============================================================================================ Title : Resistance Is Futile (Thanks to Jon Asby aka [RA]Computer for the title of the prequel to this map "Metallic Resistance". Happy now Jon? :p) Filename : mkfutile.BSP ZIP Size : 337 Kb BSP Size : 742 Kb (unzipped) Version : 7th October 1998 Author : Martin Kilcoyne E-mail : martin8@clara.net Web Site : http://www.martin8.clara.net Contains my other Quake II maps, skins and a few prefabs. Also has info on my current project, links to other cool web sites, some boring information about me and some ugly photos ;) You can submit your own work to me too if you want. E-mail me first and we will arrange for it to be put it on the website (web space permitting, I have 25 Mb to play with). Description : My seventh full Quake II deathmatch map is basically a follow up to my sixth; Metallic Resistance. Metallic Resistance was well received by "Captain DynaBaul's Multi Player Quake" map review site, gaining 94% rating and a "Captain DynaBaul's Choice" award. It also got a "Killer Map" award at "A World Of Quake 2". With this encouragement I decided to make a follow up or sequel if you like. Some of you may think that this is the easy way out, sequels don't require as much imagination as original levels. This is true but in this case the sequel is larger and more complex than the original and I think the gameplay benefits from this. If you disagree then please e-mail me and tell me why. Anyway, on with the description proper. The main premise behind this map was to pit the railgun and the rocket launcher against one another. To do this the two weapons situated close to eachother but are accessible by two very different routes. This way you must make your choice as to which of these power weapons you are going to go for. Of course the other weapons are there too but I intended them to be a means for you to get one (or both :) of the power weapons. The map is split between three large rooms and a series of connecting corridors. Two of the rooms are essentially one big room split in two by a solid walkway on which the rocket launcher resides. There are three distinct levels of altitude within the map. These are joined by combinations of stairs and ladders. There is a quad damage in this map but getting it requires climbing a ladder and leaving yourself open to attack from both the rocket launcher and railgun positions. There is plenty of health scattered around to make for some intense dashes for a med kit while being pursued by a super shotgun wielding lunatic :) Not much that's different to my other maps in terms of technical notes. This map has even more target_speakers than "Metallic Resistance", I love those ambient sounds :) The "Wider Is Better" method worked yet again (thanks to Imaginos who wrote the article, nice one mate :) I used reduced "_cone" values on the lights for the first time, that turned out nice :) R_speeds are borderline in some isolated places in the map, the maximum value is about 690 (in software) and the average in usual traffic (where you walk most of the time) areas is about 200 - 250. This is a little more than I had hoped but still plays excellently on my P166 with 3DFX card :) ============================================================================================ By the way if you run or know of any server running this map then please e-mail me (martin8@clara.net). ============================================================================================ N.B. (Eraser users only): I have also included a route table in this zip. This will allow you to start using the map immediately with the Eraser Bot without having to "teach" the bots the level. To use it just unzip the file "mkfutile.RTZ" into your "C:\quake2\eraser\routes" directory BEFORE you load the level for the first time, otherwise a route called "mkfutile.RTZ" will be automatically created and you will have to delete this and then replace it with my version. ============================================================================================ Other Stuff by Author : Levels: The Arena (regular deathmatch version) [mkarena.BSP] The Arena (CTF version) [mkarenactf.BSP] The Arena (conference version) [mkarenaconf.BSP] Another Warehouse Level [mkwhouse.BSP] Superposition [mksuper.BSP] The Triple Towers [mktriple.BSP] Balcony Blitz [mkblitz.BSP] Metallic Resistance [mkmetal.BSP] Skins: Captain Jean Luc Picard [picard.PCX] Lieutennant Commander William Riker [riker.PCX] Lieutennant Commander Geordi La Forge [geordi.PCX] Lieutennant Worf [worf.PCX] Doctor Beverly Crusher [crusher.PCX] Duke Nukem [duke.PCX] Max (combat pants and Sepultura T-shirt) [max.PCX] Houston Rockets (basketball uniform) [rockets.PCX] ALL THE ABOVE ARE AVAILABLE TO DOWNLOAD FROM MY WEBSITE : HTTP://WWW.MARTIN8.CLARA.NET MOST MAPS ALSO AVAILABLE FROM CDROM.COM AND MIRROR SITES : FTP://FTP.CDROM.COM/PUB/IDGAMES2/QUAKE2/LEVELS/DEATHMATCH/M-O ============================================================================================ * Play Information * Game : Quake II Single Player : Just to check out weapon placements etc. Deathmatch : Yes. 9 spawns. Difficulty Settings : No. New Sounds : No. New Graphics : No. Demos Replaced : No. * Construction * Base : New map from scratch. Build Time : About 12 hours over about a week. Brush Count : 1097 (of which 324 are entities) Compile Machine : Pentium 166 MMX, 32 Mb RAM, 4 Mb Righteous 3D 3DFX Card. Compile Time : 45 minutes (Wider Is Better - see below :). Editor(s) Used : QERadiant 077 (powerful yet easy to use). Known Bugs : Just one thats a real pain in the arse. For some inexplicable reason a graphical glitch occurred in one of the connecting archways (the one under the rocket launcher). It is only visible from certain points but it is a bug none the less. I tried numerous solutions (including deleting the wall and constructing it again) but none of them worked. If you know how to solve this bug then please, please, please e-mail me and let me know, I would really like to fix it. However I have noticed that in the heat of battle it is barely noticable (but it is still a pain in the arse!). * How To Use This Level * Unzip the file "mkfutile.bsp" into your "quake2/baseq2/maps" directory. Start up Quake II and bring up the console then type "map mkfutile". * Additional Credits * ** Obviously, all credit to ID SOFTWARE for creating the QUAKE II phenomenon. ** Also to ROBERT DUFFY for QERADIANT; a class level editor, download it from: . ** My appreciation to RYAN FELTRIN, creator of the most excellent ERASER BOT; a superb piece of programming, download it from: . ** Thanks to Sten "ztn" Uusvali for the inspiration I got from his maps "The Rage" and "The Crucible". Get these maps now! at: . ** Loads of "thank you"'s to Captain DynaBaul and his superb map review site for reviewing my little maps :) Go check out that web site (once you've played the map :) ** Thanks to Stupak at the map review site "A World Of Quake 2" for reviewing "Metallic Resistance" and giving it a "Killer Map" award :) Go to: ** Thanks to Jason (Smash) at the Quake II map review site Multi-Player Quake for reviewing my other Quake II deathmatch maps. Check out the cool web site at: . ** Cheers to "Imaginos" whose article "Wider Is Better" is what makes this map compile and run a hell of a lot quicker than my previous efforts :) If you haven't read it, check it out in the tutorials section at: ** Thanks to my mate GARETH BRIGGS for perserveering with Quake II map editing after a spell of really shitty luck with VIS errors etc. You are the only mate I can talk to about Q2 map editing without falling asleep :) Keep up the work on your map, I'm sure it will turn out cool in the end. ** Thanks to JON ASBY (aka [RA]Computer) for the title of the prequel to this map ("Metallic Resistance"). Big appreciation to Jon for giving me his thoughts about my maps and doing a little bit of playtesting. Cheers matey :) ** Finally, thanks to my cousin PAUL LEES for downloading QERadiant and the Eraser Bot for me before I got my internet connection :) * Copyright / Permissions / Legal Bullshit * You may NOT use this map as a base for other maps. You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission! You MAY distribute this BSP through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive intact. If any magazines want to put this map on a cover CD, then make sure you ask me first, send me a copy and we'll be straight :) ======================================================================================MK98==