================================================================ Title : Carbon8 1.0 Filename : carbon8.bsp Author : Justin Miller Email Address : seismic@geocities.com Description : Quake (full version) DeathMatch map Additional Credits to : The Dok, Uplink, Lucid Multimedia, Yahn Bernier for BSP, Magicman, and DeadMeat Additional Debits to : Net spammers and shovelers of all ken My "best DM maps" page (with screenshots): http://www.geocities.com/TimesSquare/Alley/4842/dm.html ================================================================ * Play Information * Single Player : Yes (but only to wander) Cooperative : No Deathmatch : Yes (up to 8 players, 4 is good) Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : BSP .77b Known Bugs : None that I know of, but let me know! Build Time : A long weekend so far... Texture Wad used : leanmean.wad (quake101.wad - cheese.wad) Compile machine : P166, 16MB RAM QBSP (256) Time : 15 secs Light (-extra) Time : 34 secs VIS (-level 4) Time : 86 secs Brushes : (167) Entities : (83) Models : (28) Textures : (6) BSP size : 211,764 bytes * Known Bugs * This level has been through a fair bit of testing and seems pretty solid. I think the jump-lifts are working well, after much tweaking. Yes, there are two CELL ammo boxes, and no Lightning Bolt. If people suggest it I might add one, but I put the cells in mainly for use with the Killer Quake Pack (KQP) orbs. * Description * This is a fairly simple map (although being my first real map, it took some time), consisting of 8 rooms (4 on each of 2 levels). It is symmetrical, smallish, dark, and uses only ID's 3 black stone textures (except for the lights). I did take the time to meticulously line up the textures, make lights that don't cast shadows on themselves, etc. It really gets hot in here with just a few bots, partly because it's small but mostly because the good items are near the center (where everyone might see you). There aren't really any camping spots, though there are some ambush points... near respawn points... ;) I plan to add at least one more group of player-triggered weapon traps, a few more gaps in walls or floors, and rearrange items better. I think it plays fairly fast but I'll try to optimize it. This is my second map; Carbon4 was my first. Carbon14 may be my next. :) Let me know what you think! I enjoy feedback of all sorts (well, not the flaming kind) and I intend to have some really great maps soon, so your ideas are appreciated! ================================================================ * Copyright / Permissions / Legalese * By disseminating or using the contents of this archive you agree to the following terms: 1) The contents of this archive ("BSP") or works derived from it are not to be distributed without this text file (unmodified except for minor formatting or archival changes keeping with the author's intent). 2) No warranty of any kind is made by the author concerning this BSP. 3) Commercial distribution of this archive, in whole or in part, requires prior agreement with the author. Commercial distribution includes any means by which the user has to pay either for the support (e.g. book, newsletter or CD-ROM) or for the file itself. Unauthorized commercial distribution is prohibited. If you wish to commercially distribute (see definition above for the explanation of "commercial distribution") this file, note: (1) This file contains intellectual property (including, but not limited to, textures and other artwork) owned solely by Id Software (http://www.idsoftware.com), and is subject to any and all copyrights held by them. This author does not have the authority to grant usage of Id's copyright, and, by granting permission to use this level in a commercial release, does not waive their rights thereby. By commercially distributing this file without the express written consent of Id Software, the publisher faces the risk of potential legal action from Id Software and has been so advised by this author. (2) Permission is granted by this author for the one-time commercial distribution of this file if all of the following conditions are met and agreed to by the publisher: (a) The author is notified by email or conventional mail PRIOR to the file's inclusion on ANY commercial release. (b) The author is provided with one (1) "contributor's copy" of the finished product upon it's release. This copy is to be mailed to the author using the shipping address specified by the author in his/her reply to the publisher's initial email notification, and is to be provided at no cost to the author. (c) The author's file (including this copyright notice) is not to be modified in any way, and shall be distributed as the author intended. (d) The author recognizes that copyrighted material is present in the file and is aware that said material is not copyrighted or copyrightable by the author. The author also recognizes that this file is a Permitted Derivative Work when freely distributed, and that, by commercially redistributing the file, the publisher agrees to bear the entire legal burden, should it become necessary. (e) The author retains all copyrights to this work both prior to and subsequent to the commercial release of this file. (3) By requesting a shipping address from the author, the publisher signifies acceptance of, and agrees to abide by, these conditions. By returning a valid shipping address to the publisher, the author thereby grants the publisher one-time usage of the author's copyrighted work for commercial purposes. (c)1997 Justin Miller Thank you and frag on!