April 15, 1997 ======================================================================== * General Information * Title : Anklebiter Filename : Anklbite.bsp Author : Hafhead (Tony Hafner) Email Address : tonyhaf@msn.com Description : Deathmatch Quake Level The most distinctive feature of this map is the big cross-shaped area that takes up the center of the main room. It has an opening that runs all the way around that is just about the right size to fire rockets at ankle-height. Another bonus feature is the Ball o' Death that keeps people from lurking too long in the rafters. Additional Credits to : Thanks to id Software for such a great game. Thanks also to Ben Morris for Worldcraft and to my buddies at work for helping me test my levels with various numbers of players. ======================================================================== * Play Information * Single Player : Don't bother- there's nothing to kill Cooperative : No Deathmatch : Yes- 12 starts I'd recommend playing with 4-8 players. The weapons are a bit too sparse for larger groups, and with smaller groups one player tends to dominate too much. Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch, modeled after one of my Doom II levels Editor(s) used : Worldcraft Known Bugs : If you look at just the right vertical angle from a corner of the balcony level, the Ball o' Death sometimes disappears. Build Time : People really track this? Texture Wad used : Base.wad Compile machine : P133 with 32Mb Light (-extra) Time : 307 seconds Vis (-level 4) Time : 5929 seconds * Copyright / Permissions * This level may be distributed only over the Internet and/or BBS systems. You are NOT authorized to put this level on any CD or distribute it in any commercial way without my permission. It must be kept together with this text file intact. * Other Info * This is my first completed Quake level. I basically ported over a Doom II level of mine and added some extra stuff because of the increase in players and dimensionality. One new thing I tried here is that I put all of the start locations in midair with pushbrushes throwing the players right into the level. One of the most annoying things in multiplayer Quake is getting randomly telefragged because some idiot put an unmarked spawn location in the middle of a hallway, and this is my response. It seems to have also reduced the number of appearance frags, as you don't often appear right in the middle of a major firefight with no weapons.