5/12/2000 ================================================================ Title : 100 Hours till Dawn Filename : xnq1001.bsp Author(s) : Rich "XeNoN" Thorne Email Address : rich@fortyarden.clara.co.uk Description : My 1st(!) ever RELEASED single-player level for Id Software's "Quake", intended as an entry to Aardappel's "100 brush mapping competition". Additional Credits to : Id Software: "Thine is the universe, thou art holy in thy reign!" Matt Tagliaferri: After many years of arguments, wars, constant crashing and confusing error messages, I finally got my editor, qED, to spew out a finished product. Cheers to Matt for creating this marvelous piece of software which kicks WorldCraft's ass! Jon "StarBUCK" Miles: for getting me into Quake editing in the first place, beta-testing this map, and being cheesy :) Shambler: for useful advice on spq levels at Kevin "Tyrann" Shanahan: for "Tyrlite" and "Rvis+", which I used in compiling. ================================================================ * Play Information * Level Name : 100 Hours till Dawn Single Player : Yes :) Cooperative 2-4 Player : No :( Deathmatch 2-32 Player : No way :0 Difficulty Settings : Yeah, took bloody ages to do; EASY has 23 monsters <-- a walk in the park. NORMAL has 37 monsters <-- bit harder... HARD has 57 monsters <-- Wahey! Choose this! New Sounds : no New Graphics : yes, part of the rules Sound Track : none (would spoil the map's atmosphere IMO) Demos Replaced : no .map Included : yep, again, part of the rules Software needed to play : Any version of Quake (GLquake preffered) (ctf, normal quake etc.) Comments : As I mentioned before, this is my first released level. I have millions of crap/unfinished ones on my HD, but this is the first one I've released. Comments would be welcome, but not essential, as this is a concept map, and my future levels will be alot different; expect to see more of my work in the upcoming "Soul of Evil" TC. * Construction * Base : 512x512x256 6-brush room, defaulted by qED; (I deleted it anyway :) ) Build Time : 2 weeks: very much on & off. Times & stats :System Used : PC, 300mHz, 64mB RAM Qbsp : 3 seconds (!) Vis (-level 4) : 6 seconds (!) Light (-extra) : 39 seconds Brushes : 92, plus 6 brush entities entities : 235 miptex : about 15 Texture WAD used: Most of the new textures are from q3test (2 modified for key doors), the sky is from Vondur's "Solarfall", the water from Zerstorer and I pinched the rock texture from "A3" by pingu. I even made my own stupid clip texture! Editor(s) used : qED v1.1a (level editing) qART lite version (texture WAD management) bsp2wad v2 (texture extraction) * maketex (as above) mspaint (texture editing) wqbsp (bsp compiling) Tyrlite v0.8 beta (light compiling) Rvis+ (VIS compiling) GLquake v0.97 (playtesting) (* = came with worldcraft shareware) Known Bugs : The hellknights are stuck in the wall near the end, but they're supposed to be, cos I didnt want them jumping off the ledge. Also, once when I tested the map, the SS vanished from the start position; if this happens, just restart the level. * Legal Stuff * -------------------------- This level is purely for release in the .pak for Aardappel's "100 mapping competition". This level may not be sold for money (as if anyone would buy it) This level MAY be used as a base for other maps, so long as I get credit. Other information regarding legal stuff will be decided by Aardappel QUAKEŽ is a registered trademark of id Software, Inc.