================================================================ Title : 'O' of Death II Game : Quake2 Date : July 5th, 1998 Filename : dasD2M11.bsp Author : Darryl "DaScott" Email Address : dascott@kaaos.com or dascott@infi.net IRC : I can usually be found after 11pm est on efnet #quake as "DaScott" Home Page : N/A Description : Multiplayer remake / sequel to Doom2 Map11 ('O' of Death) by John Romero Author Notes : Although I've done several original maps for doom and countless modifications of existing maps, this is my first full map project since then and my first time working with quake maps. (blame it on owning a 486 until near Q2's release) Other work includes serveral QuakeC projects, including the deathmatch mod da_qdm30 (weapon and deathmatch balance mod), and coauthor Expert Quake for QuakeWorld. Additional Credits to : id Software and John Romero for the original design John Romero for being very enthusiastic when I emailed what I was up to. -many- efnet #quake regulars and Clan Bong for servers, testing and advice, including (but probably leaving several out): Swansong, Reverend Zoot, Grease'd Lightning, RockerNJ, Wino, Kingrat, JeffD, Apropros, Veldrin, and JakFrost. ================================================================ * Play Information * Single Player : No Cooperative : No Deathmatch : Yes, 3-6 players optimum Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : No * Construction * Base : Built from scratch, but layout based on Doom2 map11 Finish Date : June 5th, 1998 Editor(s) used : Worldcraft 1.2 - 1.6, BSP (pre-WC1.6) Known Bugs : None Build Time : Since the map was started before there were no real Q2 editors, and abandoned for ten months after ISP problems were resolved and I was able to play DM again.. indeterminable. Build Computer : P2 300, 128MB Brushes : 1102 Entities : 356 * The Details * This is not an exact conversion of the original map. Early changes in the design were done to reduce r_speeds and improve performance. A true conversion of the map would be far too slow and laggy to be playable, so therefore it became more of a sequel than a faithful conversion. Eventually most areas were changed to better suit the qualities of the quake2 engine and a greater number of players. However, map11 veterans will benefit greatly from using many of the same techniques as were employed in the original, and many weapons and powerups are in obvious places for those that knew the original. For those that aren't familiar with the play of this map.. it has a well deserved reputation as the most evil and downright unfair deathmatch map ever created. In doom, a master player could litterally wipe the floor with a veteran deathmatcher that didn't study and practice the map. In fact, my very first doom2 loss -ever- was on Doom2 map11, before I learned how to play it. This map could possibly do the same for quake2. Testing has shown that it is every bit as difficult as it was designed to be. Every weapon and powerup can be used as a trap, the trick is knowing which route to run to keep away from a powered up player in order to gain enough weapons and armor to negate his advantage. This map should be considered proof enough that the pro-rocket concept is totally unfair to the advantage that balanced weapons gives to deathmatch. The lack of one dominant weapon does -not- reduce strategy, it simply takes strategy away from controlling one single item to having mastery over the entire map. The downside: 60% Slower running speed means one player can't dominate the map at all times by himself, even in 1 on 1. It's not nearly as good a duel map as it was in doom because of this.. it's almost fair! Experiment with higher speeds (which reduces prediction accuracy) if you want to try to recrate that doom feel.. you know.. "oh shit I died and I'm never going to get a frag again" And yes, John Romero gave his blessing and in fact loved the idea. * DM Survival Tips * Only one red armor, but two yellow armors scattered about. Use the YA to replenish armor if you can't take the time to go for the red. The armor shards and tiny health boxes are there to make it easier for people to kill you. All it takes to survive 1 rail is 1 armor or 101 health. The 100 health box has a very SLOW and LOUD elevator. Rocket jumps are VERY VERY warm and fuzzy here, but then so is keeping your armor up. The BFG is there in case you are really stuck. Of course, it does teleport you into the bottom.. Even with the walkways, being on the bottom really really sucks. Avoid it. The Railgun is super good here, but coming in close second is the mighty chaingun. Get ammo for it. Get the backpack. Use it on the strongest player whenever he appears to keep him running for health and armor instead of ammo and your head. (one of the better testers and I did this back and forth so many times it's a wonder either of us were getting frags) Rocket ammo.. remember where it is. Hint: Don't look by the rocket launcher. There is only one cell pack. And it's in the middle of the most exposed part of the map. Have fun! * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels. This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission.