***************************************************************** * * * LET'S COMBAT! * * * * A Deathmatch Tour Through 9 Thematic Levels * * * ***************************************************************** ================================================================ Title : The Orchard Filename : RAMPANT.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 : #7 of a 9-Level Set entitled "Let's Combat!" ================================================================ * Play Information * Level Name : The Orchard Single Player : No Cooperative 2-4 Player : No Deathmatch 2-8 Player : Yes, but 8 might be a bit crowded. Difficulty Settings : None * Construction * Base : New level from scratch. Build Time : 6 hours. Comments : There are lots of trees to slow you down as you race back and forth between the two cave fortresses. Some weapons are hidden behind locked doors. Each one has a switch to open the next one. The last one reveals the exit. The last two have timers, so the exit and rocket launcher will relock themselves. How to use this file : Copy ORCHARD.BSP into your \quake\id1\maps directory, start quake from the DOS-prompt with the following: quake +map orchard OR start quake, select skill level and bring down the console, and type "map orchard" (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.