Title : E1M1 map for Eliminator Bot Filename : nr_e1m1.zip Version : 1.00 Date : 9/22/96 Author : Rick DeMar Email : rick@demar.agn.net Credits : Cameron Newham for his awesome Cbots and also for helping me to get started, and Anthony Shimizu for help on extracting entities. Type of Mod ----------- Quake C : no Sound : no MDL : no BSP : yes Format of QuakeC (if a Quake C Mod) ----------------------------------- unified diff : no context diff : no .qc files : no progs.dat : no Description of the Modification ------------------------------- This is my first attempt at modifying an existing level for use with the Eliminator bots. It is E1M1 with very slight weapon position adjustments at the single-player start area. How to Install the Modification ------------------------------- 1. You will need to unpack your pak0.pak and pak1.pak files. I use Adquedit, a Windows based unpacker. Move the original pak files to a storage dir somewhere to keep Quake from accesssing them. 2. You will need the Eliminator Bot patch by Cameron Newham to gain anything useful from this level. Get the latest from: ftp.cdrom.com/pub/quake/quakec/bots/eliminator Install it and make sure it works. I used QBSP to patch the .map files into the .bsp's... 3. Although I provided a E1M1.BSP, I also included an E1M1.MAP so you tinkerers can mess with or learn from my code. Place the E1M1.BSP into your quake\elim14(or whatever)\maps directory. Run Quake like: QUAKE -LISTEN -GAME ELIM14(or whatever directory your eliminator progs.dat is in) and from the console type "MAP E1M1" 4. Type IMPULSE 166 in the console to produce a bot, up to a total of ten, and watch the body parts fly! :-) Technical Details ----------------- Bugs Sometimes the bots get wierd about the lift to the rocket launcher, but you won't catch it unless you die and lie there watching it. The 666 armor ledge is a hard thing for the bots to jump off of, so they hesitate sometimes. The ammo boxes in the single player start area sometimes snare the bots attention so much that they won't leave the room. They can't jump high enough to get at them, and they won't leave them behind, so they get stuck. The way I set them up keeps it from happening most of the time, though. Copyright and Distribution Permissions -------------------------------------- Anyone interested in using this code for thier own works may do so as long as I am credited for the original work. The archive containing this modification may be distributed so long as it remains unaltered in any way. Availability ------------ This modification is available from the following places: FTP : ftp.cdrom.com in the /pub/quake/quakec/bots/eliminator directory. WWW : I may choose to make it available from my web site at HTTP://WWW.AGN.NET/RDEMAR if available resources permit. BBS : Other :