***************************************************************** * * * LET'S COMBAT! * * * * A Deathmatch Tour Through 7 Incongrous Levels * * * ***************************************************************** ================================================================ Title : Van Filename : VAN.BSP Author : Wayne "The Saint" Peeples Current E-mail Address : wayne@pcbest.com Release date : February 14, 1999 Additional Credits to : ID Software, for Quake, Armin Rigo, for creating such a cool map-editor Info : #2 of a 9-Level Set entitled "Let's Combat!" ================================================================ * Play Information * Level Name : Van Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-8 Player : Yes Difficulty Settings : None * Construction * Base : New level from scratch. Build Time : 3 days in my spare time. Comments : This level was a Christmas present for my 11-year-old nephew Van Peeples. The "VAN" in the level is hollow. The most noteworthy feature is the hot-air balloon. (It flies and may be ridden.) Look for secrets that are not obvious. I like to open doors with hidden levers made from the same surrounding texture. Why should anyone label a "secret" switch? If something is shaped "funny", shoot it or hit it. The rocket launchers were deliberately left out. I did not want it to be too easy to kill the guy in the balloon. You can always bring one with you from the previous level. How to use this file : Copy VAN.BSP into your \quake\id1\maps directory, start quake from the DOS-prompt with the following: quake +map van OR start quake, select skill level and bring down the console, and type "map van" (without the quotes). Editors used : Quark v.52 Known Bugs : None ================================================================ Levels 1 through 9: combat.bsp van.bsp canal.bsp 2castles.bsp apex.bsp rampant.bsp orhard.bsp capitol.bsp egypt.bsp These levels are designed to be a little bit "different" from the average Quake level, both in appearance and playability. No new sounds or textures were added, but there are other changes. Most EXIT buttons must be fired upon to open a door elsewhere in the map that leads to the actual exit. Some secret area are triggered by shooting or axing a rectangular outcropping of the same texture. (If it juts out, hit or shoot it.) There is no real continuity. Each map is a different setting. The purpose is to provide a refreshing change of pace for an evening of deathmatch play. Each map exits to the next one in the series. Read the individual text files for more information. ================================================================ * Legal Stuff * This .BSP file may be distributed for free over the Internet, providing that this .TXT file is distributed with it as is. You may NOT use this .BSP file on a CD or profit from it commercially without the written permission of the author.