Wednesday 29th of November, 2006. ----------------------------- ...................................................... Map Title :::: Dimension of the Diminished :: (I'm using arial bold size 10, that thing on your left ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ may be a lil distorced) Files : dotdi.bsp, dotdi.txt Author : Id Software / Flávio 'GinKo' Quadros Other levels by author : e1m1-e4m8, end, start, dm1-dm5 (no, I have nothing to do with those :) Contact Information : gincobloba a† gmail.com Description : Episode 1 - Dimension of the Doomed cut and glued together, taking out all its great gameplay and speedrun possibilities, leaving nothing but a stinky pile of Quake debris ----------------------------------------------------------- Single player : Yes Cooperative : 4 starts, I could've added a couple more... Who would make a 6-player-madcoop on this anyway? Deathmatch : No, there's still some deathmatch-only itens and structures, feel free to add the rest Skill : I don't think I got any ----------------------------------------------------------- Known issues : Apart from things that make no sense in their context and some textures that I didn't bother to fix, I don't remember anything.. Oh and the map name is a little too long, so it covers the number of secrets on the scoreboard (which is 4), I couldn't think of anything better ----------------------------------------------------------- Comment on some changes: : Weapons. I based the weapon placement on the Rabbit Run and added a super shotgun to nightmare in the hope of making it less boring : Texture orentation. At the time I made this, I couldn't find an editor that didn't screw up textures when rotating stuff, so I manualy fixed them, some parts are better than the original, some other are worse (yes, later I found one that appearently could save loads of time =( : The Necropolis teleport. I thought about using an elevator instead, but I'm just too lazy. And I modified that edge where you land a little bit to avoid falling as you get teleported : The Necropolis misdesign. I took out that horrible piece of wall at ~ 1650x1750x-666 : Ziggurat Vertigo. I moved the walls closer and added another teleport, also, as the unmodded Quake only has a level variable for gravity, it wasn't possible to make it a low-gravity region : Chthon's teleport. It's still there (I have no idea why I'm putting it here on this "changes list"). I could make it teleport you back to map6 area, but none would use it anyway (unless in deathmatch) ----------------------------------------------------------- Comments: I aint no mapper, please don't expect too much. It's probably going to be the SDA contest with fewer route possibilities ever, but damn, the idea seemed so good at the beggining... Anyways, thanks to those who encouraged me doing this, to Id Software/John Romero for releasing the map sources (and Quake as a whole) and to everyone who maintains the Quake community alive Now I wanna see y'all making some pretty crazy demos on this, don't let me down =) Peace out -----------------------------------------------------------