===================================================================== Title : _/\_ {_by_} \/ Game : Quake 2 Date : Feb 5, 2013 Filename : DJ_Mars_3_Way.bsp Author : DEATH_JUMP Email Address : Meh, not included at this time. Web Page : None Description : My 2nd Jump Map (It's been over 10 years since my other one, death_jump1_easy.) You can slide off the edge of the map in either direction and you will reappear on the other side. Gain speed to take the jump in the center and soar so high that you pass through the sky and reappear under the ramp to grab the railgun. "3-Way" refers to the fact that can pass through the map in 3 dimensions, X, Y & Z. Instructions : Unzip to your Quake2\BaseQ2 directory. Thanks : OLD ==> id Software for Quake2. St0k3d, Screaming Cat, NJ_SkaterPoe, Tide, WiLdR3c0n (pumkin_pie). Caliber45_ for Qoole ver 0.99 and winbspc.exe Bleh for Jolt Jump mod. Kobaz and Azbok for Azbok Jump mod. S8N for Map Runner. Tony Ferrara and David Hyde for MAPSPY. http://mapspy.gamedesign.net/ 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 (Bleh, you move WAY too fast for a decent demo.) ===================================================================== * Construction * Base : None (from scratch) Editor(s) used : QuArK 6.4.1 Alpha 3, OpenOffice, WinBSPC v1.4, MapSpy 1.0 Known Bugs : 1. The map LEAKS in order to allow the trick where you pass through the wall and show up on the other side of the map. Therefore the map can't be VIS'd. I can run ARGHRAD to use point lights but decided to just leave it fullbright. 2. At super high speeds you sometimes rebound and go the other direction. This happens with R1Q2 as well. Periodically letting go of Forward and Strafe will help prevent it. 3. I was unable to use the 8 segement or 16 segment ramps that I made. At high speeds the rebound glitch (see #2) will happen right at the ramp. Because of this I had to stick with a 4 segment ramp. 4. Just under the brush that holds up the railgun I included some angled brushes that would hopefully push you to the side if you came up too close to the center. They are 1 by 1 by 3 units in size and QuArK gives me an error saying they are too small. Turns out that they compile and display just fine. System used : Windows XP SP3 32-bit, Intel Pentium 4 Core 2 Duo E8500 3.17 GHz, 4 GB RAM Compilers used : TxQBSP3 v1.0 (Normally I use QBSP3 Revision 1.09) Build Time : 1 week (Made many ramps, struggled with texture alignment, did a lot of testing) TxQBSP3 Time : 1 second ===================================================================== * Other maps by author * Death_Jump1_Easy.bsp {Jump} (Death_Jump01_Easy.bsp wasn't made by me) DJ_DM1.bsp {Deathmatch} (Not to be confused with DJDM1 from 1999) ===================================================================== * Comments * I decided to make this after playing the map Fly1a by Nephi. Fly1a allows you to move forever in the X direction. I wanted to do the same thing for 2 dimensions, X & Y. Also, with Fly1a, you can actually miss the railgun if you are moving too fast. I wanted to make a map where you can go as fast as you want. With a slick floor, you gain tons of speed. Throw in a ramp with some vert and you can soar from the lower map limit all the way to the upper map limit! (-4096 to +4096 for a vertical jump of >8192) Because of the insane jump height, I added a way to pass through the map in the Z direction too. Overall I'm happy with the map but I had to make modifications because of Q2 limitations and also Jump mod limitations. These modifications include trigger_gravity, sv_gravity & the complexity of the ramp. Normally I use QBSP3 because TxQBSP3 causes lighting problems, but since I didn't use light in this map I went ahead and used TxQBSP3 because it aligns the textures using QuArK's floating point numbers. The texture alignment for the ramp looks perfect because of this. It's too bad TxQBSP3 has lighting issues or I would use it all the time. Instead of naming my map DJ_Jump2, I was going to be more specific and name it DJ_Ice_Slide01. However, I went with a naming scheme similar to the way Jester does his. (i.e. jaces, jbuzz, jeggs, etc.) That way it's more of a naming scheme instead of a numbering scheme and it will definitely help other people and myself to remember which map it is. Besides, you would think that people would remember a map with the words "3 Way" in it, 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