3/9/97 ================================================================ Title : Warehouse 5 Filename : w5.bsp Documentation : w5.txt (this file) Authors : Quake-YBPC Clan Members -Level Designer : Ben Flickinger -Texture Editor : Chris Grubbs -Alpha/ : Murat Deligonul Beta : Jer Deveraturda Testers : Rod Hilton Email Address : benfli19@top.net Description : Capture the Flag Level Additional thanx to : id Software : Dave 'Zoid' Kirsch & Threewave for making CTF. : Ben Morris, maker of Worldcraft =============================================================== * Technical Info * Single Player : No Coop : No Deathmatch : Yes (10 starts) Capture The Flag : Yes (10 Initial starts(5 per team) + 10 Deathmatch) Difficulty Settings : No New sound/music/graphics: CTF mods & custom textures Base : New level from scratch Tools used : WorldCraft 1.1a Shareware, WC 1.0a Regged, Qbsp, Light, Vis, Pcx2Wad Build Time : Too long Legal: : (c) 1997 Quake-YBPC. All rights reserved. This level may be distributed only at no charge to the recipient, and only if it is not modified in any way. In other words, don't make any money from it and don't make it look like I did something I didn't. ============================================================================= * The Story So Far * On an abandoned stretch of land in Arizona, there was a warehouse. It had been abandoned for years. Ever since the War of 2026, nobody had ever set foot within a 100 mile radius of it. Then came the War of the Rebels, a war that overthrew the archaic United States democracy. Warehouse 5 became used again as a secret base by the Quake-YBPC Clan...but intruders have discovered its location. Your job is to eradicate the intruders. Unfortunately, this is their mission too. Good luck. ============================================================================= * Alpha and Beta History * Pre-Alpha 1: (Level Design) added first 2 rooms which would later become red base, put in the sky texture and the nail gun crates. Also added a sniper platform in room above flag room. Fixed some minor stuff here and there, though most part this was just getting the level going. Lasted: 2 or 3 days Alpha 1: (Level design) Added the middle room though with only one ramp. Textures still messed up. Then copied the whole thing and flipped it around to form blue base. So the middle room is really 2 rooms placed over each other. Fixed bugs with items dropping out of the level. Some minor leaks fixed. Lasted: 1/2 a day Alpha 2: (Level Design) Added boxes and other stuff to the middle room. Also added more weapons and items. added ceiling box to prevent grappling from base to base. Fixed one more item fell out of level bug. Lasted: 1/2 a day Beta 1: (Level Design) Major changes. Added a room behind the original flag room and moved flags back there. The connecting hallway form the original flag room to the new flag room had leakage problems, but those were fixed. Also added the markers to show which base was which. Blue base a little confusing because it had the red textures from the copy and paste. Lasted: 3 hours Beta 2: (Texture Editing) Realigned the whole level's textures, including the boxes, red and blue markers, floor tiling, and blue flag room. Replaced a stone texture w/an industrial-type texture. Put blue textures in the blue base (it used to be red.) Put the lightning bolt and hammer textures on the ceiling box. Added some metal rivet texture to other areas. (Level Design) Fixed problem with wall in blue base. Also fixed the last 3 items the were falling out of the level. And fixed the 2 torches in blue's original flag room that were not showing up correctly. Named the level. Lasted: 2 weeks Beta 3: (Level Design) Took out pentagrams from under the platform in flag rooms, and made them rings of shadows. Took out the power ups on sniper platforms completly. Want to add another way to get into flag room, but can't think of how and from where. Added more spawn points. Lasted: 1 day Beta 4: (Level Design) Finally added a second entrance to the flag rooms, which I have aimed to do for a long time. It has caused some bugs however, especially in red base. I have fixed most of them, and only 1 serious remains:The texture directly under the platform entrance in red base is screwed: only solution i see is to put a new brush under there, otherwise I'll have to re-carve. (Texture Editing) Redid some of Ben's.....um....interesting texture selections ;) in the side rooms. Much better now. I fixed the tops of some of the light poles cause they were misaligned. Fixed some other stuff that is too small to notice. Lasted: Last beta/final version (for now) ============================================================================= * Authors' Notes * Ben Flickinger (Level Designer): This level was designed for CTF symmetry since that is really the only way it remains fair for both teams. However, due to a mistake made during an early version of this level, it became similar but not symmetrical. This was barely noticeable til I went to add in the 2nd entrance to each flag room (the one right next to the flag.) The ramp leading to red base has a small corridor to navigate first, while the one to blue base goes straight into the ramp room. The reason is that when I made the symmetrical copy of red base to blue base, I either flipped it both ways rather than the needed 1 flip, or 1 rather than the needed 2(I forgot by the time this text file was made). The level still seems fair, it just isn't quite symmetrical. I want to thank Chris for doing all the texture aligning for me. And Murat, Rod, and Jer for testing my level and giving me bugs and suggestions to help make the level better. I wish I coulda had this thing done by the CTF 4.0 deadline cause I honestly think it's good enough to have made it, but I'll hafta make a new one for the next pak file I guess or else submit this next time if it doesn't find its way into a different CTF pak file. Ok, time to hand it over to Chris now. Chris Grubbs (Texture Editor): Hi. I don't have much to say but I'll try to improvise. I did all the texture work you see in this level. Um. Well. Uh. not much to say. Oh yeah! Visit my TC's page at http://home.stlnet.com/~chrisg Bye! ============================================================================= * Info * This is our first CTF level, and Ben's first ever level. We'll take any suggestions, comments, etc. To use: Copy w5.bsp to quake\id1\maps (create the "maps" subdirectory under your "id1" directory if you don't already have one) and run Quake. Type "map w5"(minus the quotes) from the console.