================================================================ _____ ____ __ /\ __ \ /\ _ \ /\ \ \ \ \/\ \ \ \ \/\ \ __ ___\ \ \/ \ \ \ \ \ \ _______\ \ \ \ \ / __ \ / ___\ \ < \ \ \\ \\/\______\\ \ \_\ \/\ __//\ \__/\ \ \\ \ \ \___\_\/______/ \ \____/\ \____\ \____\\ \_\ \_\ \/__//_/ \/___/ \/____/\/____/ \/_/\/_/ rev 1. ================================================================ Level Name : Q-Deck Files : fesp1.bsp, fesp1.txt, fesp1.map (source file, not needed for gameplay) Author : Gavin "FifthElephant" Edgington Release Date : 26th May 2013 (edited 28th May) Unzip the files to quake/id/maps and use a modern engine to run (fitz, quakespasm, RMQ etc) Run by pressing tilde ¬ and typing "map fesp1" without the quotation marks IMO this map is best played on hard difficulty. Email Address : gavin.edgington@gmail.com Author Home Page : gavinedgington.wordpress.com/ Description : My first SP map! I have tried to squeeze as much gameplay out of the layout as possible. You're in MY wheelhouse now! By the same author : DMQDeck Thanks and Credits! : id software for Quake Epic Games for Unreal/UT Elliot "Myscha" Cannon for Deck 16! SleepwalkR for Trenchbroom Tyrann for his compiling tools (detail brushes are sexual!) Bengt Jardrup for TreeQBSP Necros for the compiling GUI Than for his logic gate tutorial Rick (sp), Drew (sp), Spirit (sp), Negke (dm), RickyT (dm) and BPS (dm) for the invaluable feedback All the guys over at Func_Msgboard, Quaddicted and quakeone.com for support and for keeping the community alive! ================================================================ * Map Information * Game : Quake 1 baby! Single Player : Yes Deathmatch : I have made a DM version which you can find @ https://mega.co.nz/#!jJ02WJja!ROZA2EPetcet8jutJr8FWUT0txMmBbKuiNgLhxBTEWs http://www.quaketastic.com/upload/files/multiplayer/maps/dmqdeck.zip https://www.quaddicted.com/files/maps/multiplayer/dmqdeck.zip R_speeds : They are maximum, run in a new engine! I have tested this in RMQ and FitzQuake. Wads : id_base, idbase_ultimate, FEliquids Texture Credit : Than, Scampie, Tyrann... ermm... I dunno who else. Whoever had involvement in the idbase_ultimate.wad, and me. * Construction * Base : Yes, it is a base... it's kind of Deck 16! Construction Time : From day 1 of Trenchbroom (1/3/2013 - 26/6/2013) Build programs : Tyr's BSP/Light/Vis tools V0.10, also used TreeQ for -noents error checking Build Time : About 20 minutes (goddamn detail brushes are epic!) Compile machine : Intel Core DUO 2ghz, 3gb RAM, 32bit Windows 8 Editor used : Trenchbroom Version 1.0.10 build 225 Other programs : TexMex, ne_q1spCompilingGui v1.0.3 Bugs : Some bugs fixed from my DM version, these include texture alignment issues and the disappearing columns under the LG/Slime area and disappearing movers. * Miscellany * This is a bug fixed version that removes some of the bugs that I thought had been previously fixed, plus I have edited some of the encounters slightly so that the game is fairer to play. This will be the final version! I recently got back into mapping through a desire in late 2012 to play some Quake, then to check out if the scene was still making stuff. I then found a butt-load of amazing new content, then I had a tinker in Worldcraft using the Quake Adapter and I have started about 4 new maps. Those then got put on the back-burner when SleepwalkR released Trenchbroom, which was absolutely perfect timing as I had run up against a huge roadblock with one of my maps outdoor sections not compiling properly. So I started remaking Deck to try out the new editor and it has eventually lead me to actually completing something for a change. I changed the scale quite a bit, I think the tighter gameplay is far more suited to Quake than if I had scaled it 1:1. There are quite a few secrets to find, if you miss the secrets then you will be at a disadvantage (and you'll be missing out on half the fun!) * Copyright / Permissions * This was made by me, FifthElephant. I have included the .map file in the .zip, this means I really don't care what you do with the level as long as you at least give credit to me. If you mod it or expand on it then send me a link to the file in my email above please so I can see what cool things you've done with it! What are you still reading this for? Go and shoot something!