SM40 Mapping Contest - November 2004 A contest arranged by R.P.G. to join two or more sections of the SM40 Chain Speed Map. I decided to use each section once only and to add one of my own sections so that I could claim it as an FMB map :-) I started on 6th December 2004 and finished on 5th January 2005. I have retained most of the original mappers' brushwork and textures. My objective was to change as little as possible. Mike Woodham 5Jan2005 ******************** * Level Information * ******************** Single Player : yes Cooperative 2-4 Player : no Deathmatch 2-16 Player : no Difficulty Settings : yes New Sounds : no New Graphics : no New Music : no Demos Replaced : no **************** * Construction * **************** Base : Maps from the SM40 speedmap:- SM40_asr SM40_bear SM40_edge SM40_ex SM40_lun SM40_scampie SM40_xenon Editor(s) used : BSPEditor Texture Set : Lundead.wad from Lunaran, rpgrocks1_rpg8 rock texture from R.P.G., Quake101.wad Build time : 4 weeks - with a break at Christmas Brushes : 5800 Monsters : easy, 66 monsters : normal, 121 monsters Secrets : 7 Known Bugs : None known Engines Tested : FitzQuake, DarkPlaces, GLQuake However, I have used FitzQuake as my test engine and set the Fog effect to work in that. It does not work the same in other engines and I therefore recommend using FitzQuake - you will not see the intended effect otherwise. Fog doesn't work in GLQuake The fog effect in DarkPlaces is not at all atmospheric. It is spot-on in FitzQuake so I imagine that John Fitzgibbons has seen real fog. Changes : The only map I have changed to any degree is SM40_edge, which was too large a scale to link with the other maps. It's the same map, only honey, I shrunk it. : All the other maps had minor brush adjustments made to accomodate the joining. : I changed some of the lighting in each map and tweaked textures : I added monsters, ammo, health and weapons : Everyone will still recognise their own original map : I have given the maps an indoor 'cavern' theme and changed most of the ceilings and skies from flat brushwork to terrain-style brushwork. Credits : Well it would be nice to credit the original mappers but I have only their pen-names as shown in the base map names. Everyone has something to hide obviously.