================================================================
Title : Arcane World
Filename : dm8.BSP
Author : PiRaMidA
Email Address : sman@niif.spb.su
Description : Deathmatch level, best for 2-6 players,
made to be cool and fast for
even 8 meg machines (that's why the use
of only 10 textures or so). Architecture
is also not complex, the goal of this
level is framerate, not diploma in
architecturing :) The average on
P120 16 megs in DOS for this level
in 1-player is 38 fps... In the slowest
places it gets down to 32 fps (couple of
points only).
My Other Maps : Unholy Cave (DM7.ZIP), which is 3-8
player deathmatch level, and it got pretty
high rates on rating sites, though I
don't have a slightest idea why :)
Additional Credits to : ID Software, for Quake,
guys on IRCNet #quake:
dylan, xiphos and QDude for their
help with English (map name :) ),
Nienshanz, the company that I work for,
for understanding Quakers needs and
generously giving me 32 megs EDO :)
================================================================
* Play Information *
Level Name : Arcane World
Single Player : Just to look around. doesn't have an exit.
Cooperative 2-4 Player : Nope... Why? No monsters on this one anyway.
Deathmatch 1-4 Player : You bet. There are 8 player starts.
Difficulty Settings : No.
New Textures : One at single-player start
Anything else new : Hmm... not that I noticed anything.
Comments : It's my second *finished* map, new
texture mapped preview in thred and
32 megs of RAM that I finally got speeded
up the work on this project alot, so I
spent more time on design and items placement.
This level is very much thought about,
so if you don't like some parts of it
that's not a bug but the way my twisted mind
works :) If something is in this map,
then I wanted it to be here =) Not the
other way =)
I'm NOT including source for this map,
if you REALLY want it contact me.
* Construction *
Base : scratch . (stupid question...noone ever uses anything
else anyway, it's pain to modify someone's level)
Build Time : 3 days + 1 day designing.
Qbsp-time : 326 secs
Light-time (-extra) : 221 secs
Vis-time (-level 10) : 5808 secs
On a Pentium 100 overclocked to 133
running win95 with 32megs ram.
Editor(s) used : Thred (0.9b) and text editor for details (texture
scaling/aligning - where are you, John Mavor ? :) ).
Known Bugs : There is a bug in a water trap room which is caused by
limitations in id's engine, when items don't respawn
properly. So sometimes QD and lightning gun can
disappear from the game... I couldn't do anything about
it (well I could write a patch but well that's a bad
decision :) )
Also heads gibbed in the Crusher can sometimes fly away
in the kingdom of grey planes... That's not a bug
really, dead men shouln't care about where their heads
are flying :) Though I tried my best and significantly
reduced this effect .
* Legal Stuff *
You may distribute this level and include it in any deathmatch compilation
etc., as long as you include my text file and give me credit.
Modified level may NOT be released without the author's expressed permission.
Especially for the Actura Software I included a start room of sorts
which shows WHO IS THE F&%#ING AUTHOR of this level =)
* Where to get this BSP *
ftp.cdrom.com/pub/quake/levels/deathmatch/d-f
many other sites with cool
quake stuff :)
* FAQ - How do i run a bsp? *
copy the dm8.bsp into a subdirectory of id1 called maps,
ie c:\quake\id1\maps
then run quake.
go into the console by pressing the key left of the 1 key (~), and type in
"map dm8"
the .bsp extension should not be typed in, and neither the inverted commas.
//This form taken from Kayos's level kysdeath,
//so credit for the FAQ goes to him :)
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