tarawa.txtBtB66 tarawa.txtM`MMÀMMTEXTMSWD#;t66#January 21 - February 19, 1999 .................... Brooklyn, NYC ------------------------------------------- FILE NAME: Tarawa.BSP MAP NAME: Tarawa7.BSP AUTHOR: Squonkamatic for the People!! EMAIL: snyland@earthlink.net URL: http://home.earthlink.net/~snyland DESCRIPTION: Largish "outdoors" multipurpose map based upon what little I know of the Battle of Tarawa in the Gilbert Islands, 1943, with plenty of artistic license thrown in to make a good Quake level. I hope.... * interested parties can access a page of historical info I prepared * to go with this archive at * http://aqua.macquakeinfinity.com/readme.html ------------------------------------------- SINGLE PLAYER: yes, and I'm delighted to say that I was killed during my first playtest SP game - what a delight to be annihilated by your own creation!! COOPERATIVE ENGAGEMENT no, but it would make sense .... maybe if I do another build for lighting design I'll add some more starts DEATHMATCH: yes - 9 starts added, and quite entertaining. NEW TEXTURES: a few DOOM2 textures converted to Quake, and "SLIMEIK2" by Fingers NEW MUSIC: Quake has music? QUAKE C: what's that? KNOWN BUGS: Err, frame rates: it can still use a few more vision partitions .... but frankly I'm not sure where they'd go, and whenever I try to add more it won't compile .... One of the DM starts is on top of the "Supply Hut" and when I materialize there I get stuck (but the Reapers still Hack on). I think I fixed it ...... Also, there is some "gray out" when you hop OFF of the island with the exit platform - probably some JQT deal. ------------------------------------------- EDITOR USED: JQT1.4 for the Mac!! BASE: new level from scratch BUILD TIME: couple of weeks BRUSHES: 108 ENTITIES: 181 QBSP time: 1212.0 seconds LIGHT: 19 secs. VIS: 12271.0 secs. ------------------------------------------- NOTES: Allright allright, it's supposed to be a WW2 Pacific battle scene and there aren't any palm trees or coral textured reefs, but I'm pretty happy with my efforts [in spite of the r-speeds issue], especially the UAC Amphibious Landing Craft and the Jap patrol boat AS WELL AS the first "building" to ever appear in a SquonkerMap ... but this version is still unfinished. Among the most rewarding activities to be found in this one is to fragg unsuspecting types when they are powering up in the Supply Hut ("Gilligan, I'm going to the Supply Hut" - Skipper voice) or blowing them up with the nuke boxes as they pedal back out [though you can only do it once: too bad those exploding boxes don't respawn]. There were a couple of DM "cold spots" that I hope were eliminated by item placement, but it might take human/human combat to really find out. I made it so that there is one spot by the outer "pier" where you can't climb out of the water, and there is supposed to be NO way back onto the Landing Craft after you hop off, but a good rocket jump will do the trick [is that a bug?]. I've been trying this with Reapers and am proud to report that so far it KICKS ASS, and I hope it will really feel like an "island" assault in SP (though it should probably have sky textures for walls too, but that's REALLY gonna lag it). Your primary SP opponents will be Grunts and enforcers, with a couple of Ogres standing in for the infamously effective Jappanease mortar fire and two Samurai Hell Knights guarding the exit: save the Quad for them!!. Look for a couple of surprise appearences by some of the more "sci-fi" monsters as well [though I have left out the traditional Vore this time - He just didn't seem right for WW2]. And there may not be that many heath packs to go around, but hey this is WAR!!! I may also try to add a sunken boat and a ruined airplane when I do the final build, and I'm trying to come up with a vision of a sort of cool "combat haze" lighting [althought this is supposed to be a daytime arena]. And oh yeah - you have to rocket jump your way up to the exit platform so I put an extra health out there for squeamish types; make sure you save it + a rocket for the end. Whatever - enjoy!! THANX TO: DogStar for being the Coach, the *SLIMEIK2 texture and playtesting; Giles for mentioning me, JQT and MacQFE; Steven Polge for the ReaperBots [still my preference!!]; the folks behind VISAGE; everybody at Quakeintosh (C'YA!!); Borys the Polish Quake Freak for the new logo graphix and a map linked up to this one; The Quake Info Pool's Maddes Buecher for keeping me in line and making some awesome contributions to the "new" AquaQuake Vault; Bill Morris for the pack of smokes I stole during the build ordeal; Luca Buvoli for taking this seriously as an art form and encouraging me on (and kicking my ass for getting complacent about my "career"); Ricardo Sheets for letting me play Quake2 DeathMatches on his PC and generally being a Herb; and idSoftware for DOOM, Quake, Wolfie3d, DOOM2, Quake2, Ultimate DOOM, Final DOOM, releasing source codes, being cool about people stealing textures and stuff, making NEW games, hiring the BEST people, inspiring ME, etc etc etc..... Authors are hereby FORBIDDEN to use this as a base for a new level [but feel free to use the textures - none of them are "mine"], and interested parties are hereby restricted to its distribution only if it is not for profit - NO MONEY!! ------------------------------------------- Visit the AquaQuake Vault for more wet, watery Classic Quake add-on levels at http://home.earthlink.net/~snyland/quake.html ------------------------------------------- SQ 0121-021999 BB2RR^Word Work File D 734 TEXTMSTEXTMSWD6t@.0MA4K,%/)#77 !; NAu*GL"ESG*PΦ&>?X*.z47JQw( Z@Z%L78 y3Z>  H  S  BB2z#B2styl {e