April 3 and June 30, 1999 .................... Brooklyn, NYC ------------------------------------ FILE TITLE: Isthmus.BSP MAP NAME: The Isthmus of Eternity AUTHOR: Squonkamatic for the People!! EMAIL: snyland@earthlink.net URL: http://aqua.macquakeinfinity.com Hotline Server: 208.132.136.220:5555 AquaQuake Public QuakeWorld Server: 208.132.138.99:27515 DESCRIPTION: DOOM textured Classic Quake SlimeCombat DeathMatch BattleBasin ------------------------------------ GAME: Classic Quake SINGLE PLAYER: no COOPERATIVE ENGAGEMENT: no - "I work alone" DEATHMATCH: certainly NEW TEXTURES: a few DOOM2 textures converted to Quake NEW SOUNDS: no KNOWN BUGS: some of the textures do not scale well when looking at them from "across the room" sized distances. Boo hoo - not really a bug, but a shortcoming. ------------------------------------ EDITOR USED: JQT 1.4 for the Mac!! BASE: new level from scratch BUILD TIME: eight hours [times eight previous versions = 64 hours] ENTITIES: 148 BRUSHES: 79 qBSP TIME: 648 secs. LIGHT TIME: 16 secs VIS DURATION: 2931.0 secs COMPILE DEVICE: an electric gumball machine with modem screwed onto it ------------------------------------- NOTES: This map has put me through Hell and I am glad to be done with it. It was inspired by Quake2 DM7/"The Slimy Place", but set outside in full daylight under a night sky ala a reverse of Magritte's "Empire of Lights" [if you know what that means go buy yourself an ice cream on me for being informed]. I decided to go with DOOM textures to make it nostalgic, and indeed one of my roommates commented that it reminded him of playing DOOM: most of the combat takes place above surface on a series of islands and platforms with semi labyrinthian walls around them. The original version[s] also had walls running down the length of the "isthmus" and would compile with qBSP but the'd never go through VIS. This time I left them out and it compiled on both nicely. Sighhhhhhh ..... Well anyway it's quite playable; Enjoy!! PS - I have also included my DOOM2 version of this level in the archive, originally constructed to help me calculate monster placement (which I opted against in the end). THANX TO: Giles Williams for JQT, all of the Fagz at MQI, idSoftware for DOOM and Quake and DOOM2 and Quake2 and Wolfie 3d, Commander Keen and Rescue Rover and Catacombs and whatever else they did that I haven't played yet. Authors who need to use this as a base for new levels ought to go find themselves a life somewhere, but don't let that stop you/just email me what you come up with. Please do not place this or any of my game levels on hard storage format for distribution for profit. NO MONEY!! --------------------------------------- Visit the AquaQuake Vault for more idFPS crossover game levels at http://aqua.macquakeinfinty.com --------------------------------------- SQ040399