***************************************************************** * * * LET'S COMBAT! * * * * A Deathmatch Tour Through 9 Thematic Levels * * * ***************************************************************** ================================================================ Title : Running Rampant 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 : #6 of a 9-Level Set entitled "Let's Combat!" ================================================================ * Play Information * Level Name : Running Rampant 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 : 4 hours. Comments : Patterned after a nearby parking facility. Lots of ramps. You have to ride the platform to the chandeliers and beyond. But the reward is a rocket launcher. Just don't fall into the lava. If you are too timid to jump onto the chandelier and claim the rocket launcher, then you can still get it by remaining on the moving platform. But...from then on the rocket launcher reappears on the ramp below where anyone can get it. How to use this file : Copy RAMPANT.BSP into your \quake\id1\maps directory, start quake from the DOS-prompt with the following: quake +map rampant OR start quake, select skill level and bring down the console, and type "map rampant" (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.