16.12.2001 =============================================================== Title : Centurion Filename : xnq1002.zip --> xnq1002.bsp + xnq1002.txt + xnq1002.map Author(s) : XeNoN (rich thorne) Email Address : xenon@planetquake.com Website : http://www.planetquake.com/xenon Description : A large, spacious Q1SP map with 2-4 coop support. Intended to utilise 100 brushes to the max. Released standalone. Other levels by author : Q1SP - Perception 100 ways to Die (organisation of second 100brush comp.) 100 hours till Dawn (100brush competition entry) Various Speedmaps (http://www.multiplayerquake.com/speedmaps) Q1DM - Trick or Treat! Deceit Enigma Additional Credits to : Id software - should be obvious why by now... Ben Morris - for Worldcraft (level editor) Matt Tagliaferri - for qED (other level editor) Tyrann - for compile tools Everyone else from #terrafusion and qmap.org - for general support/arguing throughout ================================================================ * Play Information * Level Name : Centurion Single Player : Yes Cooperative 2-4 Player : Yes, though not tested Deathmatch 2-4 Player : No Difficultly settings : Easy : ??? monsters (If you suck... or are just plain lazy) Normal : ??? monsters (Standard skill, tested on this) Hard : ??? monsters (If you have a large penis and/or breasts) Nightmare : same as hard, only with monsters fuelled up on coke (for the insane massochists among you - you know who you are) New Sounds : No New Graphics : Custom textures, yeah Sound Track : Dunno... Demos Replaced : No .map Included : Yes. It's been buggered sideways by qED but should be available for the purpose of brush-counting alone. Software needed to play : Works with all quake engines, as far as I know. GL recommended. (ctf, normal quake etc.) Software mode contains some fullbrights which look horrid. Comments : Aardappel came up with the original concept for Q1 last year: 'Create a standard Q1SP map in 100 brushes or less', in the form of a competition. I entered with xnq1001 and came 6th, which wasn't bad considering it was my first ever released map. After seeing the talent portayed in the rest of the 100brush lineup, I decided to have a go at a large open map and have it released as a bonus map in 100b2 (second contest which I ran myself). Unfortunately after the excessive porting between two editors (qED and Worldcraft), the map went under terminal errors and wouldn't recompile. Probably due to qED's habit of randomly rounding up vertices and simplifying non-axial faces. After gaining more expeience with worldcraft, I re-built it from scratch earlier this year, using better textures and neater architecture. But when adding entities I got myself in a right mess; Worldcraft removed all point-entities from the map that the fgd had defined as solid, such as triggers and teleports etc. It appears qED offers a 'hack' in that trigger_teleports and others can be placed in as pointents, thus saving brushes. In order to prevent messing up the brushes again I completed all the brushwork in WC and did a full compile, then proceeded to add entities in qED up till the end, doing -onlyents compiles each time... So with the brushwork screwed up in qED and the entities screwed up in WC, it's hardly a very reusable mapfile :) Overall I'm VERY happy with the way it turned out; probably my best work to date. I doubt there'll ever be a xnq1003 after this though... I've had enough of brush restrictions, and dont think I could improve on this one in any way, imho. * Construction * Base : None; built from scratch. Build Time : On and off (mostly off) for the past 4-5 months Times & stats : System Used : pentium w/ 400mhz & 64mB RAM Qbsp : Dunno :/ Not too long Vis (-level 4) : Missed this again :/ Light (-extra) : As above... see comments for explanation Brushes : 100 exactly Entities : 497 Textures : 27 Texture WAD used: Xatrix, Kingpin, Hexen2, Zerstorer, Q3test Thanks to all texture artists concerned. Editor(s) used : Worldcraft v1.6 (brushwork and lighting) qED v1.1a (other entity work) bsp2wad v2 (texture extraction) maketex (as above) mspaint (texture editing) wqbsp (bsp compiling) Tyrlite v0.8 beta (light compiling) Rvis+ (VIS compiling) TomazQuake v 1.44 (playtesting) Known Bugs : -A few texture misalignments I forgot to fix -Momentary slowdown when you grab the 3rd rune -Find any more? Let me know.. * Legal Stuff * -------------------------- DON'T distribute for money, dont tamper with it (except for personal use) without asking via email. DO distribute online (for free), email me with feedback, write reviews (contact me if you do!) and always credit me for the map. Copyright - XeNoN, 2001 QUAKEŽ is a registered trademark of id Software, Inc.