================================================================ Title : Siege2 Filename : Siege2.bsp Author : Preston Hodsman a.k.a Necrogen Rex Email Address : necrogenrex@hotmail.com Description : This is a map of a castle and people sieging it. The defenders have to get the attackers' flag, and vice versa. With good teamwork this is very easy to get caps on, because the flags are so close together. There is a horse inside the stables in the castle which can be used to move the siege towers to or away from the castle. There is an underwater passage opened or closed with demopack explosions. Make sure you get a biosuit before you are going to do any underwater work. Also, the gate to the castle can be opened by either team by touching the lever atop the castle. There are many secrets on this map, each one has hints pointing to it, good luck finding them. This map works best with less than 16 people. ================================================================ * Play Information * Single Player : Yes, but it wouldn't be that fun. Cooperative : No Deathmatch : Yes Difficulty Settings : No New Sounds : No New Graphics : No New Monsters : No New Demos : No New Models : Yes, but they are really bad QuakeC Patches : No * Construction * Base : None Editor(s) used : Quake Army Knife, Version 4.07, EntEd Known Bugs : Sometimes stuff disappears, but it is usually okay, and doesn't affect gameplay very much. The main things that disappear are the func_s, like the doors and the towers, and the outer walls. to fix that, type r_clearcolor 0 at the console, and you won't notice the outer walls, because they are already black, and that command makes the gray become black. Build Time : 42 hours, over the course of a couple months. It took 155 seconds to BSP, 80002 seconds(22 hours!) to VIS, and 183 seconds to light, on my friends nice 266 pentium II. Comments : This is the second version of this map, I have made quite a few changes since the first one, mainly added secrets. I also made the front gate less complex, changed the water to acid, made the water non-see-through for GL people(sorry, but I had to take your advantage away). Thanks to : Jeremy Kramer, for being nice and allowing me to use his nice computer to VIS this level for me, Kaine for testing, David Wallace for showing me how to make quake levels, Carlos Groth, and Bill Gahr for Quality assurance(enthusiasm from Carlos, awe from Bill), the folks at id (a given that you include them in your acknowledgements for anything Quake) for making such a cool game which is relatively easy (compared to most games) for people to make cool mods, the guys who made Team Fortress, for making the mod, and Armin Rigo for making QuArK, the most awesome map editor ever.