------------------------------------------------------------------- Quake 1 map ---------------- jam2_cocerello ------------------------------------------------------------------- * Specifications: - Title : Air crap - Release date : 31th of July, 2014 - Filename : jam2_cocerello.bsp jam2_cocerello.map jam_cocerello.txt - Jam theme : Ikwhite (Skacky's version) plus ikblue - Author : Cocerello, aka ''Coce'' - Feedback and demos : cocerellon@gmail.com - Tested in : Quakespasm 0.85.9, Darkplaces (not recomended) ------------------------------------------------------------------- * Map Information: - Game : Quake 1 singleplayer - Cooperative : 2 coop start points provided - Difficulty modes : 0, 1, 2 - Requirements : An engine with increased limits and support for coloured lighting - Version : 0.6 - Textures : idbase.wad, ikwhiteblue.wad (a texture set i made by merging ikwhite, ikblue, plus the textures from Skacky's version of ikwhite - Mapping time : around 30 hours - Full Vis time : around 6 hours - Editor : Worldcraft 3.3 with Qadapter by Baker - Tools used : Txqbsp and light.exe by Bengt Jardrup and MH ------------------------------------------------------------------- * Map's story and advices This began after i submited sm173, as a counter to it, to male more vertical levels and keep them as far from constrict the room to the walls. Architecturally and loooks wise, it began as a thought of reproducing the architecture from two comics i was reading (Aria and Aqua) and from the color palette from the first level, second act of the videogame Sonic Before the Sequel. Ikwhite and ikblue where the most suitable so i went for them. As time passed, i realized that the map was too open for Quake, and the marksurfaces count raised, a pain to compile quickly. It wasn't originally planned to be in the sky, but as time passed i saw that i couldn't follow my original intentions, so i simplified it and cut it down to a third. Still plan to complete it to release it on its own, but i will probably spend lots of time on optimization. The map is nice in layout, but because of the scale an openess, lacks a bit in brushwork detail, and lighting, which was a pain to do when i tried to fake global ilumination. The dificulty modes aren't done the usual way. This time, the monster count is the same for all the difficulties, but it isn't the placement and choice of monsters. I expect that the diferences between dificulties are bigger than the usual on Quake maps. ------------------------------------------------------------------- * Installation - Copy the files to /id1/maps - Add the following to the command line to run your Quake engine or create a shorcut to it with this part added (omit the ''): ''+map ''map name'' -skill x'' (where x is 0, 1 or 2) - Enjoy the map. ------------------------------------------------------------------- * Thanks - ID software for Quake - Ben Morris for Worldcraft - Valve for Worldcraft 3.3 - Baker for the Qadapter - Bengt Jardrup and MH for their tools - Kozue Amano, the author of the comics Aria and Aqua for the initial idea and lots of arquitectural references for the map. - LakeFeperd and the rest of the team for Sonic Before the sequel for the inspiration ---------- http://www.youtube.com/watch?v=NOiCa7IgpCo&list=UUhLdE0HBH5i6Zzt7TJ6qqWg http://sonicbts.webs.com/ - Jockum Skoglund aka Hipshot for the skybox hipshot@zfight.com www.zfight.com - All the people at Func_msgboard for their help. ------- http://www.celephais.net/board/ - Whoever said at Func that you could clone a brush or an entity in Worldcraft by using the shift key. It saves tons of time. - Sock for proposing the map jam. ------------------------------------------------------------------- * Copyright / Permissions * Commercial distribution of this material, in whole or in part, requires prior agreement with the author. Commercial distribution includes any means by which the user has to pay either for the support (e.g. CD-ROM, or magazine CD-ROM) or for the material itself. Unauthorized commercial distribution is prohibited.