============================================================================================ Title : The Rust Bucket Filename : mkrust.BSP ZIP Size : 459 Kb BSP Size : 1.13 Mb (unzipped) Version : 6th November 1998 Author : Martin "Killer" Kilcoyne E-mail : martin8@clara.net Web Site : http://www.martin8.clara.net Contains my other Quake II maps, skins and a few prefabs. Also has info on my current project, links to other cool web sites, some boring information about me and some ugly photos ;) You can submit your own work to me too if you want. E-mail me first and we will arrange for it to be put it on the website (web space permitting, I have 25 Mb to play with). Please go check it out. Even if you don't like this map then go anyway, you might find something you do like :) Description : OK, Welcome to my seventh full Quake II deathmatch map. If you are reading this then you are making me happy, as I put quite a bit of work into these readme files. This map is one of the largest I have made in terms of number of brushes, and I think is my best yet (I seem to say that every time, hehehe :) This map was inspired by the absolutely superb "Wasted" by Headshot. If you don't have this map then you are really missing out, go and download it once you have played this map :) It is in the waste theme obviously and is a small industrial type facility. Pipework is a major architectural feature as well as providing access between the different areas. The map is based on three fairly large rooms connected by various spacious corridors. There are several different levels to the map and these are connected by a mixture of stairs, lifts and a small ladder. I have built a nice trap into this map too. In the largest room there is a large pit with a suspicious looking grid in the bottom. The BFG is located behind the pipes in the bottom of this pit. However, to get the BFG you must jump down into the pit and run the risk of one of your opponents turning the valve on, flooding the pit with a large volume of slime :) Once in the pit there is only one way to exit; through the small tunnel on the left side. You cannot jump out, it is too deep (even when the slime is pumped into it. This lead to some very amusing moments during the playtesting phase. If you get caught in the trap then don't just lay down and die, try to get a shot off with the BFG and kill your opponent. I guarantee that the last thing he/she will expect as they stand watching you flail around in the slime, is a giant plasma ball come gliding from beneath the surface. Their laughing will quickly turn to swearing and curses as it slams into them, distributing their innards accross the room >:) The multi-level design lends itself well to extensive grenade usage too. Some highly satisfying frags can be had by bouncing grenades from the higher levels into the lower ones. All weapons are present except for the god-forsaken HyperBlaster (I really hate that weapon). There is a megahealth, adrenaline, combat and body armour, quad and a nice little treat too ;) As always I have included plenty of large med kits to keep the action flowing. This map is best with less than 8 players as weapons can get a bit sparse (unless you have weapons-stay obviously). With this many players you will not stay alive for long and this can be pretty frustrating. I recommend 4 players or less. One on one is great fun, the map seems well suited to this. Two on two is cool too. But, if you want an all out carnage fest then get 8 players and turn weapons-stay on! Technically, nothing new. This map took me the longest to make so far because of university, no more 10 hour stints in front of the PC making maps, I have got other stuff to do now as well i.e a Computer Science Masters degree :) I used 64 unit wide walls as usual. This keeps the r_speeds down to acceptable levels (maximum approx 800, average 250). Plenty of ambient sounds like in my newer maps, this is really important I think. Sounds can be the difference between a mediocre map and a really cool one (which one is this map; mediocre or really cool, e-mail me and let me know at martin8@clara.net). ============================================================================================ By the way if you run or know of any server running this map then please e-mail me (martin8@clara.net). ============================================================================================ N.B. (Eraser users only): I have also included a route table in this zip. This will allow you to start using the map immediately with the Eraser Bot without having to "teach" the bots the level. To use it just unzip the file "mkrust.RTZ" into your "C:\quake2\eraser\routes" directory BEFORE you load the level for the first time, otherwise a route called "mkrust.RTZ" will be automatically created and you will have to delete this and then replace it with my version. ============================================================================================ Other Stuff by Author : Levels: The Arena (regular deathmatch version) [mkarena.BSP] The Arena (CTF version) [mkarenactf.BSP] The Arena (conference version) [mkarenaconf.BSP] Another Warehouse Level [mkwhouse.BSP] Superposition [mksuper.BSP] The Triple Towers [mktriple.BSP] Balcony Blitz [mkblitz.BSP] Metallic Resistance [mkmetal.BSP] Resistance Is Futile [mkfutile.BSP] Skins: Captain Jean Luc Picard [picard.PCX] Lieutennant Commander William Riker [riker.PCX] Lieutennant Commander Geordi La Forge [geordi.PCX] Lieutennant Worf [worf.PCX] Doctor Beverly Crusher [crusher.PCX] Duke Nukem [duke.PCX] Max (combat pants and Sepultura T-shirt) [max.PCX] Houston Rockets (basketball uniform) [rockets.PCX] ALL THE ABOVE ARE AVAILABLE TO DOWNLOAD FROM MY WEBSITE : HTTP://WWW.MARTIN8.CLARA.NET MOST MAPS ALSO AVAILABLE FROM CDROM.COM AND MIRROR SITES : FTP://FTP.CDROM.COM/PUB/IDGAMES2/QUAKE2/LEVELS/DEATHMATCH/M-O ============================================================================================ * Play Information * Game : Quake II Single Player : Just to check out weapon placements etc. Deathmatch : Yes. 11 spawns. Difficulty Settings : No. New Sounds : No. New Graphics : No. Demos Replaced : No. * Construction * Base : New map from scratch. Build Time : Roughly 30 hours over about 3 weeks. Brush Count : 1265 (of which 207 are entities) Compile Machine : Pentium 166 MMX, 32 Mb RAM, 4 Mb Righteous 3D 3DFX Card. Compile Time : About 3 hours 30 minutes. Editor(s) Used : QERadiant 077 (powerful yet easy to use). Known Bugs : None. * How To Use This Level * Unzip the file "mkrust.bsp" into your "quake2/baseq2/maps" directory. Start up Quake II and bring up the console then type "map mkrust". * Additional Credits * ** Obviously, all credit to ID SOFTWARE for creating the QUAKE II phenomenon. ** Also to ROBERT DUFFY for QERADIANT; a class level editor, download it from: . ** My appreciation to RYAN FELTRIN, creator of the most excellent ERASER BOT; a superb piece of programming, download it from: . ** Loads of thank you's to Captain DynaBaul and his superb map review site for reviewing my maps (and giving them cool scores :) Go check out that web site (once you've played the map of course :) ** Thanks to Stupak at the map review site "A World Of Quake 2" for reviewing my maps. Go to: ** Thanks to the guys at the Quake II map review site "Multi-Player Quake" for reviewing my other Quake II deathmatch maps. Check out the cool web site at: . ** Thanks to my mate GARETH BRIGGS for perserveering with Quake II map editing after a spell of really shitty luck with VIS errors etc. You are the only mate I can talk to about Q2 map editing without falling asleep :) Keep up the work on your map, I'm sure it will turn out cool in the end. ** Finally, thanks to my cousin PAUL LEES for downloading QERadiant and the Eraser Bot for me before I got my internet connection :) * Copyright / Permissions / Legal Bullshit * You may NOT use this map as a base for other maps. 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. If any magazines want to put this map on a cover CD, then make sure you ask me first, send me a copy and we'll be straight :) ======================================================================================MK98==