September 9, 1997 ================================================================ Title : Horripalatia Filename : horrid.bsp Author : Noel Weer Email Address : nsweer@ice.net Description : A metal level built around a solid copper texture theme. Designed to have lots of ground to cover with highlights of intense fighting, and (hopefully) surprises without being insta-deadly. Additional Credits to : The Quake Workshop Mailing List for all their help - especially those who supplied the great input on how to make this level better: Jeffrey Clark, Hal9000, LaRd, Todd Eichmann, & Gonzoj come to mind. :) Paul Taylor from A World of Quake, Hipno-Ritual for the neat features**, all the level review sites, QuakeLab, Quake Prefab Park, and id for just being so damn cool. Check out the Quake Workshop: http://www.brutality.com/qworkshop/ ================================================================ * Play Information * Single Player : Yes Cooperative : No Deathmatch : Yes, 18-20 DM starts - I lost count :) Difficulty Settings : Yes (hard and normal aren't as different as I hoped) New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : qED 1.0 Known Bugs : nothing per se, just personal nitpicks Build Time : roughly 3-4 weeks Texture Wad used : selection from Armagon, Metal, Rogue, HexenIIdemo Number of Textures : 49 Compile machine : DX 133mHz, 32meg RAM QBSP Time : 1394 seconds Arghlite Time : 4132 seconds (-extra -light 45) RVIS Time : 15795 seconds (-level 4) Brushes : 1394 Entities : 644 Models : 98 * Other Info * ** My first Armagon edit level. I had grand plans for spinning and rotating and... well, as the level got bigger and bigger I sort of changed my focus. It became an attempt for a huge copper-metal level. And the amount of effort to get rotation to work is not small. I really admire the entire team at Ritual for the work they did to get this working. I left one rotate door from my work - but instead decided to let the monsters and weapons do the Armagoning for me. I'll just have to try again. :) Health may seem light in areas - you can always go back if you save some. I had plans to repopulate the level just for this, but the monster count seemed high enough already... I did incorporate some prefabs, which may seem cheesy to some, but is a great idea for inspirations and ideas. I didn't use one without modifying it or completely rebuilding it from scratch - so nothing here isn't mine, but the sights that supplied the "source code" are cool and mentioned in the acknowledgements above. * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels. This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission.