(This document is best viewed in Notepad at 800x600 or larger :) ================================================== Final Release 1.0 : 30 December 98 ================================================== Fixed the last few bugs in the single player, and item placement. A special thanks to Ger[cK] for helping find the last few. I would also like to thank everyone that filled out the reports on the level! Although many of you wanted the quad back in, I have to decline, as I think the level could be controlled easier with quad. Its still open to argument in any case. ================================================== Beta Release 0.99 : 28 December 98 ================================================== Fixed a few bugs, added a starting area for single play, and a way to end the level. A few minor structural modifications. Go play the map ;) ================================================== Beta Release 0.98 : 23 December 98 ================================================== Title : Madness Filename : madness.bsp Author : -CremaTed DesIgN- CremaTor (Michael Danzo) Email Address : CremaTor@beer.com WWW Address : http://clan.daywest.com.au/maps Description : This is a small-medium sized map. Blue Brick and steel curves would be the best way to describe it. All of the weapons are available and 2 rocket launchers. There is a fair amount ammo around (Mostly nails/cells ;). Green, Yellow and Red armor all make an appearance in the map. There are no powerups apart from a 100 Health. There are 3 Teleports, one of which is one-way only. There are no secrets, and no traps, or doors of any kind. (ok ok.. the elevator is actually a func_door ;) The level is fairly highly optimised, and Ive gone to many lengths to try make it fast for even slower machines. Single Player / Co-op has been implemented. This map has taken me 2-3 weeks to complete. Additional Credits/Thanks to : Jeremy Eayrs (aka Karnage) for his support, and help with the beta testing and item placement. Joanna Clynk (aka JoSoFine) for her support and for the target practice. :P {sNiPer}, Ger, Cheshire, Ninja, ztn, Headshot and any authors who's maps are played regularly online. Thanks for the inspiration and help :) The Quality Control Central Team (http://www.planetquake.com/qccentral) Ben Morris for Worldcraft Steve Polge for the incredibly buggy ReaperBot. This map has been EXTENSIVELY tested using with by own modified ReaperBots, which I cant distribute for legal reasons :/ iD Software for creating Quake and Quake2. =================================================== * Play Information * Game : Quake (Quake World) Registered 1.01 or higher Map Name : Madness Single Player : Yes, Challenging Single Player implemented Co-op : Yes, Co-op fully implemented (4 starts) Duel : Excellent Quality Duel level. Deathmatch 2-4 : Very, very good. (many Deathmatch starts. (8 minimum)) Deathmatch 4-8 : Good, could be a little hectic with 8. Deathmatch 8+ : Gib factory :) Difficulty Settings : Yes, more monsters, and less weapons/armor the harder the setting. Additional Info : All monsters must be killed to end the level. ================================================== * Construction * Base : New map from scratch. Some new textures, based on textures by iD Software Editor used : Worldcraft, QuArK This level was 75% completed in QuArK then converted to WC. I am never building a level in QuArK again. Misc Programs used : ProQcc -Lee Smith QArt (mip-dip) -Worldwide MicroTronics Inc. QNM (Quake Name Maker) -Tony Browneller Compilers used : Qbsp (The usual BSP compiler) -iD Software ArghLite (light) -Tim Wright (crt) Rvis (vis) -Antony Suter (TF software) Construction time : 2-3 Weeks full time. No online-Quake, eat, sleep or sex =/ Compile time : QBSP - about a minute Light - 136 sec (140 lights) VIS - 155 sec (105 avg leafs) On a Pentium ][ Celeron 333a with 64 Mb RAM. Known bugs : During construction, there was a problem of falling out of the map when going up stairs. (There was NO visible or detectable holes! Map compiled fine) If this problem occurs again, please let me know! (I fully blame QuArK for its inaccuracy flaws) * There are currently no known bugs however. ================================================== * How to use this level * In your Quake\Id1 folder create a folder called "maps" and copy the map into it. eg. C:\Quake\ID1\Maps This means any mod, or any type of quake will be able to find the map. (Including Quake World) In Quake (Q95, WinQuake, GLQuake), bring up the console (press ~) and type: map madness In QuakeWorld? Start a Quake World server (qwsv.exe) on your own machine, type: map madness Start up the Quake World client and type: connect localhost ================================================== * Copyright / Permissions * Authors may NOT modify or use this level as a base to build additional levels without permission from CremaTed DesIgN. And it must not be sold, without permission from CremaTed DesIgN You MAY distribute this BSP, provided you include this file, with no modifications. You may distribute this file in any electronic format (WWW, FTP, Diskette, etc) as long as you include this file intact. Public QuakeWorld servers may use this map with the written permission of CremaTed DesIgN. If anybody wants the original .map or Worldcraft (.rmf) to have a look at, or to learn some tricks to make nice effects / good gameplay, you are welcome to ask for it. Please dont bother stealing the textures or decompiling the bsp to a map, as I will gladly let people have them, if they ask! Please support Australian (West Australian!) designed maps! ================================================== * Other maps / future maps by CremaTed DesIgN * Madness is the second map which I have decided to release. Other maps which I have released, or will in future: Bassness Madness Darkness ** Coolness ** Badness Loudness and more... ** soon to be released. Here is our clan map page, with many maps available for download. ------------------------------- http://clan.daywest.com.au/maps ------------------------------- My other released map is available there. Any future maps will be featured here. The "CremaTed DesIgN Mapping Zone" has not got an address just yet. The above address will almost certainly link to it, once its up. ========================================================= - This map was produced and directed by CremaTed DesIgN - ========================================================= Copyright(c) 1998, CremaTed DesIgN CremaTor@beer.com