P3:A - Medication [================] Reason for Living [===============] I've been mapping for years now, but seemed to have gotten stuck with Quake 1. It's a top game, and my recent levels for Quake have been regarded as some of the best out there. By no means is there the perfect Quake map yet, possibly there isn't such a thing, but for now I'm content, and have turned my hand to another fantastic game - Half-Life. Making a SP level for Half-Life is a big step, and not one that can be done lightly (I like to do things right see). Whilst DM maps also require lots of skill to make, they are the area which I'm better known for, so here it is - my first HL-DM map. It is the second in the P3:A trilogy however, which started with 'Domination', a Quake map, and will conclude with a Q3:A map in a few months time. Following on from Domination, Medication takes a similar approach to mapping, by encapsulating a building and letting you go everywhere possible. Line of sight from one end of the map to the other is possible, and it makes for frantic games. HL plays differently to Quake, no doubt about it, and the map hopefully realises this with higher walls and more opportunity to 'duck-and-dive' from your opponent. However you find it, I hope you enjoy. -Pingu Notes [===] I'm aware that the r_speeds get up to 700 in a couple of areas, but I don't think this matters. The level runs smooth as anything on my P166mmx, which isn't exactly a fast machine in today's world. Whilst there is a theme in the level, I haven't used many prefabs to populate it. If it was for single player there'd be desks, chairs and many boxes, as well as computers to keep you occupied. It's a DM level though, so these things aren't needed - you've got other players to keep you busy.. If used as the first map in a series, P3:A will have the standard daytime blue desert sky. Some maps use the nighttime sky though, and I've made it so that P3:A will not force it's sky. Why? Well, it feels right with both skys, and whilst it doesn't change the map, it does change your perception during games. Lastly, camping. I'm from a Quake background, and camping is a bad thing. Looking around the level, you'll see plenty of opportunities to camp. Thing is, it's not rewarded here - camp and you will never, ever reach the top of the score table (assuming there's someone in the game that actually runs about a bit & has some skill). So, don't be a llama, get moving & pump that adrenaline - it's what DM's all about... Other levels [===========] Quite a few now, all Q1 ; BCDM1 - The Spiral BCDM2 - The Ledge BCDM3 - Long Walk BCDM4 - Homeless house The place from Atlantis Space Station Pingu's Castle insomnia nightmare dayDream UKpak7 - Secluded Store A2: Return to Atlantis back2school P3:A - Domination Grab them all from my web site - http://www.planetquake.com/pingu Thanks to [=======] Okay, there's a few people here... id of course, for starting all this valve, for being so damn good Ben Morris for WC Buzz for playtesting this one James Brown at .net for additional playtesting Aardappel for being a top geezer Statistics [========] Map name - p3a.bsp File size - 787kb Zip size - 296kb Author - Pingu Real Name - Alex Moore E-Mail - A.J.Moore-96@student.lboro.ac.uk Build time- 5 days Compile - About 1/2 an hour all inclusive Editors - Worldcraft 2.0 Play Information [==============] Single Player - Just to look around Co-Op - No DM - 4-8FFA # of DM starts- 8 Weaponry [=======] 9mm AR - Two Rocket Launcher - One Crossbow - One Shotgun - One Magnum - One Egon - One Gauss - One Nasty Legal Bit [=============] This work is entirely mine, do not use it in part or in whole as your own work. If you wish to modify it, contact me and we'll talk further. All copyrights of original software (quake -id software, worldcraft - ben morris, half-life -valve software) are acknowledged. Beta history [==========] As this is my first Half-Life DM map it's had lotsa of beta testing, and has been through a few major builds. Here's the works... Alpha - 26th July 1999 First build of complete level, no weapons, 1 start, no items, purely an architectural build. Sent to Buzz to check size & general layout. Beta1 - 27th July 1999 - Finished architecture - several key changes. 1) Fire escape. Made lower staircase solid steps & also made a full balcony around centre tier. 2) Added computer room for another area (lowest tier) 3) Changed tunnel near hoover ledge to concrete instead of original rock. 4) Ammended faults with skyline around the top of the level. 5) Added a wall around top of roof to restrict player. 6) Fixed ladders so they worked more smoothly. - Added weaponary and ammo (and pads) - Added health & armour depots - Fixed some lighting flaws.. made it look better - General cosmetic changes (a few textures etc). Final - 29th July 1999 - Made changes to computer room - turns out no-one went there. Added a health & recharger to rectify this, as well as changing the magnum to a 9mmAR. - Made glass in one section of roof breakable (it's tough tho). Now you too can recreate those film sequences with hero jumping down thru glass. - Resculptured low fire escape steps so you don't get stuck on silly spiral that once lived there. - Made a few texture changes. - Changed outside 9mmAR to an Egon, hopefully to help eliminate those dirty campers up top. - Added some trippmines - how could I have forgotten them in beta1?? - Added some env_sounds A Pingu Production 1999