The arms of Lilith -- a map for quake2world by spirit GENEREAL MAP DATA ================== MAP NAME : lilith LONGNAME : The arms of Lilith ARCHIVE NAME : map-lilith.pak VERSION : late beta GAME TYPE : tourney (1vs1) TEXTURES : * clockwork, hh3lights and hh3broken texture sets by rorshach (textures/lilith_clockwork/*, textures/lilith_hh3broken/*, textures/lilith_hh3lights/*) http://rorshach.cottages.polycount.com * few textures were taken from the nexus6 tremulous map, textures by evil lair and the tremulous team (textures/lilith_nexus6/*) http://www.tremulous.net/ http://evillair.net/ * skybox made by me (spirit) http://maps.sp1r1t.org/skyboxes/ SOUNDS : * taken from the q2w edition of map-torn (torn glory) by card0 (sounds/lilith/*) BASE : none (new map from scratch) RELEASE DATE : ? (added to Quake2World svn on 18-SEPT-2008) TRIVIA ======= STUFF USED : * qeradiant 1.50 (compiled from svn) -- http://www.qeradiant.com/ * q2wmap, pak -- http://www.quake2world.net/ * debian gnu/linux -- http://www.debian.org/ * q2wscripts -- http://maps.sp1r1t.org/stuff/ * coffee BUILD TIME : many hours during the summer of 2008 FILE SIZE : > 20 MB BRUSHES : > 22100 ENTITIES : > 50 (> 270 including entity lights) GAMEPLAY ========= WEAPONS : 2 RL, SSG, RG, LG, HB, GL ITEMS : 2 JA, CA, BA, MH INSTALLATION AND HOW TO PLAY ============================= INSTALL: * Q2W: You should not need to install the map because it is a part of Quake2World. Quake II players: You need the Quake II edition of this map, spirit2dm2. Get it from my website. PLAY: * You can load the map using the Quake2World in-game console: 'map lilith' * You can also start it from the command line of your OS: 'quake2world +map lilith' * To start a simple server do sth like this: 'quake2world +set dedicated 1 +map lilith' * To play the map on public q2w servers, cast a vote for it: 'vote map lilith' AUTHOR INFO ============ NAME : spirit CONTACT : see http://www.sp1r1t.org/contact/ or http://www.airrocket.net WWW : http://maps.sp1r1t.org THANKS & CREDITS ================== * RUST Gamedesign and quake2.com for many mapping tutorials and the quake 2 workshop RUST - http://www.gamedesign.net/node/11 Quake2.com - http://www.quake2.com/qworkshop/ * The Quake II Cafe - http://leray.proboards34.com * Rorshach, Evillair, Lunaran and the trem team for their great texture work * id Software and the guys at qeradiant.com for Quake 2 and the Radiant editor id - http://www.idsoftware.com qeradiant - http://www.qeradiant.com * The Quake2World team for play testing, comments, suggestions, talk and quake2world http://www.quake2world.net irc://chat.freenode.net/quetoo * Some friends for testing the map with me, you know who you are. Special thanks go to henneck for playing the early & ugly alpha versions against me. * The sounds were taken from the q2w edition of map-torn by card0. * Skeleton md3 model by Gollum, based on a model by Kenneth Scott * Last but not least, the person who gave this map its name. Copyright / Permissions ======================== lilith.map -- a map for Quake2World / Quake 2 Copyright (C) 2008 Tim 'spirit' S. -- http://www.sp1r1t.org/contact/ This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. Note that the GPL only applies to my work (the .map-file), the textures were made by Rorshach, Evillair and the tremulous team and are released under a different license (see THANKS & CREDITS). See map-lilith.license.txt for the full license of this map. Version history ================ changes alpha1 => ... => alpha4: * moved CA to top of crate * moved crates around * added second RL * removed MG, moved CG around * added rocket ammo * added some brushes and minor texture changes * changed water depths * made BA -> ledge jump a bit easier * added upper JA * many changes to worldspwan * lowered RG ledge to allow jumping there from below MH * removed RG ammo and SG * compiled with 'q2wmap -bsp -vis -rad maps/lilith.map' changes alpha4 => alpha5: * removed bars at HB * teleporter catwalk is wider by 32u * teleporter frame is now MIST * moved upper JA a bit to make the spot easier and faster to navigate * changed water depth at BA * added MIST border around drop-down above GL * clipped stairs at tele exit (below MH) * added drop-down from upper RL to YA to make upper way to YA even faster * updated worldspawn * compiled with 'q2wmap -bsp -vis -rad maps/lilith.map' changes alpha5 => ... => alpha8: * tons of details, lights and lighting added * replaced CG with LG (lightning gun, q2w only) * removed adrenaline, 2x more large health * moved lower JA to former adrenaline position, clipped old JA spot * improved lighting at BA (less colors) * tons of clipping * converted all jpg textures to tga (win32 SDL_image bug) * added many pipes * retextured upper level (got rid of ugly concrete texture) * clipped stairs at YA and BA * 8u stairs at YA * compiled with 'q2wmap -bsp -vis -rad maps/lilith.map' changes alpha8 => beta1: * even more texturing and lighting, all rooms are textured and lighting is done * improved YA room, added MG, tons of clipping at YA * added lights at the ceiling * various improvements to the materials, coronas for many of the lights * removed meterial scripts that are no longer in use * replaced e1u1/sky with common/white to get rid of the warning message at compile time * replaced all NULL textures with common/white for the same reason (text editor, find & replace) * lightmap scaling in worldspawn (light_scale 0.8) * added bullets (MG ammo) near upper JA * moved lower RL nearer to tele to make it easier to grab coming from the barrels * moved ammo below YA into the path of the player * lowered light levels in upper part * added hanging wires above MH * new skybox * hinting * compiled with 'q2wmap -bsp -vis -rad maps/lilith.map' changes beta1 => beta2: * added many small lights in the floor * made tons of things I forgot earlier detail * various adjustments to lighting, including lm scaling of the whole map * added another dm start position * removed stair clipping (jdolan's idea) * added location file (.loc) * added various ambient sounds via misc_emit and target_speaker entities * compiled with 'q2wmap -bsp -vis -rad maps/lilith.map' changes beta2 => beta3: * added lamp at bars near upper RL * fixed texture bug in YA room * moved LG back a bit to prevent players grabbing it from below * light_scale is now 0.6 (worldspawn) * more lamps near BA * added red lights at BA pipes (ceiling) * lights at stair leading from SSG to upper JA * wall lights above tele exit (below MH) * uses new q2w-specific bsp format (new q2wmap default, not baseq2 compatible! use "q2wmap -legacy ..." at compile time to force the old format!) * compiled with 'q2wmap -t2 -bsp -vis -rad -extra maps/lilith.map' * changes beta3 => .. => beta3c: * added small health between YA and BA (where the floor is broken) * added scaffolding at central column and at ceiling * recompiled (multiple times) with newer q2wmap versions due to strange bugs, HOM effects and purple walls everywhere * compiled with 'q2wmap -t2 -bsp -vis -rad maps/lilith.map' * changes beta3c => beta4: * removed scaffolding at central column and at ceiling * ahhh, blood everywhere! (weapon markers) * removed pipes between towers above the map * replaced skybox * removed weather effects (rain) * added lamp at central column * fixed tiny texture bug below SSG * added the skeleton model at MH * added lights at YA, relit YA room * relit the corridor from HB to upper RL * added lights at BA, relit BA area * moved 2x small health at BA * moved rocket ammo at BA, added cells * reduced sun_light from 300 to 100 to fit the skybox * this baby is ready for svn now * compiled with 'q2wmap -t2 -bsp -vis -rad maps/lilith.map' TODO list ========== * steam emitters * drink even more coffee * what about the thunder sounds with the new skybox?