================================================================ Das Groghäus (the grog house) ================================================================ Files : fedm1.txt, fedm1.bsp, fedm1.map Author : Gavin "FifthElephant" Edgington Release Date : 15/02/2015 Unzip the files to quake2/baseq2/maps Run by pressing tilde ¬ and typing "map mapname" without the quotation marks Email Address : gavin.edgington@gmail.com Author Home Page : gavinedgington.wordpress.com/ : http://quakeguy.tumblr.com/ Description : This map was done for the 10th Q2 Cafe Mapping Contest This will be my first release for Quake 2 In essence this map is where Strogg make their Grog! By the same author : DMQDeck, Q-Deck, Squad 768, Temple of Spiteful Anguish, (Quake 1 maps) Callous Zeitgeist, Skatepark Central, Zigguroids Thanks and Credits! : id software for Quake 2 SleepwalkR for Trenchbroom 1 and 2 All the guys over at Func_Msgboard for the invaluable feedback Q2 Cafe for keeping the Quake 2 community going! Quaddicted and quakeone.com for support and for keeping the community alive! ================================================================ * Map Information * Game : Quake 2!! Single Player : No Deathmatch : Yes R_speeds : Didn't test in normal Quake 2 since it doesn't work in Windows 8 for me * Construction * Construction Time : Took a weekend to make, 1 day for blocking out and lighting and another day for detailing and testing Build programs : ArghRad, KMQBSP3, timvis3 Build Time : About a minute? Compile machine : Windows Surface Pro Editor used : Trenchbroom v2 Other programs : None Bugs : Ladders are a bit fiddly. Had to add a second lip in the Grog pool because there was a bug getting out of it * Miscellany * First Quake 2 map release :) It feels a bit like Deck 16 but with the Warehouse textures. I don't think this is really a bad thing. It's a good map for medium amount of players. Day 1 This one was a surprisingly quick one even though I've made bigger maps in less time. I blocked out the map first using 64 units as my general size for most stuff, I then used a high fill low level lighting style (200 light, 0.5 wait) as a basic "palette" when testing the scale of the map. Item placement was already mostly in my head as I was blocking out gameplay and testing. I did a quick pass with the weapons and did some testing with the bots and it seemed quite fun. Day2 Once I had done that I started working on replacing the 2 basic textures and seeing what worked, since I had built everything with 64 units in mind the only texture that seemed to fit nicely was the theme for Q2DM8 (The Warehouse), the name came second as I had been fooling around looking at Monkey Island stuff online and I thought it would be funny if the slime was Grog that the Strogg were brewing and also as a nod to Q2DM8. The last bit was adding blocking volumes and snags, tweaking the textures and lighting. To note, I didn't think I would end up using the warehouse textures as I have a SP map that is in the works with a similar style. I was thinking I would use either the textures from Slime Pit or from The Edge. Sometimes the level just makes itself, this one certainly has. * Copyright / Permissions * This was made by me, FifthElephant. I have included the .map file in the .zip, this means I really don't care what you do with the level as long as you at least give credit to me. If you mod it or expand on it then send me a link to the file in my email above please so I can see what cool things you've done with it! Please do not sell my work. What are you still reading this for? Go and shoot something!