e1m1red - Bloody Slipgates ========================== Date of release : 12 September 2008 Files : maps/e1m1red.bsp progs/keybase.mdl progs/keymed.mdl progs/keyrune.mdl progs.dat e1m1red-src.zip e1m1red.txt (this file) GPL.txt Author : Lardarse (Gregory R. Payne) Email address : shrapnel.city@gmail.com Homepage : none yet Description : Single Player Level for Quake Includes code changes necessary for the map, and sources for both the map and the code Other maps by author : none yet Single Player : Yes Cooperative : Yes - 4 starts, but see below Deathmatch : No Difficulty Settings : All 4 skill settings supported (see below) Monster count : 36/61/84/95 Base : The Slipgate Duplex (e1m1rmx) by czg and vondur Editor(s) used : GTKRadiant 1.5.0 TexMex Paint Shop Pro 7 Crimson Editor 3.70 qME 3.1 Additional utils used : hmap2 FTEQCC Textures : Mostly from idbase_mega.wad Also contains some modified textures Build Time : 1 month Compile time : bsp: 89.3 seconds vis(level 4): 4517.87 seconds light(-extra4x4): 169.23 seconds Instructions ------------ Unzip the contents of this zip file into a folder in your Quake folder. Then start your prefered quake engine of choice with "-game " in addition to your usual command line options. If necessary for your engine, you should tell it to allocate a minimum of 32 megabytes. Once Quake has loaded, go into the console, and after selecting your desired skill level, start the map by typing "map e1m1red". Description ----------- This map is not primarily intended to be a single player experience, even though that aspect of it has certainly not been forgotten about. It is intended to be a showcase for a new level design concept. Other changes have been made to the code as well. These are mainly to support the map, although some of them also support the concept. In January 2006, a discussion thread on Func_Msgboard was opened to discuss difficulty tuning. (http://www.celephais.net/board/view_thread.php?id=42640) In that thread, metlslime makes a suggestion about including more buttons than necessary to progress past a certain point, such as a door. Probably unbeknownst to him, this had been attempted as early as July 1997 by Zied Rieke. (Vivisect Six - available at the single player map archive) In his map, to open the exit, you had to find a number of blue buttons that were located in various places in the map (2 on easy, 4 on normal, and all 5 on hard). To my knowledge, this idea hasn't been used in any other map since then. Until now... Scattered across the map are 25 red keys. You will need to use most of these to progress through the map. Which ones you decide to try and get is up to you. Some of them are in fairly obvious places. Some of them are in areas that you may not have had reason to visit before. And some of them are in areas that were opened up during the refurbishment that took place during QExpo 2008. Should you wish to know how many of them you currently hold, use "impulse 180". Are you up to the challenge of finding all 25 keys? There are also vending machines in some areas of the map. Make sure you look to the walls as well as to the floor when you need supplies. Some of them will require you to part with some of your red keys before they will pay out. These machines are clearly marked, along with the cost of using them. Also pay careful attention to the backpacks that monsters drop. You will soon realise that their wares are more useful than you had anticipated. And one final warning. The forces of Quake that guard this place have awakened from your nigthmare. No longer do her lieutenants feel that their previous plans to guard this place were enough to be merely hard, and have assigned the strongest of their minions to guard the slipgate. They have also made some changes to the battle plan, to ensure that you never wake up from the nightmare... Known Issues ------------ Coop play is not fully supported. While the coop starts have been left in, there are some issues in the code that need to be addressed. Some thoughts on how to modify the code are discussed in the source package. In DarkPlaces, it's possible to jump through one of the exploding boxes. I have been unable to determine what causes it. It can't be done that reliably, but it can happen if you attempt to do it a few times. Moving it from its current position would only make it easier to reach other parts of the room that it is in, so it has been left there. In most other engines it is not possibly to jump off of exploding boxes. This makes accessing an item in that area a lot harder. The map has been modified to compensate for this, but it's still not clear that the item is still reachable. The other way to access the item is possible, even though it looks like it shouldn't be. Choose carefully where you jump from. There is also a slight lighting issue. In an area that is siupposed to be very dark, there is a streak of light running across it. Acknowledgements ---------------- Baker, for testing, motivation, and for being a welcome distraction. czg and Vondur, for creating the e1m1rmx, which I used as the base. Fat Controller, for writing trigger_give for OUM (which was used as a point of reference), and for creating the vending machine textures. Jehar, for testing, discussion that lead to some key placements, and for providing a version of the QExpo logo to use on a texture. Can you find it? LordHavoc, for his insight into which monsters are likely to wonder through a slipgate, and for doubling the MAX_CASTS limit in hmap2, so that I didn't have to waste over an hour doing a fullvis just to check the lighting. negke, for explaining to me how to make monsters teleport. NotoriousRay, for compiling idbase_mega.wad, and for creating the red-themed textures, including the number textures, as well as the blank crates. Preach, for his useful knowledge on entity hacks. And anyone else in #qexpo that I had to ask how to do something. Legal Stuff ----------- Copyright (c) 1996 Id Software, Inc. Copyright (c) 2004 Christian Grawert and Dmitry Svetlichny Copyright (c) 2008 Gregory R. Payne This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. (GPL.txt) If not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.