spirit1dm3sp -- Zeal & Fury SINGLE PLAYER VERSION When spirit released this deathmatch level, Baker could not refrain from complaining about the lack of SP maps. So I took the liberty of adding some single player settings as well as fixing a few technical and visual issues. The DM settings remain unchanged. -- negke 18 Oct 2010 [Original text file:] spirit1dm3 -- Zeal & Fury A deathmatch map for Quake / Quakeworld by spirit GENERAL MAP DATA ================== MAP NAME : spirit1dm3 LONGNAME : Zeal & Fury ARCHIVE NAME : spirit1dm3.zip VERSION : final GAME TYPE : tourney (1vs1) | FFA 3-5 TEXTURES : q1 stock textures by id (unless you got others installed) Tested with textures by the Quake ReteXturing Project - http://facelift.quakedev.com/ I used these: http://facelift.quakedev.com/download/qrp-maptextures-2007-10-06r2-7files.zip SOUNDS : Quake stock sounds only WAYPOINTS : yes, for Frikbot X (made by Lightning_Hunter) BASE : none (new map from scratch) RELEASE DATE : 15 OKT 2010 INSTALLATION AND HOW TO PLAY ============================= INSTALL: * Extract the file 'spirit1dm3.zip' to your 'quake/' directory (preserving paths). The following files will be extracted: * id1/maps/spirit1dm3.bsp -- the bsp file needed to play the q1 map * id1/maps/spirit1dm3.map -- the source file of the q1 map (not needed to play) * id1/maps/spirit1dm3.lit -- light file (some modern q1 clients only, e.g. darkplaces) * id1/maps/spirit1dm3.dlit -- dlight file (some modern q1 clients only, e.g. darkplaces) * id1/maps/spirit1dm3.wa* -- frikbot waypoint files (requires FrikBotX) * id1/docs/spirit1dm3.txt -- this readme file * id1/docs/spirit1dm3.license.txt -- the full GPL license * id1/locs/spirit1dm3.loc -- location info file for q1 map (NQ format, made with qrack) * qw/locs/spirit1dm3.loc -- location info file for q1 map (QW format, made with ezQuake) + the same stuff for spirit1t3 PLAY: * You can load the map using the Quake in-game console: 'map spirit1dm3' * You can also start it from the command line of your OS: 'quake +map spirit1dm3' but you may want to spawn a server so your friends can connect: 'quake -listen 4 +map spirit1dm3' * come to http://www.quakeone.com or http://www.quakeworld.nu to find servers to play online PLAYING AGAINST BOTS (try it, it's easy and fun): * download FrikBot X - http://www.inside3d.com/frikbot/fbx/ and unzip to ...\\frikbot\ * start it by double-clicking "run.bat" (Note: You may want to adapt the executable of your favourite quake client in there.) * in the quake in-game console, load the map and add a bot: map spirit1dm3 impulse 100 That's it! I'm lazy so I use a shortcut on my desktop with the following command line (glpro400 is proQuake, my Quake client): ...\\glpro400 -game frikbot -condebug -listen 8 +map spirit1dm3 TRIVIA ======= STUFF USED : * netradiant -- http://dev.alientrap.org/wiki/netradiant * bj's compile tools -- http://user.tninet.se/~xir870k/ * hmap2 to generate the .lit/.dlit files -- http://icculus.org/twilight/darkplaces/ * nQuake to test the map -- http://nquake.com/ * darkplaces engine to test the map -- http://icculus.org/twilight/darkplaces/ * proQuake and engineX to test the map -- http://quakeone.com/proquake/ * qrack to make NQ waypoints -- http://quakeone.com/qrack/ * cq1map shell scripts to automate the compile process -- http://maps.sp1r1t.org/stuff/ * FrikBot X - http://www.inside3d.com/frikbot/fbx/ * coffee, chardonnay BUILD TIME : a few weeks FILE SIZE : < 2 MB (zip archive) BRUSHES : > 900 ENTITIES : > 500 (many lights) COMPILATION : compiled using my cq1map shell scripts, took ~ 10 mins NOTES : This map was designed with ol' skool q1 tourney or FFA in mind. No mods, nothing fancy. I know some of you prefer bsp files instead of zipped maps so sorry for all the stuff that comes with the map. Yes, it's even more than last time. :p Hope you like it anyway. GAMEPLAY ========= WEAPONS : 2x RL, LG, NG, SNG, 2x SSG, GL ITEMS : MH, YA, RA, 2x GA POWERUPS : none AUTHOR INFO ============ NAME : Tim 'spirit' S. CONTACT : see http://rcmd.org/contact/ WWW : http://maps.rcmd.org http://www.airrocket.net/~spirit/ THANKS & CREDITS ================== * Lightning_Hunter for the great FrikbotX waypoint files (get FrikBot at http://www.inside3d.com/frikbot/fbx/) * The Quakeone.com community Thanks go out to =peg=, metchsteekle, Mr.Burns, Polarite, ... for comments, suggestions and playtesting the alpha and beta versions. http://www.quakeone.com * Many thanks to =PEG= for playtesting and explaining various Quake 1 specific stuff to me. And ofc for showing me how to make the clipped stairs in the YA/acid area. * Everybody who tested the map at the Euroquake server (bigfoot.quake1.net:26000): Stalker, bloodymary, xeno, polarite, confuzed, ... * The Leveldesign.nl community Thanks to Shadow, Henneck, ... amd many others for playtesting and comments. http://www.leveldesign.nl * Baker, Rook, MH, LordHavoc and the ezQuake team for their great Quake engines http://quakeone.com/proquake/ http://quakeone.com/qrack/ http://mhquake.blogspot.com/ http://icculus.org/twilight/darkplaces/ http://ezquake.sourceforge.net/ * func_ and all the great guys there who still publish Quake SP maps http://www.celephais.net/board/ * BJ for the compilers I used http://user.tninet.se/~xir870k/ * id Software and the guys at qeradiant.com and alientrap.org for Quake and the Radiant editor id - http://www.idsoftware.com qeradiant - http://www.qeradiant.com netradiant - http://dev.alientrap.org/wiki/netradiant Changelog =========== beta3 => RC1 * fixed leak * minor texture fixes * moved RL ammo * less SSGs and shells * made ramp jump to GA from lower RL easier * added cells + rockets near YA RC1 => RC2 * clipped stairs at YA/acid area (thanks =PEG=) * minor texture fixes * added info_intermission RC2 => RC3 * fixed some more texture bugs * fixed minor clipping issues in central area and at lower GA * added lights in water (it was way too dark there with some engines) * added small tourney edition of the map, it's just a quick test that I made (spirit1t3) * added 1 pack of cells near YA (crates in acid) RC3 => RC4 * added transparent water ('-transwater' using BJ's qbsp.exe) * changed floor under crate/GL * texture replacements (use the same texture everywhere when multiple look identical, e.g. metal4_4 and wmet4_4) * fixed an ammo box that was floating in QW (ezQuake) * added the waypoints that LH made RC4 => final (no changes) Copyright / Permissions ======================== spirit1dm3.map -- a map for Quake 1 Copyright (C) 2008 Tim 'spirit' S. -- http://www.sp1r1t.org/contact/ http://www.airrocket.net/ This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. Note that the GPL only applies to my work (the .map-file). See spirit1dm3.license.txt for the full license of this map. Please distribute modified versions of this map under a new name. Same license applies to spirit1t3 of course (it is based on spirit1dm3). ;)