*** spirit2dm1 - awaiting resurrection *** for quake II by spirit *** final release GENEREAL MAP DATA ================== MAP NAME : spirit2dm1 LONGNAME : awaiting resurrection ARCHIVE NAME : spirit2dm1.zip GAME TYPE : 2 - 3 players deathmatch MAP THEME : q2 base BASE : new map from scratch BUILD TIME : > 20 h STUFF USED : * qeradiant 1.50 * q3map2 * debian gnu/linux RELEASE DATE : 03-may-2007 FILE SIZE : < 1 MB NOTES : I know I'm late, but I wanted to give q2 mapping a try ;-) GAMEPLAY ========= WEAPONS : SG, SSG, MG, RL, GL, CG, HB, RG ITEMS : JA, BA, CA, MH INSTALLATION AND HOW TO PLAY ============================= INSTALL: * Unzip the archive to your '' directory preserving paths. You're done. The following files will be installed: * '/baseq2/maps/spirit2dm1.bsp' (the mapfile) * '/baseq2/maps/spirit2dm1.txt' (this readme) * '/baseq2/maps/spirit2dm1.license' (full GPL license) * '/eraser/routes/spirit2dm1.rtz' (routes table for eraser bots, see BOTS below) * '/baseq2/maps/spirit2dm1.loc' (location file for r1q2 and other q2 clients) PLAY: * You can load the map using the Quake II in-game console: '/map spirit2dm1' * You can also start it from the command line of your OS: - to play the map alone (rather boring, see BOTS below to play against bots): 'quake2 +map spirit2dm1' - to start a local server with the map: 'quake2 +set deathmatch 1 +map spirit2dm1' - to start a local dedicated server with the map (you won't be able to play on the box you run this command on, only players from other machines can connect to it): 'quake2 +set dedicated 1 +set deathmatch 1 +map spirit2dm1' BOTS: The map works well with the Eraser Bot for Quake II. Google for sth. like 'eraser bot 1.01 final' if you don't have it. Atm (03/2007), these links work: linux: http://www.airrocket.net/mirror/quake2/bots/eraser_1.01_linux.zip win32: http://www.airrocket.net/mirror/quake2/bots/eraser_1.01_win32.zip To start the map with bots: 'quake2 +set game eraser +map spirit2dm1', then add bots with the bot_num command from the in-game console: 'bot_num 2'. Note that Eraser Bots use route tables to navigate maps. If you unzipped the 'spirit2dm1-full.zip' archive to your quake 2 directory preserving paths, a route table for my map should already exist at '/eraser/routes/spirit2dm1.rtz'. Creating your own tables is easy though, it boils down to running around the map using different paths the first time you start it with the Eraser Mod, then reload QuakeII or the map and play. See the Eraser documentation for more info. AUTHOR INFO ============ NAME : spirit CONTACT : see http://www.sp1r1t.org/contact/ WWW : http://maps.sp1r1t.org THANKS ======= * 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/ * some friends for testing the map with me, you know who you are * many guys over at q3w, mc and most of all the Quake II Cafe for feedback and comments Quake 3 Worls - http://www.quake3world.com/forum/ Mapcenter - http://www.map-center.com/forums/ The Quake 2 Cafe - http://leray.proboards34.com Copyright / Permissions ======================== spirit2dm1.map -- map file for a Quake 2 map Copyright (C) 2002 Tim "spirit" Schaefer 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. See the file spirit2dm1.license for the complete GPL license text. Version history ================ changes beta1 => beta2: * made elevator suck less (made it more obvious that it's an elevator) * lots of clipping * fixed the ugly VIS error near lasers by adapting portals * changed damaged the laser beams deal from 1 to 25 >< * various small texture fixes * added longname to worldspawn changes beta2 => beta3: * various texture fixes * more clipping at some doorways * fixed slime and splash at RG * sunk tele dests and SP/MP spawnpads into the ground changes beta3 => beta4: * fixed strange error above MH changes beta4 => beta5: * made HB/YA room look more interesting changes beta5 => final: * fixed light floating in mid-air above YA * fixed wrong texture on ceiling of CG room * fixed new lamps near tele in YA room