spirit2dm5 -- Oceans apart A deathmatch map for Quake II by spirit http://maps.rcmd.org GENERAL MAP DATA ================== MAP NAME : spirit2dm5 LONGNAME : Oceans apart ARCHIVE NAME : spirit2dm5.zip VERSION : final GAME TYPE : tourney | FFA 2-4 NEW TEXTURES : yes (see CREDITS section below for more info) NEW SOUNDS : yes (see CREDITS section below for more info) BASE : none, new map from scratch RELEASE DATE : september 2010 NOTES : * build for the 8th mapping contest at the Quake 2 Cafe http://leray.proboards.com/ * as with all my maps, the map file is included and licensed under the GPL (see LICENSE section below) DESCRIPTION : Tight and vertical duel map. The setting is a dark and slightly futuristic base at night on some planet far away. // Greetings to henneck, broar, shadow, jester, jdolan and everybody else at #quetoo and Q2C. Kisses across the ocean to Ju. TRIVIA ======= STUFF USED : * netradiant, q2map, pak -- http://dev.alientrap.org/wiki/netradiant * arghrad -- http://arghrad.planetquake.gamespy.com/ * qbsp3, qvis3 -- http://home.insightbb.com/~gryndehl/q2compile/quake2.html * audacity -- http://audacity.sourceforge.net/ * cq2map shell scripts -- http://maps.rcmd.org/stuff/ * coffee BUILD TIME : a few weeks FILE SIZE : ~ 3 MB (zip archive) BRUSHES : > 1700 ENTITIES : > 180 COMPILATION : compiled using cq2map shell scripts. command lines from script: qbsp3 maps\spirit2dm5.map qvis3 maps\spirit2dm5.bsp arghrad -ambient .2 maps\spirit2dm5.bsp COMPILE TIME : < 5 mins @ P4 3200 ITEMS ====== WEAPONS : 2x RL, 2x SSG, 2x SG, RG, HB, GL, MG ITEMS : CA, MH, JA, ADR POWERUPS : none Yes, it *does* have many weapons and quite a bit of ammo for its size - but I hate both the blaster and the time it takes to switch your weapon (like when you're out of ammo) in Q2... INSTALLATION AND HOW TO PLAY ============================= INSTALL: * Extract the file 'spirit2dm5.zip' to your 'quake2/baseq2/' directory (preserving paths). Done. The following files will be extracted: * maps/spirit2dm5.bsp -- the bsp file needed to play the map * maps/spirit2dm5.map -- the source file of the map (not needed to play) * maps/spirit2dm5.loc -- location file for team chat messages (r1q2 and other q2 clients) * docs/spirit2dm5.txt -- this readme file * docs/spirit2dm5.license.txt -- the full GPL license * env/spirit2dm5/* -- the skybox files for this map * sound/spirit2dm5/* -- the sound files for this map * textures/spirit2dm5/* -- the texture files for this map PLAY: * You can load the map using the Quake II in-game console: 'map spirit2dm5' (Note that some clients like r1q2 prefer 'gamemap spirit2dm5'.) * You can also start it from the command line of your OS: 'quake2 -listen 8 +map spirit2dm5' * Bots suck but if you really need one try the 3ZB2 bot, it worked ok for me (though it doesn't seem to like JPs and spends way too much time in the central water trap). You'll need more than one bot, they are too stupid to play them 1vs1. Download and install 3ZB3, then: shortcut : 'quake2 +game 3zb2 +set deathmatch 1 +map spirit2dm5' q2 console : 'sv spb 2' AUTHOR INFO ============ NAME : Tim 'spirit' S. CONTACT : see http://it.rcmd.org/contact/ WWW : http://maps.rcmd.org (formerly maps.sp1r1t.org) http://www.airrocket.net/ CREDITS & THANKS ================== * Free Sounds taken from wyomingwebdesign.com: gong.wav, wind.wav http://www.wyomingwebdesign.com/files/pages/free_sound_files.html Slightly changed by me (converted to 16 bit mono) * Sounds made by me (feel free to use them for whatever you want): all the whispering and voices (come_closer.wav, we_feel_you.wav, join_us.wav) * Free Sounds taken from The Free Sound Project: all others http://www.freesound.org Slightly changed by me (converted to 16 bit, mono) * Jockum Skoglund aka hipshot for the great GrimmNight SkyBox (I resized it for Quake 2, you can get it in much higher quality at his website!) http://www.zfight.com * Textures: * Oblivion texture set (author unknown, taken from the map jsos by jester) * a few e1m1 baseq2 textures (just some simple lights and the slime) * id Software and the guys at qeradiant.com and alientrap.org for Quake 2 and the Radiant editor id - http://www.idsoftware.com qeradiant - http://www.qeradiant.com netradiant - http://dev.alientrap.org/wiki/netradiant * thehappyfriar for fixing the pcx sky images used in software mode Quake 2 * Last but not least, thanks to henneck for playtesting the map against me! Shadow also helped with suggestions, thanks for that. Copyright / Permissions ======================== spirit2dm5.map -- a map for Quake 2 Copyright (C) 2008 Tim 'spirit' S. -- http://it.rcmd.org/contact/ http://www.airrocket.net/ 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). See spirit2dm5.license.txt for the full license of this map. Please distribute modified versions of this map under a new name. VERSION HISTORY =============== * beta1 => beta2 - added flying drone - various new sounds - lighting fixes - improved JPs - minor texture alignment fixes - added Doom secret - added loc file * beta2 => beta3 - changed tele_dest of the teleporter near LG, it now leads to upper RL (instead of HB) - minor texture fixes - reduces wait time of flying drone at edges of its path - added lower SSG - added 2nd ladder in central water trap * beta3 => rc1 - raised volume of various ambient sounds - reduced lighting of JP that leads to the long YA jump across the central area - map renamed from '6000 miles away' to 'Oceans apart' * rc1 => rc2 - fixed direction of spawn at MG and moved it a bit - added meteor-like thingie under water - some more clipping - added RG ammo - moved a light that got in the way when you used the JP at RG - moved CG ammo closer to CG (that weapon's useless with too little ammo) - added a box of rockets * rc2 => final - updated various info in this readme file, renamed zip archive, adapted worldspawn 'message' key