***************************************************************** * * * LET'S COMBAT! * * * * A Deathmatch Tour Through 9 Thematic Levels * * * ***************************************************************** ================================================================ Title : Two Castles Filename : 2CASTLES.BSP Author : Wayne "The Saint" Peeples Current E-mail Address : wayne@pcbest.com Release date : February 14, 1999 Additional Credits to : ID Software, for Quake, Armin Rigo, for creating such a cool map-editor Info : #4 of a 9-Level Set entitled "Let's Combat!" ================================================================ * Play Information * Level Name : Two Castles Single Player : No Cooperative 2-4 Player : No Deathmatch 2-8 Player : Yes! Difficulty Settings : None * Construction * Base : New level from scratch. Build Time : One week. Too long, due to rebuilds. I had to tear out the 3-story palacial estate just to get rid of the grey patches. The problem appears to be the "circular" towers. Too much VIS'ing required. It took 6 hours on a P2-350mhz with 128MB RAM. Any suggestions would be appreciated. Comments : I love castles. This level is intended for teamplay. Defend your castle while capturing the other castle. Both have defensive mechanisms. There are two pentagrams. How to use this file : Copy 2CASTLES.BSP into your \quake\id1\maps directory, start quake from the DOS-prompt with the following: quake +map 2castles OR start quake, select skill level and bring down the console, and type "map 2castles" (without the quotes). Editors used : Quark v.52 Known Bugs : None ================================================================ Levels 1 through 9: combat.bsp van.bsp canal.bsp 2castles.bsp apex.bsp rampant.bsp orhard.bsp capitol.bsp egypt.bsp These levels are designed to be a little bit "different" from the average Quake level, both in appearance and playability. No new sounds or textures were added, but there are other changes. Most EXIT buttons must be fired upon to open a door elsewhere in the map that leads to the actual exit. Some secret area are triggered by shooting or axing a rectangular outcropping of the same texture. (If it juts out, hit or shoot it.) There is no real continuity. Each map is a different setting. The purpose is to provide a refreshing change of pace for an evening of deathmatch play. Each map exits to the next one in the series. Read the individual text files for more information. ================================================================ * Legal Stuff * This .BSP file may be distributed for free over the Internet, providing that this .TXT file is distributed with it as is. You may NOT use this .BSP file on a CD or profit from it commercially without the written permission of the author.