[11/2009]===================================================================== Title : Lower Forecourt Author : negke Website : http://negke.quaddicted.com Description : Medium-sized medieval/brick-themed space floater with two different game modes. Skill 0/1: exploration mode (*) Skill 2: DMSP-like mode The map was originally started for the Coagula Contest #3 held at Func_Msgboard in March/April 2009, but as usual could not be finished within the deadline. The included progs.dat adds monster corpse removal. It is OPTIONAL - meant for people with slower machines (to slightly increase the framerate) and users of older engines (to avoid packet overflow). However, it is MANDATORY FOR DARKPLACES USERS (as it also fixes a critical incompatibility issue) - also make sure to use a DP version from 6-Nov-2009 or newer! Thanks : Bengt Jardrup, distrans, efdat, Preach, RickyT23, Scragbait, Spirit, Willem; all Coagula Contest #3 participants QC credits : efdat, necros, Preach ============================================================================== Installation and Playing Copy coag3_negke.* into your Quake\id1\maps directory and run the game with the following command line: e.g. Fitzquake085 -heapsize 64000 +skill # +map coag3_negke If you wish to play with the corpse removal mod or use DarkPlaces, copy the progs.dat file into a newly created folder inside your Quake directory called coag3_negke, then copy coag3_negke.* into a subfolder coag3_negke\maps and run the game with the following command line: e.g. Glquake -heapsize 64000 -game coag3_negke +skill # +map coag3_negke or Darkplaces +gamedir coag3_negke +skill # +map coag3_negke ============================================================================== Map Information: Game : Quake Single player : Yes Cooperative : Yes Deathmatch : Yes Difficulty settings : Yes CD track : 10 Textures : Wizard and Medieval Known bugs : Very high polycount (= low framerate on slower machines) Packet overflow -> use progs.dat or engine port with increased limits Grayflash in software engines -> increase r_maxedges and r_maxsurfs HOM in some GL engines -> increase gl_farclip if supported The Shubs disappear when looking at them from certain angles (because their bounding boxes are then outside the field of view) DarkPlaces incompatibility (suspended monsters drop down prematurely and telefrag each other) -> use progs.dat ============================================================================== Construction: Editor : Quest construction time : Far too long + an additional eternity of VIS time Brushes : ~6400 Entities : ~1850 ============================================================================== Copyright/Permissions You may not use this level as a base to build additional levels without the explicit permission from the author. You may distribute the level in any electronic format as long as you include this file unaltered in the original archive and keep it free of charge. ============================================================================== (*) Hints/Spoilers - It is highly recommended to explore the map first in order to gear up and get an idea of the layout. This will become important later on and especially in DMSP mode. The items respawn each time one of the three towers has been activated. - Yellow tower: Get the Ogres to hit each other with their attacks to make them start infighting, then kill the weakened survivor. - Blue tower: Hide behind the opened wall panels and make the Spawns jump towards you, then dodge and quickly press one of the buttons to squish them. - Red tower: Lure the Shambler on one of platforms marked by a circle on the floor, then shoot the button on the opposite side and step into the teleporter at the right moment to telefrag him. - Zombie fight: It takes place solely in the central building. Do not waste precious time looking for them in the tower areas. There are two Quad damage items and both respawn continuously throughout the four-minute period. - DMSP mode: Keep moving constantly. This way, you will be able to pick up more respawning items and avoid getting cornered by newly arriving monsters. - Watch out for Fiend superjumps. ============================================================================== Quotes "If a spawn falls into the void in coop mode while nobody is connected to the server, does it still cause obscure triggering bugs?" - Preach "Battle not with monster activation issues, lest ye become a monster. And if you gaze into the void, the trigger_hurt gazes also." - Preach "negke = nicht egal: gerne keine einfachheit" - Spirit ==============================================================================