================================================================ Title : arrhythmia for Quake2 Filename : tksdm1.zip (fix) Date of Release : 15th of March, 1998 Author : Tom K. Stathopoulos (Borgus) Email Address : t-stathopoulos@nwu.edu Description : On the outskirts of a key Strogg complex lies a small human military outpost buried within a canyon designed to monitor for Strogg activity in the vicinity. Rooftops, towers, ditches, canyon ledges, multi-floor bases with windows, doors, ladders, balconies, catacombs, and duct vents can be found within. Each area with multiple routes for attack and escape. Canyons are accessible by jumping off the closest rooftop and manuevering your way around. Items can be found behind each of the guard towers. Try noclip to investigate entire map, including hidden canyon ledges. Purpose : This is my 1st deathmatch map and was initially intended for my getting accustomed to QE4R. An earlier version of this map had been released 2 weeks ago and was revised according to some feedback I received. What this represents is a very simple deathmatch map for 2-4 players designed to be conducive to all styles of Quake2 deathmatch, including hunting, camping, sniping, head-on carnage. Enjoy the great outdoors, it's a blast! Other Stuff by Author : For Quake, a quake c partial conversion called painx200.zip Additional Credits to : David Y. Cho (Bennett) for his help in play testing and design. ================================================================ * Play Information * Game : Quake2 Single Player : No Cooperative 2-4 Players : No Deathmatch 2-4 Players : Yes Difficulty Settings : No New Textures : No Exit : No * Construction * Editor(s) used : QE4 Radiant ============================================================ * User Notes * This map is not very bot-friendly due to limitations in bot AI, especially when it comes to climbing ladders, ledges, and stairs however is a blast with human opponents. Unfortunately, this map is not on a very level plane which prevents bots from performing better. For example, you will always have 1st dibs on the power-ups which are placed within 2 guard towers, accessible only through a number of masterful jumps. Bots tend to get stuck in the catacombs because they cannot push a button and climb the ladder out in time, or cannot climb into the vents from the catacombs to find their way back outside. Bots in the open field are killers as usual and put up a good fight. I use both CRBOT and ERASER. ============================================================ * Copyright / Permissions * You are not allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission! You may distribute this BSP through any electronic network (internet, FIDO, local BBS etc.) provided you include this file and leave the archive intact. ============================================================= * Where to get this map * ftp.cdrom.com and mirror sites.