=============================================================================== Title : Leadworks (an homage to DM2) Filename : lead.BSP Version : 2/3/98 Author : Scott "Dr.Rigormortis" Dalton Email Address : yagyu@machida.xaxon-net.or.jp Other stuff by author : Art guy for Zerstörer : Testament of the Destroyer. Description : Out of all the DM levels I've ever played, one still stands as my favorite level of all time... Ever since qtest, I have had a depraved love of the level DM2... This level has provided me with endless hours of gibbing enjoyment, and somehow never managed to get old... With Leadworks, I sought to pay homage to id and especially American McGee for that wonderful level. Leadworks is not a replica of DM2, however, as a tribute, several of the areas will definately give you a sense of deja vu. I used Matthias Worch's excellent Arma5.bsp as a reference for r_speeds, and tried to keep the average speeds under that to be safe. This level is set up so that all new spawns will automatically receive the machinegun, no matter what. So spawn fragging and peashooter fights should be greatly reduced. Also, this level features the elusive Power Screen, that wacky cousin of the power-field that never seemed to show up in the standard q2 levels... Once again, a big thanks to id and American, and I hope this brings people some fraction of the kind of fun I've gotten from DM2. If you like this level, feel free to drop me some mail. If you don't like it, PLEASE tell me what you'd do to improve it. Additional Credits to : Thanks to id, impulse 9, nihilism Unlimited, and Claustrophobopolis. =============================================================================== * Play Information * Game : Quake 2 Single Player : if you want to look around (note - some sound timings may not work, as q2 DM doors move 2x as fast as SP, and sounds are set to sync properly with DM not SP) Cooperative : No Deathmatch : Yes, 8 spawns, auto machinegun in DM. Difficulty Settings : No New Sounds : No New Graphics : No Demos Replaced : No * Construction * Base : new map Build Time : when not doing other stuff. Editor(s) used : Radiant (A truly wonderful editor! Thanks Robert Duffy!) Known Bugs : playing in SP will cause sound timing problems, but its a DM map, so why would you do that? Also, you may notice this with mods, such as bots or whatever, until the point release source is released as they're still using source where door speeds were the same between modes. One wall texture is messed up 'cause a neighboring room's low ceiling sits flush with it. This cropped up in the final version, and when fixed, for reasons unknown some odd vis errors appeared in other parts of the level, I tried recompiling several times (which takes 10 hours), making sure nothing else changed, but these anomilies kept coming back. I decided one off texture is better than messing with these weird vis errors (causing higher speeds and vis void errors in some places). If this texture bothers you, write and I'll send you the other version :) * How to use this level * Make a "maps" directory in ../quake2/baseq2 and copy the level into it. In Quake2, bring up the console and type in "map lead". To start a deathmatch game either start it as usual and type "map lead" in the server's console or start a multiplayer server from Quake 2 and type "map lead" in the console. * Copyright / Permissions * This level is (c) by Scott Dalton 1998. You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission! You MAY distribute this BSP through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive intact. * Where to get this map * ftp.cdrom.com and mirror sites.