Awaiting Resurrection -- a map for quake2world by spirit GENEREAL MAP DATA ================== MAP NAME : resurrection LONGNAME : Awaiting Resurrection ARCHIVE NAME : map-resurrection.pak VERSION : the map is in q2w svn now, http://www.quake2world.net/ GAME TYPE : recommended: 2 - 4 players deathmatch (2vs2 team, 1vs1) TEXTURES : eq2 texture set by evillair -- http://www.evillair.net/ BASE : retextured and improved version of my map 'spirit2dm1' BUILD TIME : ages STUFF USED : * qeradiant 1.50 (compiled from svn) -- http://www.qeradiant.com/ * q2wmap -- http://www.quake2world.net/ * debian gnu/linux -- http://www.debian.org/ RELEASE DATE : final version submitted to q2w svn and released at my website jul-13-2008 FILE SIZE : ~ 12 MB (includes textures) BRUSHES : 2230 ENTITIES : 93 GAMEPLAY ========= WEAPONS : SG, SSG, MG, RL, GL, CG, HB, RG ITEMS : JA, BA, CA, MH INSTALLATION AND HOW TO PLAY ============================= INSTALL: * Q2W: You should not need to install the map because it is a part of Quake2World. * Other: Copy the file 'map-resurrection.pak' to your 'quake2/baseq2/' directory. PLAY: * You can load the map using the Quake2World in-game console: 'map resurrection' * You can also start it from the command line of your OS: 'quake2world +map resurrection' * To start a simple server do sth like this: 'quake2world +set dedicated 1 +map resurrection' * To play the map on public q2w servers cast a vote for it: 'vote map resurrection' AUTHOR INFO ============ NAME : spirit CONTACT : see http://www.sp1r1t.org/contact/ 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/ * many guys over at q3w, levelmakers and most of all the Quake II Cafe for feedback and comments Quake 3 World - http://www.quake3world.com/forum/ LevelMakers (former Mapcenter.com crew) - http://www.levelmakers.com/community/ The Quake 2 Cafe - http://leray.proboards34.com * Evillair has done many great texture packs for the community. This map uses one of them, his eq2 set, published under the following license: -You may not edit, modify any textures within this archive unless given permission to do so by the author. -You may not use these textures as base for your own. -You may convert these textures to other game formats but only with the author's permission. -You may rename the textures. -You may use these texture in your maps/mods/tc's as long as you give me credit. -I encourage you to edit the .shader to suit your needs. http://www.evillair.net/ * id Software and qeradiant.com for Quake 2 and the Radiant editor * the Quake2World guys at #quetoo helped a lot to adapt the map for Quake2World, especially Ingar and jdolan. Thanks heaps! http://www.quake2world.net irc://chat.freenode.net/quetoo * some friends for testing the map with me, you know who you are Copyright / Permissions ======================== resurrection.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 Evillair and are released under a different license (see THANKS & CREDITS). See map-resurrection.license.txt for the full license of this map. Version history ================ changes spirit2dm1 (final) => resurrection-beta1: * retextured the complete map using the eq2 texture set * moved the Hyperblaster a few meters, it now lurks under the stairs * various changes to the worldspawn * changed license of the map to GPL * TODO: * the laser beams are gone in q2w and need a replacement * there's still some of the old textures listed that need to be replaced * fix strange (VIS?) error near Chaingun (disappering brush, visible only from elevator) * some textures are misaligned * liquids are broken * tele goo doesn't move (is broken too) * need to think about the sky changes resurrection-beta1 => resurrection-beta2: * tons of texture adjustments, re-scaling, alignment... * hinting * moved all textures from textures/eq2/ to textures/resurrection/ * switched Hyperblaster and teledest near it * added weather effects (fog and rain, q2w only) * fixed VIS error near chaingun (by splitting the brush) * no more missing textures! * added flares to the lamps (q2w only) * rotated MH 180 degrees * rebuild floor outside (lower level), more details * rebuild teleporter areas * moved info_player_* and tele entities out of the ground * added sunlight, reduced light, more worldspawn stuff * compiled with 'q2wmap -bsp -vis -fast -rad -scale 0.25 maps/resurrection.map' * TODO: * the laser beams still need a replacement * liquids are broken * tele goo is broken * need to think about the sky * fix bug at initial spawn (strange, flickering brush) changes resurrection-beta2 => resurrection-beta3: * fixed wires (surfaceflag TRANS was missing) * added some details * fixed mis-aligned textures near elevator * fixed strange trim near lower RL * even more small texture adjustments * made the map a bit brighter * compiled with 'q2wmap -bsp -vis -fast -rad -scale 0.35 maps/resurrection.map' * thought about the sky. I'll keep it =) * TODO: * the laser beams still need a replacement * liquids and tele goo *may* be broken (or it's WARP or my ATI gfx card) * fix bug at initial spawn (strange, flickering brush) changes resurrection-beta3 => resurrection-beta4: * moved misc_teleporter entities up into the air * more clipping at Chaingun to keep Karvajalka from getting stuck * converted all textures from jpg to tga due to the jpeg issue (TM) * changed exit of rail tunnel for kevlarman * switched body armor and jacket armor * moved the armor that once was behind laser bars, no bars needed anymore * TODO: * liquids and tele goo don't warp (surface flag) * fix bug at initial spawn (strange, flickering brush) * think about adding grass / plants * maybe break the bridge to CA (so you have to jump over the gap) * add location info changes resurrection-beta4 => resurrection-beta5: * smashed the bridge to CA, you have to jump over to grab it now * added location info (docs/resurrection.loc) * added some lights in darker areas (lower RL, elevator) * moved SSG, SG and one of the RLs around * removed a package of SG/SSG ammo * made it brighter, compiled with 'q2wmap -bsp -subdivide 256 -vis -fast -rad -scale 0.5 maps/resurrection.map' The map was put into the q2w svn at version beta5. Chances are that future changes will not show up in this file but only in the svn logs. You never know though. ;) changes resurrection-beta5 => resurrection-rc1: * removed spark thingie in water * even more clipping * changed format of 'message' in worldspawn * removed settings for 'fraglimit', 'roundlimit' and 'timelimit' in worldspawn (srv should set those anyways) * added some entitiy lights in darkest spots * finally got rid of the flickering brushes (by splitting the brush in 2 in one place and by replacing multiple small brushes by a single large one in another place -- strange) * some more hinting * got rid of ugly PVS bug near YA (by loading the portal file, inspecting portals and placing hint brushes at the spot that caused the trouble) * compiled with 'q2wmap -bsp -subdivide 256 -vis -rad -scale 0.5 maps/resurrection.map' changes resurrection-rc1 => resurrection-rc2 (final): * all the ugly light glitches are gone since last recompilation, thanks jdolan! * got rid of ugly PVS bug near YA (by loading the portal file, inspecting portals and placing hint brushes at the spot that caused the trouble) * compiled with 'q2wmap -bsp -subdivide 256 -vis -rad -scale 0.5 maps/resurrection.map' I consider this one final. Have fun, see you on the q2w servers!