Version 1: 7/10/98 (For CPL/QuakeCon Contest) mdm1.bsp <-----CPL/QuakeCon Contest Map Version 2: 7/16/98 (For Semi-Public Release (Testers)) against.bsp <-----Newer version for final testing Version 3: 8/28/98 (Final PUBLIC Release) against.bsp <----Final version/revision for PUBLIC release There is already another map author who uses the mdm1-mdm#.bsp naming convention, I was not aware of this and thus the change in naming. I apologize for any confusion. ================================================================ Title : "Against The Flow" Filename : against.bsp Author : David M. Mertz Quake/IRC Name : ]km[Alpha_Male [R2]Alpha_Male IRC : Gamesnet #clan_knightmare Gamesnet #rangers Email Address : dmertz@vt.edu Please feel free to email me with comments and constructive criticism, no flames please. Description : Quake 2 DeathMatch Level History : This level was designed for multi-play applications. I wanted it to be a great deathmatch FFA level, clan team play level and a Rocket Arena 2 pick up level. A big role to fill, but I think I did pretty well :) I hope you all enjoy it. I wanted a little more of an atmosphere and sense of "place". I believe that dm maps should have as much atmosphere as single player maps. I believe we all grow tired of semi-random seeming combinations of rooms that all look the same as every other dm map. I also wanted to make a map with a little bit of room to work. This is the maximum map size I will ever build for a dm map. I ended up very happy with the feel of the map, a hybrid of q2dm1 and Quake 1 dm3....at least thats how it feels to me. The first release was more of a private release to the CPL/QuakeCon contest. I assume the contest never was completed. The 2nd release was a more wide spread release to anyone willing to test it and to my trusty beta testers. It fixed problems and experimented with suggestions I got. So the map was an experiment to try out suggested ideas, some of which stayed, some of which were reverted to the original intended design. This 3rd and final release was for the public with just some slight changes. The multiple adrenalines in the CPL/QuakeCon version were not a mistake but meant for Team/Clan games, where team members could either "kill" all the adrenalines, or take one and save some for a teammate. Having adrenalines so close together still bothered some people. So I either eliminated some or put distance between them. Myself and all the map testers seem happy now and the teamplay aspects have not been affected. NOTE- Carmacks head behind the turbine is an Easter Egg so to speak...you cannot get it ;) So please do not go in the negative frags trying to ;) Other Works by the Author : Quake Tribute Rocket Arena Map Pack The Caldera The Grotto Rib Cage The Quarry Launch Silo Quake 2 United Ranger Films Torn Apart 3: Betrayal at Stroggos Movie Set Against The Flow Additional Credits to : id Software Worldcraft author Ben Morris ================================================================ * Play Information * Single Player :No Cooperative :No Deathmatch :Yes Designed for Quake 2 DM FFA, Clan/Team Style play and Rocket Arena 2 Pick Up games. *Note* I plan on making a "lite" version of the map for Rocket Arena 2. This version will eliminate some areas and details to make the game quicker and eliminate some "camping" spots. Look for this version in the future. Player Support :Even though it was not designed for 1 on 1 play, it has turned out to be quite fun in 1 on 1 with players that are experienced with the map. The 1 on 1 play is similar to Q2DM1 "The Edge" with frag counts being only slightly lower due to the size of the map. 4-16 Players. 4 Players on up is when this map reallys starts to become fun. Over 4 players and it becomes fast paced and action packed, with plenty of room to maneuver and plenty of items to keep everyone happy and fragging. If you run the right patterns you can have super satisfying action, or if you want to slow the game down, the map gives you plenty of girth to do it. Quake CD Music Track Implemented :Yes GL/3D Acceleration :GL/Acceleration recommended (Its so much prettier) NO vised water Difficulty Settings :No New Sounds :No New Graphics :No Demos Replaced :None Source Included :No * Construction * Base : New level from scratch Editors/Programs used : Worldcraft 1.6a (Registered) QERadiant (Numerous builds) Wordpad Notepad qbsp3.exe (Geoffrey DeWan Pentium variant) qvis3.exe (Geoffrey DeWan Pentium variant) arghrad.exe (Tim Wright qrad3 variant) Textures/WADS Used : Original Quake 2 Game textures from original id .pak files Known Bugs : Not really "bugs" on my part. But I mention them here for other Map Authors who may experience them. These bugs do not affect game play at all. But are just some annoyances I have encountered (and have even seen in professional maps) The radiosity bug where light leaks in through non-existent cracks is present in the top floor of the building out back. Attempts were made to overlap brushes and use other techniques to try and thwart this error that occurs when using qrad3 with settings above -bounce 0. I assure you that there are no "micro-cracks" where the light is coming in due to that fact that the building uses func_areaportals on the doors and if any cracks existed in that building then they would not work. Some texture "glitches". There are some textures that if you look REALLY hard are slighty misaligned. They look fine and aligned in the editors (World Craft, QERadiant, and I even checked with BSP). I can only assume that due to some odd scaling numbers I used and shifting that some rounding error is occuring that is causing the textures to be off by about .5 to 1 pixel. I did try to compensate, but this did not help and made the texture completely misaligned to the point of being noticeable (about 1 to 2 pixels). Another possibility is the brush is actually off due to rounding error in the placement of vertices in the final compile. I used versions of qbsp3 that utilizes floating point numbers and it still did not solve the problem. Build machine : Pentium MMX 225 w/64 megs of RAM Monster 3D Voodoo 1 Graphics Card Build time : Straight time was about 17 days including compiling and play testing Brushes : Solids 1901 : Faces 11882 : Point entities 393 : Solid entities 13 * EXTRA Special Thanks To * My roomate Ed "[TrF]Shockwave" Hertling for some cpu compiling time and for his playtesting and suggestions All the map testers: I would especially like to thank John Faulkenbury and those Quake 2 DM addicts over at Rebel Boat Rocker for testing the map and all their suggestions. I would also like to thank Radpipe for his help in finding a very obscure bug. In addition, I would like to thank The Ranger Clan for all their testing and suggestions. Clan Knightmare for supporting me and not giving me too hard a time about vising and mapping more then playing. My girlfriend for putting up with my endless hours of map building, and Quake in general Copyright and Distribution Permissions -------------------------------------- Authors may NOT use this level as a base to build additional levels. This BSP may be distributed freely ONLY over the Internet and/or BBS systems provided that this .txt file is included and in unaltered form. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission. Quake(R) and all other names, graphics, and technologies are copyright of their respective companies and authors