===================================================================== Title : _/\_ {_by_} \/ Game : Quake 2 (Jump Mod) Date : Feb 21, 2013 Filename : DJ_Half_Pipe.bsp Author : DEATH_JUMP Email Address : Meh, not included at this time. Web Page : None Description : My 3rd Jump Map. "Skate" back and forth until you get enough speed to get on top of the half pipe, then use the channel in the back to ice slide up to one of the railguns. Instructions : Unzip to the Quake2\BaseQ2 directory (or to Quake2\Jump). Thanks : OLD ==> id Software for Quake2. St0k3d, Screaming Cat, NJ_SkaterPoe, Tide, WiLdR3c0n (pumkin_pie). Caliber45_ for Qoole ver 0.99 and winbspc.exe. S8N for Map Runner. Bleh for Jolt Jump mod. Kobaz and Azbok for Azbok Jump mod. Tony Ferrara and David Hyde for MAPSPY. (http://mapspy.gamedesign.net/) LeRay for holding the Quake2 mapping contests. (http://leray.proboards.com/) Maric for mapping help and for making so many wonderful Q2 maps. Armin Rigo and others for QuArK. The WoD clan for the Wod mod. NEW ==> cr33pz, theloneranger, Warpig, }}Wetarded{{ & _PLAY_ for help with jumping. n00k!e for sweet demos and inspiration. Shout out to long lost DOA clan members: Merlyn & Flatline. Miss ya. Shout out to clan A2W for the fun of playing WoD 7.51 over the last year. ===================================================================== * Play Information * Single Player : No Cooperative : No Deathmatch : Yes (Preferably a Jump Mod) Difficulty Settings : No New Sounds : No New Textures : No New Sky : Yes mars_env (Half-Life env, text file included) Had to rotate the bottom texture 180 degrees for Q2. New Music : No New Demos : No ===================================================================== * Construction * Base : None (from scratch) Editor(s) Used : QuArK 6.4.1 Alpha 3, OpenOffice, WinBSPC v1.4, MapSpy 1.0, UltraEdit 10.00c Known Bugs : The half pipe panels are aligned perfectly, yet the Quake 2 engine sometimes causes you to "trip" over some of the brushes. This happens with the normal EXE and the R1Q2 EXE. System Used : Windows XP SP3 32-bit, Intel Pentium 4 Core 2 Duo E8500 3.17 GHz, 4 GB RAM Build Time : ~10 days. (Tested many ramp styles, couldn't get the "trip" bug to go away.) Compilers Used: BSP : TxQBSP3 v1.0 for QuArK floating point perfect texture alignment. (Normally I use QBSP3 Revision 1.09) VIS : Not used because the map is too simple to matter. Plus it seems like it increases the chance to "trip" on the brushes. RAD : Not used. Compile Time: BSP Time : 2 seconds VIS Time : 0 seconds RAD Time : 0 seconds TOTAL Time : 2 seconds ===================================================================== * Other maps by author * Original Works: Death_Jump1_Easy {Jump} (Death_Jump01_Easy wasn't made by me) DJ_Mars_3_Way {Jump} DJ_DM1 {Deathmatch} (Not to be confused with DJDM1 from 1999) Remakes/Retextured/Alternate Versions: 1md2qa {Deathmatch} Q2DM1 mirrored. 8md2q {Deathmatch} Q2DM8 mirrored with a DOA texture. garena {Deathmatch} Grenade Arena made from a DOA DM map. meadow4 {Deathmatch} meadow3 modified. pimpjumz_beta2 {Jump} pimpjumps retextured q2dm1_huge {Deathmatch} Q2DM1 HUGE. tbra2 {Rail} tbra1 compiled with light. ===================================================================== * Comments * I was going to make the half pipe with more vert, but decided to leave it low due to the "trip" bug. Instead of putting five thousand railguns along the top, I added a channel up top so you can ice slide to one of the upper corners of the map. I added a fake entity so when the map loads you see an error that says: "The Spawn Of Satan doesn't have a spawn function". LMFAO Enjoy. ~(_:(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