11/10/98 ================================================================ Title : Da Pak'd Lunch Filename : rcdm3.bsp Author : Robert "Fat Controller" Cruickshank Email Address : crescendo@xtra.co.nz Description : My homage to ztn, headshot and the rest of the Da Pak team; thus it's done in the Da Pak style (with some ztn wall textures). Also nods in Ghandi's direction. Design revolves around an atrium split in three parts with two pairs of teleports spicing things up. Player Load : 4 in FFA MAX, good too for 1-on-1. Additional Credits : - The dudes behind the Omicron Bots - ztn for his textures and contribs to Da Pak - The Da Pak team - Ben Morris for Worldcraft shareware - I'll register, I pwomise! :*) ================================================================ * Play Information * Single Player : No (except for testing) Cooperative : No Deathmatch : Yes (8) Difficulty Settings : No New Sounds : No New Graphics : Yes; some ztn textures from DAPAK12 (The Vomitorium), also new textures for Da Pak-style teleport surrounds. Spawn Point Marking : Weapon and armour only New QuakeC Stuff : No Demos Replaced : No Transparent Water : N/A * Item Mix * Super Shotguns : 1 Pentagram of Protection : 0 Nailguns : 0 Quad Damage : 0 Perforators : 1 Ring of Shadows : 0 Grenade Launchers : 0 Megahealth : 1 Rocket Launchers : 1 Yellow Armor : 2 Thunderbolts : 1 Red Armor : 0 Ammo load: 100+ shells, 130 nails, 20 rockets, 39 cells. Figures incl. weapon pickups. This way you get more iron in your diet, and not too much spicy stuff :) * Construction * Base : New level from scratch Editor(s) used : Worldcraft shareware; MipDip (wad); IKLITE; RVIS; pencil and paper, cheap whiteboard and markers Known Bugs : More Da Pak influence than Ghandi... oh well. Megahealth is a bit easy to get, but that's why it's a megahealth. The goddamn teleport surrounds are still too *!?ing greenish for my liking. Build Time : About half a month. I have other things on the boil. Compile machine : Compaq Presario 2200 (Cyrix MGX-166, 30MB RAM) (That's right: *30* megs! Compaq dedicates 2 megs for video, but it still manages to get away with saying 16 megs in the ads. In short: I ain't no Bario.) QBSP Time : 0 minutes 55 seconds Light Time : 4 minutes 3 seconds. IKLITE's timer isn't very precise. VIS (-level 4) Time : 1 minutes 44 seconds on RVIS Brushes : 494 Entities : 161 Models : 6 average leafs visible : oops! Forgot to take note... *cringe* * Notes * The "spotlights" aren't all that good because IKLITE doesn't support them. So right up near the light texture is a light with normal attenuation, and about 128 units below is another light, same strength, but with quick-fade attenuation. It's not perfect but it works pretty well. This map also replaces "Fat Controller's Fragtime Funhouse", which was going nowhere fast. So this map is my fifth designed, fourth released and third in the RCDM series. Follow that. * How to Use * Extract the BSP to ID1/MAPS as per usual, and run it from the console a la MAP RCDM3. After this disgusting soiree you will be slipped over to DM4. If you find problems, contact me via email at the address above. * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels. You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic format that is sold for money without my explicit written permission! This includes magazine cover CDs. You MAY distribute this file through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive intact. * Where to get this crap map * http://come.to/CruickRo/ * Essential Quake links - Get 'Em while they Last * Pa Pak homepage: http://www.planetquake.com/dapak Ramshackle's DM reviews: http://www.planetquake.com/ramshackle Talon's Strike: http://www.planetquake.com/talon/ Yet again, a plug for Iikka's site: http://www.planetquake.com/ikq/