Main informations_____________________________________________________ Title: Strogg citadel Game: Quake 2 Date: 21/05/2005 Filename: citadel.bsp Author: Kornel Wagner, may known as 'zorius' Email Address: zorius@westel900.net Home Page: http://zorius.dionussos.com Description: Big sized "old city" style DM level, recommendded for insta style Player load: 2-8 player. 1v1, 2v2 or FFA Spawn points: 12 Instructions: 1. unzip into baseq2 keeping the folder structure 2. run quake2 and type 'map citadel' Other works: Unholy Shrine (Q2 DM) Zorius Strogghold single player mission pack (Q2 SP) Phobos Arena (Q2 DM) Fifth element (Heretic SP) Credits_______________________________________________________________ Thanks to: - Kold for the great mood sky - Stannum for the great textures - The whole Backshooters community for commenting, helping and beta- testing - Anyone who will play or review it, and mails me feedback - Geoffrey DeWan for the modified qbsp & qvis compiler programs - Tim Wright for the great arghrad light compiler - idSoftware for creating the best game ever (Quake2) If I've forgotten anyone, please let me know and I'll gladly add your name. Play Information______________________________________________________ Single Player: no Cooperative: no Deathmatch: yes, 12 startpoints Duels: of course! New Sounds: yes, a few New Textures: Sure! High resolution .png textures included for Quake2 engine mod players. These beauties were made by Stannum (http://www.echon.org), thanks to him! New Sky: sure, Kold's nice work New Music: no Demos Replaced: no Recommended settings__________________________________________________ vid_gamma 0.7 Construction__________________________________________________________ Base: from scratch; maybe my first really coherent and fully planned DM map Editor(s) used: WorldCraft 1.6 Known Bugs: in this simple level?! Compilers used: qbsp3.exe qvis3.exe (v1.02) by Geoffrey DeWan arghrad.exe (v2.01) by Tim Wright Compile time: bsp = 2 sec vis = ~3500 sec rad = ~300 sec total = ~3800 sec File structure: env env/koldevilhr_rt.tga env/koldevilhr_bk.tga env/koldevilhr_lf.tga env/koldevilhr_ft.tga env/koldevilhr_up.tga env/koldevilhr_dn.tga env/koldevilhr_rt.pcx env/koldevilhr_bk.pcx env/koldevilhr_lf.pcx env/koldevilhr_ft.pcx env/koldevilhr_up.pcx env/koldevilhr_dn.pcx env/koldevilhr.txt maps citadel.bsp strogg_citadel.txt sound ambient/wind_1.wav ambient/wind_2.wav ambient/windroom.wav misc/trigger1.wav textures textures/e3u1/dfloor1_4.png textures/e3u1/dfloor9_2.png textures/e3u1/dfloor8_2.png textures/e3u1/palmet10_1.png textures/e3u1/support1_1.png textures/e3u1/palmet13_1.png textures/e3u1/support1_2.png textures/e3u1/palmet14_3.png textures/e3u1/palmet10_2.png textures/e3u1/dfloor1_1.png textures/e3u1/dfloor8_1.png textures/e3u1/dfloor1_3.png textures/e3u1/dfloor5_2.png textures/e3u1/dfloor2_2.png textures/e3u1/dfloor7_1.png textures/e3u1/window4_1.png Comments______________________________________________________________ - Eraser bots don't play the level very well. I mean they avoid to use the jump pads. - The polycount is high in a one area (where the player is usually back to the direction where this problem occurs), but the overall r_speeds are acceptable. - Despite this, in software mode distant objects are disappearing, but it doesn't hurt the gameplay itself. - Quad damage is presented, though it can be reached only with rocket jump, and it's in the middle of the level, so it doesn't break the gameplay balance. - Though he original version is fun to play, the level is intended to be an insta level, where just the railgun is used. Try out that too! Copyright stuff_______________________________________________________ This is may only be redistributed free of charge and unaltered with this text file included. You must obtain my permission before including this level on any sort of CD compilation.