================================================================ Title : The crypt Filenames : crypt.bsp, crypt.txt, intro.bsp, (intro.bsp is the skill setting level), arch.map. Author : David Minor, (NO, not the scale, and I don't have a brother called Morris.) Email Address : 106213,1324 (I think, if it doesn't work, just add an @compuserve.com) Description : A FULL sized quake level, containing a few of my own ideas, plus ones I nicked from elsewhere. It contains a full set of weapons, a shambler, An exit arch (like in the Id levels) which I made myself (I'm including a .MAP file with it on) and a few extra stuff like "exploding" walls. Credits to : Id, of course. My friends, for play testing it... well, maybe not actually. Half of them couldn't be bothered looking at it, after having asked me for it for days, and the other half COULDN'T UNZIP THE ZIP (!?@#). Only one actually played it, and it was apparently too difficult for him. This, incidentally, is why I'm spelling the installation procedure out L.E.T.T.E.R B.Y L.E.T.T.E.R. The person who created "electric sheep", (the level), because of the idea of using trigger_multiples instead of trigger_relays to enable loops which go on for ever (1. If that was his idea in the first place, 2. only quake editing people will know what I'm talking about. Probably not even them.). ================================================================ * Play Information * Level Name : The crypt Single Player : yes Cooperative 1-16 Player : yes Deathmatch : yes 16 start points. Difficulty Settings : yes. Intro.bsp is the skill selection level. New Sounds : No New Graphics : No Source included : No. The zip is big enough already. Sound Track : 4 Demos Replaced : None * Construction * Base : Scratch. Build Time : About 4 months. Times & stats : On a P90, using virtual memory, (24 MB of RAM. (Running on DOS) Tomb.bsp: Qbsp : 1309 sec Light (-extra) : 2961 sec Vis (-level 4) : 1899 sec entities : 767 Intro.bsp: Qbsp : 27 sec Light (-extra) : 70 sec Vis (-level 4) : 141 sec Entities : 143 Texture WAD used: quake101.wad Editor(s) used : quest v1.1, DOS edit and word. Known Bugs : Nothing serious, just the fact that a section of the floor in the cave area turns grey (dissapears) if looked at from a certain angle. Coop and deathmatch have a few problems as well, sometimes items pop out of teleport destinations for no apparent reason, and sometimes, when you die, you start from the point where you were killed, not a proper start point. I don't know what the hell causes this, so I'm not going to try and fix it. * Loading this level * To load this level, as with any quake level, just create a directory in ID1, (the directory where the PAK files are situated, I think win95 referrs to directories as file folders), This can be done by typing on the DOS prompt: md maps while in the directory ID1 (I acknowledge that there are other ways of doing this, I just can't be bothered explaining them.) Once you have done that, just copy all the files on the ZIP into the maps directory and start up quake (for all the pillocks out there who can't copy files, or unzip ZIPs, try using your BRAIN). Pkunzip or winzip can be used, and they should be available on this ftp site, or at least somewhere on the internet. When it has loaded, go to the console and type: map intro (remember to press ENTER afterwards) The console can be reached by pressing the key below escape, pressing the tidle (~) if that doesn't work, or, if all else fails, going to OPTIONS and selecting GO TO CONSOLE. This takes you to the skill selection map. * Legal Stuff * You may distribute this level and include it in any compilation etc., as long as you include this text file.