ickle by Alex Moore -=-=-=-=-=-=-=-=-=-=- Map Desc :- -=-=-=-=-=- A small level. It's the first Quake level I've finished, despite editing the bloody thing for nearly a year now. All my other projects have fallen away, ie, I loose interest, time or both. So I sat down one day and restricted what I was going to do to a small level - and here's the result. It's not very big, it onlt has a few monsters, but it looks great in Quake and georgeous in GL... Oh, and it's also rather cool in DM. Things you should know -=-=-=-=-=-=-=-=-=-=-= I've made a couple of Duke 3D levels in the past, and loved the way it could be set up to blast holes in things.. and so this is what I've tried to bring into Quake. However, there's no explosions like in Duke 3D, so it doesn't look quite as good. However, do shoot the box to get the DB Shotgun, and in DM, try killing people with the spikes. I've also watched the Quake Done Quick team at work and have designed the level with them in mind - hopefully there's no rocket jumps that can be done to rip the level totally apart... (as in E1M6 #:-) Specs :- -=-=-=-= Map : ickle.bsp Quake version : Classic Single Player : Yep Co-Op : Nope, decided it was too small Deathmatch : Yep, six starts, lotsa weapons.... Difficulty : Not too hard, no variable settings Textures used : Texture.wad (all textures is Classic Quake) Time taken : About 16 hours Editor used : Worldcraft 1.5b Computer used : P166mmx 64mb with PowerVR Made by : Alex Moore E-Mail : A.J.Moore-96@student.lboro.ac.uk ICQ : Pingu / 6974999 Coming Next : 'Twelve' - It'll be classic again, and it'll be very special... Known Bugs : QBSP reports 3 brushes with the same plane - and I can't find them. Only possible one I can think of is that carve did something wrong in the room with the silver key, but I can't see why it should have (ie, it's never done anything wrong before). Also, not really a bug, but the 'chair' to get to the switch is a door, and hence has door properties (if you walk over it's path when it is trying to close it will open again). The reason it's a door and not a train is interesting - Quake wouldn't display it as a train, which was strange. Lastly, the train to take the player to the silver key is a bit dark - I'll have to wait for real-time lighting to solve that one...