================================================================ _____ ____ __ /\ __ \ /\ _ \ /\ \ \ \ \/\ \ \ \ \/\ \ __ ___\ \ \/ \ \ \ \ \ \ _______\ \ \ \ \ / __ \ / ___\ \ < \ \ \\ \\/\______\\ \ \_\ \/\ __//\ \__/\ \ \\ \ \ \___\_\/______/ \ \____/\ \____\ \____\\ \_\ \_\ \/__//_/ \/___/ \/____/\/____/ \/_/\/_/ ================================================================ Level Name : Q-Deck Files : DMQDeck.bsp Author : Gavin "FifthElephant" Edgington Release Date : 9th April 2013 Email Address : gavin.edgington@gmail.com Author Home Page : Soooooonnnn... Description : This map is a re-envisioning of Deck16 from UT all dressed up in the base texture set. It's a lot smaller than the original map and should be best suited for smaller skirmishes in multiplayer or with Omicron bots. By the same author : This map is genesis, the beginning, the first born. Actually I lie, this is just the first map under my new alias. But my other maps really suck, so you're not having them. 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 Bengt Jardrup for TreeQBSP Necros for the compiling GUI Than for replying to a fan email I sent. Negke, RickyT, BPS 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 : Not for this release, it is coming... Deathmatch : Yes, 2 player is ok, 4 player is best R_speeds : They are maximum, run in a new engine! Wads : id_base, idbase_ultimate, FEliquids (my own) 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 Deck 16! Construction Time : From day 1 of Trenchbroom (1/3/2013- 9/1/2013 ) Build programs : Tyr's BSP/Light/Vis tools V0.6, also used TreeQ for -noents error checking Build Time : About 3 hours Compile machine : Intel Core DUO 2ghz, 3gb RAM, 32bit Windows 8 Editor used : Trenchbroom Version 1, then switched to 1.05 Other programs : TexMex, ne_q1spCompilingGui v1.0.3 Bugs : None known, but there were hella bugs to solve before it was released, god damn! * Miscellany * 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. Mostly because UT has a lock-on rocket launcher and a sniper rifle and to compensate for a lack of these in Quake it only made sense reduce the size of the map. I made the majority of the map blindly. I worked completely from memory, only in the last final part did I look at the original level. What surprised me is how fast the UT characters move compared to Quake, it's a strange uncanny-valley feeling when you play my version, I hope it's not distracting (and once you get past that I hope the map is actually 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!