New level for Single Player Quake 1 - notes by Mike Woodham =================================== Title : A2D2 - Ambush Keen Pilgrims Filename : a2d2.map Author : Pingu, with minor additions from Mike Woodham E-mail Addresses : Pingu - abemoore@ic24.net Mike Woodham - mikewoodham@msn.com Shambler - team-sh@planetquake.com Description : Quake1 single player Main Credit to : Pingu for allowing me to mess with his maps Yahn Bernier for BSP. Without a doubt the best Q1 editor around. Deadmeat for BSP Headquarters. ID Software for Quake. Shambler for supplying the idea for this 'new' map ================================================================ ******************** * Level Information * supplied by MW ******************** Single Player : yes Cooperative 2-4 Player : no Deathmatch 2-16 Player : no Difficulty Settings : easy - less, and easier monsters normal/hard - more, and more difficult monsters New Sounds : no New Graphics : no New Music : no Demos Replaced : no **************** * Construction * **************** Base : Two DM levels by Pingu - A2 and Daydream All extra brushes added by me were clones of existing ones. The joining of these two maps was an idea of Shambler Editor(s) used : The best - BSP. www.bsphq.com Compile Machine : P400 384MB (MW) Build time : about 35 hours from MW, probably lots more from Pingu Brushes : 3795 Entities : 471 Lights : 179 Monsters on Easy : 40 Monsters on Normal/Hard : 79 Secrets : 2 Soundtrack : Winmem requirement : not required Recommended resolution : 640 x 400 qbsp : 1min 48secs Light-extra : 6min 04 secs vis-level 4 : 5min 04 secs Known Bugs : none that I can find (MW) the map plays ok in GL but the lighting suffers Installation & play : Standard methods ***************************************** Origins ***************************************** I was having a quick read on the Team Shambler site when I saw a 'rant' of his concerning the use of DM maps to make up SP maps. I thought "I can do that", as I always do, and so took his suggestions and attempted to implement them. I do not play, or even like, DM but I could see the the quality of the two designs. Shambler had already planned the layout and it realy was just a case of putting it together. However, as always, it is not that simple. The first hurdle was the actual join. A bit of cloning and hey presto, leaks! Never mind, sort those out. Next was the lighting: two maps, two different lighting scenarios. Never mind, remove all lights and start again! And now came the difficult bit - as an SP gourmet, I like l-o-n-g games: no wham bam, thank you m'am for me. Good as the design is (and top marks to Pingu, not only do the maps look good, but they are very well put together from an editors point of view), it is still a small map. The main problem there is that you have to either crowd the monsters and risk in-fighting, have fewer monsters, or keep teleporting them in. Too much teleporting is not good in my opinion, especially when it is done just to increase the monster count. So, the end result is a compromise between Pingu's designs, Shambler's ideas and my interpretation. I have kept alterations to an absolute minimum and where they were necessary, I tried to keep to the overall theme, with all additional brushes being clones of existing ones: even to the extent of the textures. (I did add just a couple of textures here and there) I would be interested to hear players views: was the effort worthwhile, should we get more mappers joining DM's, are there any new Q1SP gamers out there or are we just a few old die hards clinging on to our gaming youth? MW *************************** * Copyright / Permissions * *************************** This level is copyright Pingu as far as I'm concerned. Ask him first. (MW) And the sub-title? It's an anagram! A pat on the back for the first to spot it.