- * Specifications: - Title : Three leveled doom - Release date : 2oth of March, 2015 - Filename : 2cocedm01.bsp 2cocedm01.map 2cocerellodm01.txt - Author : Cocerello, aka ''Coce'' - Feedback and demos : cocerellon@gmail.com - Tested in : Original Quake 2 engine with 3.20 patch ------------------------------------------------------------------- * Map Information: - Game : Quake 2 deathmatch only - Requirements : 3.20 patch for the original engine - Version : 0.d - Textures : Quake 2 original textures - Mapping time : lost count, but i suppose that around 40 or 50 - Vis time : 219 seconds ... i love quake 2 - Compiling parameters : -extra - Editor : Jackhammer 1.1.500 - Tools used : qbsp provided with JH, gdqvis 1.03, arghrad 2.01 ------------------------------------------------------------------- * Tricks, tips, and known issues. - This has been tested with default lighting settings in openGL, as one of the contest rules was so it should be playable on it. Any issue if you don't play with this settings and engine don't have a thing to do with me. - This map was tested with 3zb2 and behaves badly. They barely use the plats and stay in the first area. don't know about other bots. - There is an small glitch in the room with the machinegun. - The buttons in the first area don't work the first time you push them, but work the second, third, fourth and so on. The cause is unknown. ------------------------------------------------------------------- * Installation - Copy the files to your quake 2 older - Add the following to the command line to run your Quake 2 engine or create a shorcut to it with this part added (omit the ''): ''+map 2cocedm01 - Enjoy the map. ------------------------------------------------------------------- * Mapping story This is a map made for the 10th Quake 2 DM contest at Quake 2 caé. Joined it or the new experience of mapping or Quake 2, and i think it was worth the time greatly. As my first release for Quake 2, it began slowly, by searching for tutorials, engines, compiler, editors and the like. After many ights to get the editors running for Quake 2, chose Jackhammer for its similarities with Worlcraft/Hammer which i got used to after many years of Quake mapping. It also worked as a lesson of Quake 2 mapping, so most of the time i spent on trying and testing how this worked, and fixing all the issues i could get myself into. This were mainly related to visdata being too large, and ''leaf portals into leaf'' errors. the first one was a big drawback, and kept me continuously on finding new ways to reduce it. on three times i found myself going over the limit, and on the third the compiler refused to continue on fastvis vecause i reached its limits, so for the last third of the map, i had to rely on fullvis to test things, whcih wasn't that bad of an issue, accostumed as i am to fullvising that takes hours and hours. the second issue is non -critical so i could have forgot it, but fixed most of them and only one remains. even with those issues with visdata, vising in this map was the faster i have ever seen, and r_speeds are fairly low, being 700-800 the highest, thanks to some planning, and the use of many corners and turns. This map began with several sketches that ended in a map too big to be practical for deathmatch, and had to be cut in half, so what you have here is the indoor central part of that idea. The gameplay in this map revolves around the idea of keeping the players going in circles forced by the placement of items, so its harder to reach the bigger weapons and to reduce camping. The idea was to make a compact map, but the setpieces i used to reduce mapping time on the middle section made it so i had to change my plans a lot and the fight with visdata numers became even fiercer. Those setpieces, the theme i chose, and my lack of prevission at discovering the fact that Quake 2 textures are made mainly for 64x64 and 128x128 square faces, made it so i couldn't use only a few textures, and made the map less detailed. Lighting was tweaked to hide that fact, but the result isn't too good. ------------------------------------------------------------------- * Thanks - ID software for Quake - XaeroX for Jackhammer - iD, XaeroX, Geoffrey DeWan, and Tim Wright for the compilers - Mike Jackman for TexMex - All the people at Func_msgboard for their help. http://www.celephais.net/board/ - All the people at Quake 2 cafe for their help. http://leray.proboards.com/ - My eternal gratitude to whoever said at Func that you could clone a brush or an entity in Worldcraft by using the shift key. It saves tons of time. - Null for proposing the speedmap event. ------------------------------------------------------------------- * Copyright / Permissions * Commercial distribution of this material, in whole or in part, requires prior agreement with the author. Commercial distribution includes any means by which the user has to pay either for the support (e.g. CD-ROM, or magazine CD-ROM) or for the material itself. Unauthorized commercial distribution is prohibited.