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GameStar 1998 October
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Gamestar_00_1998-10_cd2.bin
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mapy_single
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gibfact.txt
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1997-02-01
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====================================================================
Title : The Gib Factory by Scope
====================================================================
!!IMPORTANT - UNUSUAL ISTALLATION - INSTRUCTIONS BELOW!!
====================================================================
filename : gibfact.pak
version : 1.0; 2-1-97
author : Ed Cope
contact : e-mail: scope@execpc.com
homepage : http://www.execpc.com/~scope/quake
description : good size single player and deathmatch level
additional credits to : see below
beta testers : only myself
other levels by author : Cope's First
The Locks
Mines & Mayhem
Introducing the Blarg
====================================================================
* Boilerplate information *
single player : Yep
cooperative : nope
deathmatch : Yes
difficulty settings : Yes
demos replaced : None
new graphics : Yes - about 60% of the textures are new
new sounds : Yes - developed by the monster & weapon authors
new monsters/weapons : Yep - see credits below
new QuakeC : Yep - see credits below
music : CD track 8
* construction *
base : new level from scratch
editor(s) used : Worldcraft 1.0
build time : Don't ask
number of brushes : 1,073
compile time : On a P150 w/ 32 Megs RAM
QBSP : 1215 sec
Light -extra: 688 sec
VIS -level 4: About 20 hours
known Bugs : One minor "texture" alignment problem that you
may not even find. It appeared after VIS!?!
* installation *
This level uses modified code. I contains a .pak file with all the necessary
files in it. If you want to view or extract the files in the pak0.pak file,
download a pak file viewer/editor such as WinPak, Adqedit, or Packie.
Here's how to install and play the level:
1. Place the gibfact.zip file into your main quake directory
(ex: C:\Quake\gibfact.zip)
2. Use pkunzip with the -d command(ex: pkunzip -d gibfact.zip)
3. Run Quake with the command line quake -game gibfact +map gibfact
To use the Airfist, hit "2". You start out with it just like the shotgun.
To use the Plasma gun bind a key to "impulse 15" or cycle through the
weapons. The Plasma gun must be found before it can be used.
Tell me more:
The pkunzip -d command will create a directory called "gibfact" under
your Quake directory. It will insert the .pak and .txt files in
the gibfact subdirectory. Whey you fire up Quake with the "-game gibfact"
parameter, it will find the pak0.pak file in the gibfact directory and
pull the appropriate files from it. If you use Winzip, all you have
to do is unzip it into the Quake directory and it'll create the
gibfact subdirectory(unless you've gone and changed the Winzip defaults).
====================================================================
* Credits *
- id Software
- Bubbah for making the Blarg and trusting me to develop the introductory
level. Check out his ever-expanding quake moster plugin page at
http://www.worldaccess.nl/~yue/mdl.htm
- All the moster and patch authors whose work I've used in this level:
: The Evlove Team for the awesome new Airfist
: Iikka "Fingers" Keränen for the Doom Plasma gun
: Marc Fontaine for our old friend the Cyberdemom
: Jacob Fenwick, Robin Ball, and Jim Dodge for the Drone
: Ludovic Texier for the Manga Babe
- Niklata and his excellent Quake Map Specs document
- Steve Polge for the best Bot out there - wanna' play this level as a
deathmatch level - get the ReaperBot!
* Software *
The following programs were used in the development of this level:
- WorldCraft 1.0a(Yes - I just registered it)
- MipDip
- QuakeMe
- QBSP, VIS, & LIGHT
- Paint Shop Pro
- Packie
- Notepad
=====================================================================
* Other information *
I welcome any feedback on my levels.
I did not include the source code for any of the patches used in this level.
There are a lot of them and the file is already too hefty of a download for
my liking. Feel free to use the progs.dat and other files if you like the mods.
Make sure to give the authors their proper credit. All I did was paste them
together.
This is my fifth level. Worldcraft now gets my stamp of approval. I did
note, however, that several times while compiling visgroups for testing it
saved sheared sections incorrectly, causing a leak to spring ... talk about
frustrating.
I had initially planned this to be a multi-level partial conversion. The project
was to be a clan effort but, as it turns out, I'm the only one who put in much
effort. The new skin for the grunt is our clan skin(Clan Quakebot), which was
developed by yours truly. When I started developing the level, it was supposed
to be a manufacturing plant, but as I got into it and realized that I would be
the only one finishing a level, I kinda' lost my focus.
I've always designed levels from a deathmatch standpoint; only since I started
playing around with new monsters and mods have I had an interest in single player.
You can certainly tell that I made this level with deathmatch in mind;
unfortunately, I think my obsession with making a good deathmatch level has
taken away from some of the single player elements. Oh well ... I'll do better
next time.
Finally, I had intended to design the level for lower r_speeds(i.e. easy on the
processor). I thought brush glut was the only consideration -- little did I know
that the doors and the long hallways would do me in. It runs fine but the
r_speeds can reach into the 700 and 800's in the two large rooms and the long
halls.
If there are any experienced level authors out there who would like to contribute
levels to this .pak let me know, I'll send you the textures and we'll see what
happens.
If you want to play this level in deathmatch with the reaper bot, you'll need to
use a .pak editor(such as WinPak) to extract the .bsp file. You will have to then
move the gibfact.bsp file into the quake\id1\maps directory. When you start it up
you'll get a few error messages but since the monsters are removed for d-match it
will not effect game play at all.
The legal section is long for a reason. For the full scoop, check out Gyro's
page on Quake CD-ROMs(http://www.blarg.net/~gyro/cdroms.htm) and Crash's page
on copyright information(http://www.geocities.com/timessquare/1481/quake.htm).
* secrets *
There are five secrets in the level. In the past I've explained each
one in the text file but I aint gonna' do that this time -- this file
is too damn long the way it is. All but one should be easy enough
to find anyway. The tough one is located under the 2nd stairway. It's a
quad damage which may come in handy against the cyberdemon.
=====================================================================
* legal stuff *
This level is copyright 1997 by Ed Cope. Permission to use,
copy and distribute unedited copies of this file (gibfact.zip)
is hereby granted, provided that no fee is charged for the use or
availability of this file (other than the normal connection costs for
on-line services, if applicable). The above copyright notice and this
permission notice must be left intact in all copies of this file.
By using this file, you have agreed to the terms and conditions
set forth in this document. If you do not wish to abide by these
terms, you must delete this file from any and all storage devices
(regardless of the specific media involved) immediately.
Commercial distribution of this file, in whole or in part, requires
prior agreement with the author. Commercial distribution includes any
means by which the user has to pay either for the support (e.g. book,
newsletter or CD-ROM) or for the file itself. Unauthorized commercial
distribution is prohibited.
If you wish to commercially distribute (see definition above for the
explanation of "commercial distribution") this file, note:
(1) This file contains intellectual property (including, but not
limited to, textures and other artwork) owned solely by Id Software
(http://www.idsoftware.com), and is subject to any and all
copyrights held by them. This author does not have the
authority to grant usage of Id's copyright, and, by granting
permission to use this level in a commercial release, does
not waive their rights thereby. By commercially distributing
this file without the express written consent of Id Software,
the publisher faces the risk of potential legal action from Id
Software and has been so advised by this author.
(2) Permission is granted by this author for the one-time commercial
distribution of this file if all of the following conditions are
met and agreed to by the publisher:
(a) The author is notified by email or conventional mail PRIOR
to the file's inclusion on ANY commercial release.
(b) The author is provided with one (1) "contributor's copy" of
the finished product upon it's release. This copy is to be
mailed to the author using the shipping address specified by
the author in his/her reply to the publisher's initial email
notification, and is to be provided at no cost to the author.
(c) The author's file (including this copyright notice) is not to
be modified in any way, and shall be distributed as the author
intended.
(d) The author recognizes that copyrighted material is present
in the file and is aware that said material is not copyrighted
or copyrightable by the author. The author also recognizes that
this file is a Permitted Derivative Work when freely distributed,
and that, by commercially redistributing the file, the publisher
agrees to bear the entire legal burden, should it become necessary.
(e) The author retains all copyrights to this work both prior
to and subsequent to the commercial release of this file.
(3) By requesting a shipping address from the author, the publisher
signifies acceptance of, and agrees to abide by, these conditions.
By returning a valid shipping address to the publisher, the author
thereby grants the publisher one-time usage of the author's copyrighted
work for commercial purposes.
Thank you for your interest in this work.
=====================================================================
* Where to get this level *
ftp.cdrom.com - gibfact.zip