July 8, 1997 ================================================================ Title : Encounter at Schist Filename : schist1.bsp Author : Noel Weer Email Address : nsweer@ice.net Description : You find yourself trapped inside an infested base. You must battle your way out of the sprawling underground tunnels, your goal to get upwards, and ultimately...escape? Additional Credits to : Andrew McIntyre, Jim Lowell, and the entire Quake Workshop Mailing List. Also to Matt Tagliaferri for qED, Paul Mickevicius for his excellent article in the Unofficial Quake Level Design Handbook, Antony Suter for RVIS, & Tom Grandgent (Woofer) for QBSP256b Check out the Quake Workshop: http://www.quakemania.com/qworkshop/ ================================================================ * Play Information * Single Player : Yes Cooperative : No Deathmatch : No Difficulty Settings : Yes New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : qED Known Bugs : none Build Time : about a week or so Texture Wad used : custom just for this level Number of Textures : 54 Compile machine : DX 133mHz, 32meg RAM QBSP Time : 31 minutes, 9 seconds Light (-extra) Time : 2320 seconds RVIS (-level 4) Time : 3819 seconds Brushes : 1256 Entities : 683 Models : 87 * Other Info * This is the first level in a mini-episode I am constructing - a teaser. The complete Schist Pak should be out in a few weeks, and be comprised of 3-4 levels. AS SUCH, PLEASE SEND ME COMMENTS SO I CAN MAKE THE REST OF THE EFFORT AS STRONG AS POSSIBLE. The goal was for a BASE with a more METAL feel, hence the underground and gloomy nature. The first section is a series of soft-tributes: opening area is to id (E1M1 similarity), and the big pipe room to LevelLord for the obvious stylistic inspiration (if not as well done). I have included an Scourge of Armagon laser rifle for fun, and to try and justify all those cells the enforcers drop (just couldn't bring myself to use an LG). The level is playable without the mission pack, and only generates the one error. There is no guarantee that any armagon items will remain for the final episode, and in fact it would be better to play the level without the laser - it unbalances things too much.... For all who read my rantette in my Necroseum text file: forgive me, for I have learned the limitations of Thred. Hence this - my largest level to date, and my enthusiasm for qED. * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels. This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission.