======================================================================================================================== Title : The HUGE Edge v2 _/\_ {_by_} \/ <=DEATH===JUMP=> Game : Quake 2 Date : Apr 02, 2014 Filename : q2dm1_huge2.bsp Author : DEATH_JUMP Email Address : Meh, not included at this time. Web Page : None Description : The Edge 3.5 times the original size which makes you feel like a rat or a mouse. Instructions : Unzip to the Quake2\BaseQ2\Maps directory. Thanks : id Software for Quake2. Armin Rigo and others for QuArK. az (Razor) for help with ideas, testing and giving feeback. ======================================================================================================================== * Play Information * Single Player : No Cooperative : No Deathmatch : Yes Difficulty Settings : No New Sounds : No New Textures : No New Sky : No New Music : No New Demos : No ======================================================================================================================== * Construction * Base : q2dm1.bsp Editor(s) Used : QuArK 6.4.1 Alpha 3, WinBSPC v1.4 Known Bugs : With the teleporter entity override, one of the teleporters is black. System Used : Windows XP SP3 32-bit, Intel Pentium 4 Core 2 Duo E8500 3.17 GHz, 4 GB RAM Build Time : ~66.666 hours after already having a q2dm1 map template. Killing all the Hall Of Mirrors bugs took a long time. Compilers Used: BSP : KMQBSP_1.13b - by Geoffrey DeWan - Texture Support By Knightmare VIS : TimVIS3 - by Tim Smith RAD : ArghRad_3.00T9 - by Tim Wright Compile Time: BSP Time : 3 seconds (-threads 2 -chop 256) VIS Time : 240 seconds (-threads 2 -level 4) RAD Time : 308 seconds (-threads 2 -chop 128 -bounce 48 -extra) TOTAL Time : 551 seconds ======================================================================================================================== * Other maps by author * Original Works: 2002 Death_Jump1_Easy {Jump} 1st jump map. (Death_Jump01_Easy wasn't made by me, but it's the same) 2005 DJ_DM1 {Deathmatch} Q2 Cafe Mapping Contest #2, 2nd Place (Not related to DJDM1 from 1999) 2013 DJ_Mars_3_Way {Jump} HUGE Ice slide map, can pass through walls in 3 dimensions. 2013 DJ_Half_Pipe {Jump} One HUGE half pipe. 2013 DJ_Ice_Tiers {Jump} Ice slide map with circular tiers. 2013 DJ_Speedway3 {Jump} Slalom style ice slide race map. Remakes/Retextured/Alternate Versions: 2002 pimpjumz_beta2 {Jump} pimpjumps retextured. (Unfinished, but someone uploaded it anyway) 2003 1md2qa {Deathmatch} Q2DM1 mirrored. 2003 8md2q {Deathmatch} Q2DM8 mirrored with a DOA texture. 2003 garena {Deathmatch} Grenade Arena made from a DOA DM map. 2003 meadow4 {Deathmatch} meadow3 modified. 2003 q2dm1_huge {Deathmatch} Q2DM1 HUGE. 2003 tbra2 {Rail} tbra1 compiled with light. 2013 DJ_n_KroPP_SCs1 {Jump} Compilation of hard, but fun shortcuts from other jump maps. 2013 DJ_Speedway1 {Jump} marics_spdwy2 converted to an ice slide jump map. 2013 DJ_Speedway2 {Jump} marics_spdwy4 converted to an ice slide jump map. 2013 n00k!e_can_fly {Jump} One really hard jump on the edge. 2013 BeepBeep_Can't_Fly {Jump} One really easy jump on the edge. 2013 Q2DM1_Leet_Circle {Jump} One insanely hard jump on the edge. 2013 Q2DM1_Race {Jump} Racing map made from parts of 7 Edge maps strung together. 2013 Q2DM1_Turbo {Deathmatch} The Edge 25% smaller, feels like you're running fast & jumping high. 2013 Edge_Easy, Edge_Easy2, Edge_Medium, Edge_Medium2, Edge_Hard {Jump} Jump maps using jumps from the Edge. 2013 Edge_Hard2, Edge_Leet, Edge_Good_Jumps, Edge_Rocket {Jump} Jump maps using jumps from the Edge. 2014 Q2DM1_Huge_Race {Jump} Q2DM1_Huge2 made into a race map. (Finished before this map) 2014 Q2CTF1_Race {Jump} Q2CTF1 made into a race map to capture the flag and run it back to base. ======================================================================================================================== * Comments * INTRO I made Q2DM1_Huge in 2003 for use with a mod with a hook such as WoD 7.51. The lighting in the map didn't look quite like the original map because I used the -scale function for ArghRAD and that was apparently incorrect. In 2012, coming back to Q2 after being gone 7 years, I noticed that some people had made entity overrides for the map, adding teleporters to allow game play without a hook. This made me want to redo the map in a proper way that would allow game play without teleporters or a hook (using ladders or low gravity). I finally decided in 2013 to make a 2nd version of this map since I now have a better edge template and have also figured out the correct way to do the scaled lighting. NAVIGATION In order to move around in a HUGE map, you need to have either low gravity, ladders, teleporters, jump pads, a hook or some combination. I decided to make Q2DM1_Huge2 a low gravity map, but then I also came up with the idea to put ladders in the map that are func_wall brushes so that you can play the map with low gravity or with ladders. Then, I decided to make a teleporter version as well. Then, az jokingly asked me about a jump pad version, so I made one of those as well. There is also an Alternative room with a teleporter that takes you to the BFG up top in case you don't want people to have to rocket jump or if the mod doesn't support rocket jumping. You could also swap out the BFG with another entity to hide up top. You could even leave the BFG in place and turn up the anticamper damage so people that go for the BFG get insta-gibbed, lol. The walls around the water areas are ladders now that can't be disabled. In the table below, 'Ladders' refers to adding ladders other than the water areas. TABLE --------------------------------- | Normal Gravity | ------------------------------------------------------------------------- | Teleporters = NO | Teleporters = YES | ------------------------|-----------------------------------------------------------------------| Ladders/Jump Pads = NO | 1. Requires hook | 2. Teleporter override | ------------------------|-------------------------------|---------------------------------------| Ladders/Jump Pads = YES | 3. Ladder/Jump Pad override | 4. Ladder/Jump Pad + Custom override | ------------------------|-------------------------------|---------------------------------------| --------------------------------- | Low Gravity | ------------------------------------------------------------------------- | Teleporters = NO | Teleporters = YES | ------------------------|-------------------------------|---------------------------------------| Ladders/Jump Pads = NO | 5. Q2DM1_Huge2 | 6. NO | ------------------------|-------------------------------|---------------------------------------| Ladders/Jump Pads = YES | 7. NO | 8. NO | ------------------------|-------------------------------|---------------------------------------| 1. Requires hook. (Same as Q2DM1_Huge.) 2. Use the Teleporter entity override. (Similar to Q2DM1_Huge overrides.) 3. Use the Ladder entity override OR the Jump Pad entity override. 4. (Ladder OR Jump Pad overide) AND Teleporters with a custom override. 5. Q2DM1_Huge2. 6. Same as Option 2 but with low gravity. Doesn't really make sense. 7. Same as Option 3 but with low gravity. Doesn't really make sense. 8. Same as Option 4 but with low gravity. Doesn't really make sense. ANTICAMPER TRIGGER_HURT The rafters above the megahealth room, the roof of the arena and the BFG area all have trigger_hurt brushes to prevent camping. The damage value is set at 1 (default = 5), which is very low, so it takes awhile to kill you. If you want higher damage or no damage at all, entity override. ENTITY OVERRIDE INSTRUCTIONS You can pick and choose which Ladders/Jump Pads to enable or disable by changing their spawnflags settings. DO NOT just delete them from the entity override or the map will not run. The reason why has to do with the entity model numbers, they have to remain intact. Func_Plat, Func_Wall and Trigger_Hurt all have a brush model associated with them. Example: { "model" "*2" "spawnflags" "0" "classname" "func_plat" } Weapons/Ammo/Armor/Items/Spawn Pads/Teleporters/Speakers/etc. can still be freely modified/deleted of course. You can disable the lifts too by setting their spawnflags to -1. I did not include any ladders or jump pads to replace them though. Model# Classname Description Spawnflags 1 func_plat Large Platform 1 = Large Plat Normal -1 = Disabled 2 func_plat Small Platform 0 = Small Plat Normal -1 = Disabled 3 func_wall Invulnability Teleporter Cover 0 = Tele Cover Enabled -1 = Teleporter Cover Disabled 4-14 trigger_hurt Anticamper Areas 0 = Anticamp Enabled -1 = Anticamp Disabled 15-45 func_wall Ladders 0 = Ladder Enabled -1 = Ladder Disabled 46 func_wall (Alternative) BFG tele wall 0 = Wall Enabled -1 = Wall Disabled (BFG Tele Enabled) 47-90 f*_wall,t*_hurt Jump Pads 0 = Pad/Push Enabled -1 = Pad/Push Disabled 91-92 func_wall Custom walls, don't run these 0 = Wall Enabled -1 = Wall Disabled ADDED ENTITIES There are extra entities added to the map that you can remove with an entity override. Adrenaline (-3856 -928 2512) Outside, above the rocket ammo. Body Armor (3376 -2372 1616) Under the stairs by the shotgun. Jacket Armor (-1512 832 972) Underground corner. Large Health (588 2516 2512) Megahealth room, below combat armor. Ammo Cells (652 2516 2512) Megahealth room, below combat armor. Ammo Cells (-3720 1312 2512) Outside, ledge corner. Ammo Slugs (1192 3356 2512) Under the small lift. Quad Damage (536 332 972) Underground, center. Invulnerability (-826 -2238 507) Under the water in a hidden location. Super Shotgun (-3104 556 1392) An extra Super Shotgun outside. Ammo Shells x 2 (Multiple locations) Next to the extra Super Shotgun outside. BFG10K (1558 -2468 3772) In the rafters near the upper rocket launcher. Ancient Head (-1464 1580 3856) Up top in the arena, just for the hell of it. Rebreathers (Multiple locations) All over in the water area. Intermission (-1808 -1505 2569) An EXTRA intermission camera in the Outside area. BOGUS ENTITIES / ARGUMENTS I purposely added a bogus Worldspawn argument and 2 bogus entities just for fun. When you load up the map and you look in the console, you will see 3 messages below Server Initialization that say: Hail Satan is not a field The Spawn Of Satan doesn't have a spawn function The Troll Of Razor doesn't have a spawn function If you don't like these, entity override. SPEAKERS I left the speakers for the ambient wind and water drip in the map at the locations that they scaled to. This results in the wind sounds being higher up in the air than they were before. So in some spots you won't hear the wind until you jump, which is OK for a low gravity map, I guess. If you really want to hear these ambient sounds while you are just standing on the ground, you'll have to modify them with an entity override. LIGHTING INFO 1. Surface Lighting: When you scale a map up or down, the surface lighting scales as well. This includes the yellow lights on the walls and the sky lighting. I created a test map to verify this. 2. Point Lighting: Light bulbs or globe lighting. These do not scale with the map size. At first, you would think that all you would need to do is scale the lighting value or brightness, but this does not work correctly. It turns out the correct way to scale point lights is with the _fade argument. For linear falloff, _fade scales the fade distance of the light without changing its brightness. The equation to use is: _fade = 1 / (Scale of map) Therefore, for this map: _fade = 1/3.5 = 0.28571 I did not test spotlights, but the edge doesn't have any spotlights anyway. HOW DID I MAKE THIS? How did I make this map so there is a Ladder override and a Jump Pad override? With all ladders and jump pads enabled, I did a full map compile. Then, I set all the spawnflags for the ladders and jump pads to -1 (Disabled). Then I did a BSP compile using -onlyents to make them all disappear. After that, I generated .ent files and manually edited them to re-enable the ladders or jump pads, etc. I didn't make the entities give off light, because the light stays on the wall even when the entity is disabled. This is good and bad: good because the ladder or jump pad blends into the map and looks like it belongs there, bad because blending into the map can also make them hard to see. Cheers, Death_Jump ~(_:(1) ======================================================================================================================== * Copyright stuff * Pfffst, this game is so old and hardly anyone plays anymore... Do whatever you want with the map: copy, paste or modify... as long as you're doing something worthwhile or useful with it. ;-P