The Journey Home [===============] Reason for Living [===============] Wanted to say bye bye to the Quake engine in style. Sounds a bit sad I know, but this IS the last map for Q1 I will make. Honest. The main thing you should note is that GL Quake is recommended - it will run on software versions BUT there is a danger of 'graying out' as the polygon count in this map gets very high in several places. Reason I'm not concerned is because this is to show what the Q1 engine can do if it's pushed so far that it's practically bending over backwards. I get about 25fps on my 166 with voodoo2, a machine which is a slow by todays standards; on any P2 onwards with a 3D Card it will run perfect. I also wanted to make another SP map. After "Twelve Minutes" I took the easier route to fame; choosing to make DM maps instead. They're also quicker to make, though do take more effort to create atmosphere (given you've only got brushes and static lights if you want it to play fast). Also many people have asked if I'd do another SP level, especially since my visual quality has increased a hell of a lot since 12. So here it is. It's taken a very long time to make, a good 6 months on and off (mainly off I confess). As I'm now working for a games company that doesn't use a Quake engine, it's been difficult swapping between the various editors and styles. Hope you enjoy the level, I've made it as good as I possibly can; and maybe, just maybe, I'll see you in Q3... -Alex Moore, aka Pingu Other levels [===========] DooM : World.wad - 9 SP levels World2.wad - 9 SP levels World3.wad - 2 SP levels & 2 half-finished Death - 4 DM levels DooM II : There are 6 maps, but I've lost them *sniff* Duke3D : Several DM maps, again lost, and a fantastic SP level, again lost... Q1 DM : 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 Rediscovered Fantasies Q1 SP : Ickle Twelve Minutes Half-Life DM : P3:A - Medication Grab them all from my web site - http://www.planetquake.com/pingu Statistics [========] Game - Quake 1, GL HIGHLY recommended Map name - a3.bsp File size - 2009kb Zip size - XXXb Author - Pingu Real Name - Alex Moore E-Mail - pingu@planetquake.com Build time- 6 months, way too many hours Play Information [==============] Single Player - Oh yes. Co-Op - No DM - No Transparent W - Yes, r_wateralpha .5 is my fave. Gamma - Should look fine on all cards at gamma set to 1 Weaponry [=======] Lightning Gun - One Rocket Launchers - None Grenade Launchers- None Super Nail Guns - One Nail Guns - One Super Shot Guns - One Armoury [=====] Red Armour - One Yellow Armour- One Green Armour - One Special Items [===========] Pentagram of Protection - None Quad Damage - None Ring of Shadows - None Mega Health - None Programs Used [===========] Brushwork - Worldcraft 1.6, QBSP & VIS as supplied, Tyrlite 0.5Beta Transparent Water - Bsp2Prt Texture hacking / WAD management - TexMex 2.9 & 3.1, Photoshop 5.0 GunLok (r) shadows used with permission from Rebellion Developments Ltd. Thanks to [=======] Beta testers - Aardappel, Bal, DaMaul, Peej, Dandy & SPoG Special - HotCakes, who's grass effects I stole from him in A2 & didn't credit - The Fat Controller, who's page I got the non-QC tips from - Vondor for offering help when I broke it =) - Shambler for threatening to send the 'boyz' around if I stopped (and also for the general support throughout) - All those people who emailed their support when I said I'd stop (this again was through Shambler) - Paul for helping out during alpha stages.. where've you gone mate?? id software Rebellion Developments Ltd (for using my PC work when my 166 gave up #8¬) The various people who wrote the software used 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, tyrlite - kevin shanahan) are acknowledged, and I respect the original creators of any textures used here. Build Notes [=========] Okay, notes on how the hell I built this. Only started this when I was pretty convinced it was going to turn into a fully fledged map, which was around the 6th December 1999 (after the first area was complete and looking lovely). Since then I updated this document pretty much every time I did some work, unless it was only a couple of minutes. Usually it was typed as BSP did it's funky stuff in the background. This isn't (hopefully) too boring, I'm not really the 'did this this and this' type of person.. I tend to waffle more than that. So it shouldn't be too labourious to read (and sorry about any spelling mistakes..) ~ 22nd October 1999 - Begun. Didn't mean to, just playing about with praevus wad (from Frib's site), chucked a few textures from A2 against one of them and liked the look. Within an hour or so the skeleton for the first area was complete (arches for gold key) 10th November 1999 - Top of first area complete. It's had two reworks, mainly all on the extrance to where the spiral staircase will be. Still missing half the required walls, plan them to be rocks. Gold key looks wicked with effect around it, can't help but take a screenshot for the web re-design (speculation) 4th December 1999 - First area now complete. Spiral staircase took a fair while to get right, but looks wicked. Gold key mechanism took 2 hours to time properly, it's not as elaborate as first planned, but that looked shit anyway. Now this is sealed and vis'd up, going to start the next bit as a seperate map for faster building. 6th December 1999 - Stormed ahead with the next room, a 3 tier affair. Unfortunately looked really bad, so redesigned. Now a circular room. Was going to have a wicked spiral staircase all the way around, but ran out of polys. In fact, the 3 tier idea (with the center opening up on the second visit) is quickly proving one that is probably going to get ditched, which is a bugger because the test I did in a small map looked wicked. To combat this going though, had a fantastic idea of a deep cave with a crack at the top & light pouring in (bit like the UKpak7 rocky bit, but better). 19th December 1999 - Had a holiday (Christmas and all with the family), didn't think about the map once, which is a bit wierd for me, but a nice change - maybe I'll end up normal after all #8¬) Got back to it anyway, the cave area has quickly taken shape, lovely bridge, a few more tiers... basically it's nothing like the original idea. However, it'll get visited 3 times in SP mode (fairly closely together), so thankfully looks damn fine. Slight flaw with the lighting though - the current sunlight vector (which looks wicked in part1) doesn't do the cave justice.. I'll have to sort this one out later. 23rd December 1999 - Got to work tomorrow despite it being Christmas Eve (my fault as I had my Christmas hols last week). During the week I've finished off the cave area and made it link back to the circular room. Looks good, took an age to seal, but the r_speeds are mainly good; apart from when you initially go onto the bridge, they hit 800. Might do something about it later on, we'll have to see... 9th January 2000 - Happy New Year and all that. No rest for the wicked mind... Knocked up a temple area to do the link from the bridge to the high tier in the central cave, so far looks ok, shown it to Paul who sent back a screenshot with some fog - wicked. 13th January 2000 - Finished Temple area, got the mechanisms in, looks good. As the r_speeds are good here I'll probably add more detail later, but for now I'm taking both parts into work and sticking it together on the beast there. 14th January 2000 - Hit a flaw. Left the machine at work building whilst I went down the pub for lunch only to get back and find there was an error - some problem with one of the models (#51 to be precise; whichever one that might be). 15th January 2000 - Had a chat with Vondor and Spog, they were helpful and have given me some ideas to try for when I get back to work... if I can wait that long. Sent the two seperate parts to the beta testers (part 2 not vis'd) and they se