January 14, 2002 ================================================================ Title : Inferno, The Plains of Purgatory Filename : azspq1.bsp, azspq2.bsp Author : Greg Watters Email Address : gwatters@magma.ca Description : Single-player Quake I series. ================================================================ * Play Information * Single Player : Yes Cooperative : No Deathmatch : No Difficulty Settings : No (developed and tested on normal skill setting) New Sounds : No New Graphics : Yes ... Davo's Hellish textures. New Music : No (but used Quake selected tracks if you have the cd) Demos Replaced : None * Construction * Base : New levels from scratch Editor(s) used : Worldcraft 1.6 shareware Known Bugs : None that I have found, but I have pages of design notes which identify things that I may change if this gets any play and can add to the use. Build Time : About 3 weeks. Texture Wad used : Davo's Hellish textures, a few from Q1, and one from Q2. Compile machine : PIII/700Mhz QBSP Time : Less that an hour per map. Light Time : Less that an hour per map. VIS (-level 4) Time : azspq1.bsp ... about 43 hours. Jumped from 8.5 hours after adding rim on firepit (reason not known yet). azspq2.bsp ... about 3.5 hours (after removing much terrain). Brushes : Entities : * How to Use * No pack or mods, so just unzip to id1\maps directory. Run with quake -winmem 16 +map azspq1 The second map can be run separately, but was originally designed as the wrap up for the first map. A lot of the open terrain had to be removed once VIS exposed the flaws, which is too bad because it was much better with these features. I did not read John Carmack's note on VIS cautions on open areas until after the base version was made, and the reality is the engine is just not designed this kind of panorama. * Other Info * These levels were inspired but Davo's texture set, which I have always liked although not seen used, and The Inferno of Dante which provides what maybe the longest examination of a theme that somehow seems to fit with the alter-worlds of Quake. If you are interested, check out the bilingual edition by Robert Pinsky. I'd like to continue these levels if there is any interest as the original theme has almost endless possibilities. These were designed with some consideration of speedruns, so if you make any demos, I'd really like see the result. I appreciate any feedback, so e-mail me for comments: gwatters@magma.ca If there is any interest in adding deathmatch, skill, or coop, features, I will do this on request. Because of the effort required, I decided not to include these features since my intent is to develop single-player levels. I'd be happy to add the features if there is an indication that they will be used. * Copyright / Permissions * Authors may use these level in any way they find useful, excluding misrepresenting any of the original authors/vendor material. Misrepresentation is here defined as false representation of creation, or infringement of the terms of the vendor. Commercial use is subject to the terms if IDSoftware. These map are copyright Greg Watters, 2002, subject to IDSoftware's terms on any of their material. *** Credits: IDSoftware (particularly John Carmack for open-mindedness on open software, thanks for the chance to learn, and to the fantastic artists and modellers of on Quake) Ben Morris for Worldcraft, an unbelievable tool. Davo for the texture set. Really inspires places unknown. XeNon and others at www.qmap.org, for the patiences and invaluable advise.