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  /idgames/hexen2/levels/s-u/speeed.txt

	                Speeeed's Imagination



TITLE:                Speeeed's Imagination or Speeed's Folly
FILENAME:             Speeed.bsp
AUTHOR:	              Jan M. Pear
E-MAIL:		      agx@mari.net
HOMEPAGE:	      http://www.mari.net/~agx
DESCRIPTION:	      You find yourself in a lonely chapel....
                      the pews are empty, the light is fading.
		      There is a pulpit with a message,pay heed.


This map is a rework of a recently released map that I withdrew
from circulation when I found a way to boost the framerate to a 
playable level.

Initially the framerates were very low and as such the map was 
essentially worthless. So I debated whether I should release 
it and I did.

I was able to boost framerates using two methods. I placed huge 
water brushes outside the map between rooms and inside walls 
in the map. Water brushes will prevent the engine from seeing
beyond. Also I installed doughnuts or vis blockers. The 
framerates in the very slow areas more than doubled. Hooray!

I have an Orchid Righteous 3dFX card and did most of my testing
through that card. I have a Pentium 166 MMX with 96 megs RAM 
and can't get playable framerates in Raven's maps at 640 X 480.
You won't get good framerates at that resolution without 
hardware acceleration in this map.

I set the map up in a PAK file because I had never done that. 
The program I used (WinPak by Antony Barratt)  made it quite 
easy and I wanted to include a midi file. I tried inserting 
my own wav file for plaque sounds but was not successful. 
If anyone can shed some light on that aspect please let me know.

I ran into a multitude of problems building this map not the 
least of which is the aforementioned framerate problem. 

I found it most frustrating trying to spawn rings of flight. If I 
set the cnt_flight to one the ring would spawn but not be usable. 
So I set the cnt_flight to two and this solved the problem.

Recent mail from Eric Biessman showed me a way to solve the 
problem. But Rings of Flight are auto-use and the way I have them
spawn the player can use them when desired which I prefer.


ADDITIONAL 
CREDITS..Matt Tagliaferri, James Shiflett and John De Goes for qED 
                        
         tiglari......for doing a ton of work on the 
                      Hexen2 entities and answering all my e-mail                        
             
         EutecTic....the entity MAN. He answered all my e-mail
                        
         nutairi......he helped me with some basics I had a hard 
                          time grasping, a very patient fellow
			
         Eric Biessman..rapid e-mail responder
      
         The guy who made the midi file that I extracted from the
         Doom2 pwad Doomed to Run Amok and included here.             


INFO ABOUT 
THE AUTHOR:    http://www.mari.net/~agx

OTHER LEVELS
BY ME:         http://www.mari.net/~agx/download.htm



                             PLAY INFO

Single Player.................Yes(that's what I like)
Co-op.........................No
Deathmatch....................Yes, but not well tested
Difficulty Settings...........Yes, easy and Hard

BASE..........................New level from scratch
EDITOR........................qED

                        
                          HOW TO PLAY THIS MAP

Under your Hexen2 directory make a new directory called speeed. 
Extract the contents of the zip file to it.  Start hexen from a 
commandline using the option -game speeed.

eg.  h2 -game speed

The game will start up normal and when your in the game bring down 
the console and type 

skill 0, 1 or 2
map speeed

I have included my own strings text file that will extract properly.
Pay attention to the messages I deliver as they will aid in game
play. On another note: I have placed a few items that you will need
to use. So use them frugally.


Base                    : New 
Editor used             : qED 2.0.118
                          I have included in the zip the qED file 
                          and the map file....but the Map won't load
                          into QUARK.
Build Time              : Seven weeks
Texture Wad used        : meso.wad
                        : roman.wad
Compile machine         : Pentium 166, 96mb RAM
QBSP Time               : 165 secs
Light (-extra) Time 	: 392 secs
VIS (-level 4) Time     : 1428 secs 
Known Bugs              : Some weird texture movement in one spot.
                          Won't affect play


*********************** Copyright / Permissions ********************

Authors may not use this level as a base to build additional
levels, 

This BSP may be distributed over the Internet and/or BBS systems.
You are authorized to put this BSP or it's MAP file on a CD and 
distribute if you have my authorization. 






     









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