DM3RMX - The Occupied Base ========================================= SINGLE AND MULTI-PLAYER LEVEL FOR QUAKE 1 NOTE: This level is based on the original Quake deathmatch level 'DM3' by John Romero. The layout for deathmatch is the same, and the entities were extracted from the original bsp, so are all in the same places as before. Transparent water supported! "r_wateralpha 0.4" is recommended. *title: The Occupied Base *Release: 22.07.2006 (Quake 10 year Anniversary) *Filename: DM3RMX.zip DM3RMX.bsp DM3RMX.txt DM3RMX.rmf (worldcraft source map) DM3RMX.map (standard source map) Single player: YES (Easy: 85, Normal: 125, Hard: 155, Nightmare: 155(v. hard)) Cooperative: YES (4 spawns) Deathmatch: YES (6 spawns) *Author: Andrew "than" Palmer *E-mail: andyp.123@gmail.com *Homepage: http://than.leveldesign.org/ *Special Thanks: -John Romero for the original layout. -Bengt and Tyrann for their brilliant compile tools and help finding bugs. -All the folk that made or modified textures that I used in the map. -The Func_msgboard and #terrafusion gang for all their help over the years. -The QExpo organisers. You gave me the incentive to make this level. -id Software and Ritual (formerly Hipnotic) for Quake and Scourge. -Ben Morris for Worldcraft 1.6a and Mike Jackman for TexMex. -The entire Quake community for still being here 10 years on! This is dedicated to all of you! *Testers: -Tyrann -Bengt Jardrup -Bambuz -JPL -Spirit -CZG Your help was invaluable guys, thanks very much. I'll buy you a beer sometime (in a Barney Calahaun kinda way). Installation ------------ Copy the file DM3RMX.bsp to your Quake/ID1/maps directory, then run the game and type "map DM3RMX" at the console to load the map. If you are late to the party and new to Quake, the console can be brought down by pressing the ~ key. On non-American keyboards, this is usually labelled and to the left of 1. Compatibility ------------- This level has been fully tested with FitzQuake (by Metlslime) and enhanced GL and WinQuake (by Bengt Jardrup). The map does not work in regular Quake or GLQuake because there are too many edicts required and the map will not load. Other engines have not been tested so I can't guarantee that this is going to work with whatever engine you use, but it should work in most modern engines. I heartily recommend FitzQuake because it provides the best look by far (overbright lighting and fullbrites in textures!). Fitzquake: http://www.celephais.net/fitzquake/ Enhanced Win/GLQuake: http://user.tninet.se/~xir870k/ LEVEL INFORMATION ================= This level was made primarily as a single player remake of DM3. I was never really active in the Quake multiplayer scene because I was too busy playing Quake 2 back then (obviously didn't know what was good for me!) so I never discovered the joys of the original DM3. Because of this, perhaps I am not the best person to make a remake, but I've done it anyway, and I've tried to keep it fairly close to the original design when played in deathmatch mode. The layout and design for single player is altered significantly, with a few major additions (as you will see). There are 6 secrets of varying difficulty. As with APSP1, I gave them difficulty ratings that you will see when you find them. I will be impressed by anyone that can find the nightmare secret without cheating. There are one or two clues that might help you find it ;) Note that you needn't go about hitting everything you see with the axe - just keep your eyes peeled and keep a few grenades handy! NOTE: This level was conceived as part of a mini episode of DM map conversions. If you are a Quake map author and are making an SP version of any of the other DM maps then get in touch and maybe we can team up and finish the lot together :) Story ----- One quiet Sunday, Dave the Quake marine decided to take a visit to the abandoned base. Dave liked going to the old base because it was a quiet place, and he was able to practice his hobby of water colour painting without any distractions. Dave had made quite a collection of paintings since he started going down to the base, and was really beginning to master some quite advanced techniques - a far cry from his early days of trying to emulate the methods he had seen Bob Ross using on the TV. Dave was walking along the old dirt track and the imposing perimeter wall of the base was in sight. The sun was shining and there was not a cloud in the sky. Normally this would be great for Dave, as he liked sunny weather, but today he really wanted to practise painting clouds, so it was a little dissapointing. Still, Dave had packed his favourite Salami and cheese sandwiches, and he was planning to take a break from painting at 12pm. As Dave reached the main entrance of the base, he was feeling a little tired after the long walk, so took off his backpack and reached in to get his thermos of ice tea. Wait a moment! Something wasn't right! Dave had forgotten to pack his paints! He had instead packed his shotgun and 25 shells. This would mean he'd have to walk all the way back home to fetch the paints, and would need to take at least 45 minutes in each direction to get them. Dave decided that it was best to just forget about painting and enjoy some solitary time wandering the base looking for items left behind by its previous owners. The main doors were not powered, but Dave knew a special technique to get them to open with minimal effort. He reached into his backpack and pulled out his camping axe. The axe was still covered with with paint after it had cut into his vermillion red paint tube on a separate occasion. Dave certainly knew better than to leave his axe and paint tubes loose in his backpack after that incident. He took the axe and wedged it into a small crack at the bottom of the door. The door opened unusually quickly, as if the power had come back on. Dave thought nothing of it and went through the door into the base. As Dave entered the first area of the base, the door swooshed shut. This had not happened before, and Dave panicked. He tried putting his axe into the gap in the door again, but nothing happened. Looks like he was trapped. At least he still had his sandwiches and tea. Deathmatch specific comments ---------------------------- I would like to point out that this level is NOT intended to replace the original DM3 on clan servers. I know that it is unlikely that anyone will even try playing a serious game of 4vs4 on this level, but if you do, here is a list of the most significant changes. 0. General Higher polycounts - should be within acceptable limits for modern systems. Different light levels - Mostly about the same, but some areas are a bit different. The item and spawnpoint placement are exactly the same. Many areas have been widened, or opened up a little. A couple of areas have become slightly more cramped. The source .map is included, so if you don't like it... 1. Quad / Ring / MH room The jump from the ring side to the quad has been changed slightly. There are now tiny ledges in the centre between each side, and getting from one side to the other requires two fairly easy jumps instead of one sometimes tricky one. This will still be a problem under pressure, so perhaps won't make a big difference. The corridor connecting this room to the RA / NG room has changed. It is much more open now, so could potentially be more dangerous for players moving into the RA room if the RA room is under enemy control. The ground level playing area is smaller than before, and there is only one way into the RL room (i.e. not a split corridor). 2. RL / LG / GL pool room The entrance from the quad room is now perhaps easier to deal with, as players can only come from one side of the door. It is possible to get from the bridge to the RL section with a fairly easy jump, and it is also possible to jump back out again quite easily. The lower platform on the surface of the water has changed shape a bit, and the angles of the corridor and doorways going into the RL area and stairs opposite are different. There is less room underwater, and there are no steps out to the pent / MH outside area - players can still get out of the water quickly, however. 3. RA room This room has only minor changes in dimensions. It should be almost the same as in the original map. The corridor connecting to the SNG / MH room has some steps it now though, so there is a little height variation around the exit in that direction. One small thing to mention is that you can now rocket jump onto three of the beams in the ceiling. I didn't bother to block this off because I can't imagine it making a difference. 4. SNG / MH room Very different. The layout is more or less the same, but the upper area housing the SNG is more like a proper platform now, rather than a series of boxy computers. The changes here are too numerous to list, but I think it is a fairly unimportant area, so the changes don't matter a great deal. 5. Outside The ledge round to the MH is easier to access, and shorter, so players coming from the water can get to the MH pretty easily. The lifts have a partial enclosure with windows on the sides. This shouldn't make a massive impact on the gameplay. Players can climb onto some ledges in that area. This might be significant, but possibly not. 6. SSG / YA room Almost the same. Visibility to the teleporter destination in the room overlooking the pent has been cut, but this is the biggest change. If anyone does try this map out in a 4vs4 game then I would love to see a demo or hear some feedback. I won't be persuaded to change the level, unless you wish to use it in a league. However, I have included the map source files in the zip archive, so if you want to see something changed, feel free to edit to your hearts content. The RMF is editable in Worldcraft, and thanks to the visgroups it contains, you can easily select and delete anything that is not required and also merge some of the funcs into the world. If you want to run the map in standard SW or GL Quake, you will need to remove all the single player entities, and you can increase performance on old systems by running vis on the map without the -transwater switch (you just need the bsp for this.) The compilers and command line options are included below, and if you can't figure out how to get it all up and running then feel free to send me an email and I will explain. If you do release this level with any modifications, please rename the files! BUILD INFORMATION ================= *Editor: Worldcraft 1.6a *Build Time: 2 months of weekends and late nights *Compile Time: BSP: 59 VIS: 851 Light: 98 Total: 1008 *Build Machine: Pentium-m 2.0ghz, 512mb (my laptop) *New Textures: Mostly idbase plus those modified by myself and others. *Brushes: 6101 *Entities: point: 1260 (664 lights), solid: 183 (some are dm only) *Bugs: I certainly hope not, but there is always at least one thing that slips into the final release and that I see the moment it has been uploaded. *Source included: Yes, see the DM3RMX.map file for a multi-editor compatible map and DM3RMX.rmf for a Worldcraft specific map with visgroup data included. I won't apologise for bloating the filesize with these maps. *Compile Tools: TreeQBSP 2.03 (BJP) -oldaxis -transwater Vis 2.304 (BJP) -level 4 Light 1.41 (BJP) -fast -soft -gate 1 -extra4 -tyrlite95 LEVELS BY THAN ============== **RTCW** MP_Checkpoint - Axis Rail Checkpoint **Quake** DM3RMX - The Occupied Base (based on DM3) APSP3 - The Curse of Knowledge (soon!) APSP1 - The Final Threat SM32 - Shut Up, RPG! (speed chainmap with contributions from RPG, Nightbringer and Gibbie) SM28 - Structured Chaos (speed chainmap with most work done by Damaul) SM24,25,26,27,29,30,33,34,37,62,99_than (regular speedmaps) APDM5 - Castle of Carnage APDM4 - The Lava Pools APDM3 - (soon!) APDM2 - The Underground Base APDM1 - The Furnace APDM0 - The Tower **Quake 2** KTIMPAKT - level pack (multiplayer map pack made with Killer and code by Skull) KTDM2 - The Boilerhouse KTDM4 - Pretend Best Friend KTDM6 - Sandstone Crypt KTDM8 - Rage Against The Machine APRA2 - Wishful Thinking (Rocket Arena 2 map) **Counter-Strike** CS_vineyard - The Vineyard **Duke 3D** THE_BASE - The Base (my first finished level!) DISCLAIMER AND LEGAL INFO ========================= Disclaimer ---------- This level was not tested on animals and is endorsed by the World Wildlife Fund as animal friendly. Every time you play this map, God creates a new kitten (he has a special machine for doing it, so don't worry, he doesn't get distracted by it). Copyright / Permission ---------------------- You may distribute this level freely via the internet or a floppy disk selotaped to the penis of a wild horse. You may not sell this level or distribute it in any commercial addon. If you run a hair salon, you may offer this level on floppy disk as a small incentive to drive sales of hair tonic. If, however, you run a cheese football making factory, or have any cheese football making equipment whatsoever, you are entirely prohibited from both the use and sale of this level. You may use this level as a base to build additional levels provided that it is not for profit or to aid terroism. I am entirely serious here. I don't want any of you terrorists thinking that this is some kind of training tool. It's not. Do not modify this level to resemble the White House, Pentagon, or Bush's Ranch. You have no idea how serious I am. I am 104% SERIOUS! Just don't be a cunt basically. I reserve the right to deem whether you are a cunt or not, and if I decide that you are a cunt, I will prosecute you to the fullest extent of the jam. OK?