April 6, 1997 ================================================================ Title : Corporal Punishment Filename : corporal.zip Author : Gyro Gearloose Email Address : gyro@blarg.net Description : Deathmatch Quake Level - Corporal is an exercise in consistent polygon counts. It took 268 seconds for a level 4 vis on a 133 Pentium and has an "average leafs visible" of 54. I also stole the idea from Scott Mcnutt to make a little start map to select the skill level with. Red Armor & Megahealths to: Scope, Matt, Dave, Bubbah, Crash, Scott, Neil, and many others! Thanks to Trey & Chris for Quest, and to all the other righteous utility and add-on makers! Thanks also to Joost Schuur for his work on maintaining the cdrom.com archives that we all use like crazy. Check out further wackiness and Quake stuff at: http://www.blarg.net/~gyro ================================================================ * Boilerplate info * Single Player : Yes Coop : Yes (4 starts in corporal.bsp) Deathmatch : Yes (10 starts in corporal.bsp) Difficulty Settings : Yes New QC : monster AI and a grenade trap New graphics : All new textures Base : New levels from scratch Tools used : Quest, qbsp_dos, numerous paint progs, QPU, Newwad13 & 14, DOS 5.0, Win 3.1, Netscape 1.1N, Aleko's Pizza, Reflection Network Series, okay, okay... the pressure to set up an NT and Win95 machine over in the corner to run Virtus's Deathmatch Maker and UnrealEd on is building... Build Time : Way too long, as usual. Distribution and legal : Level design and graphic art Copyright (C) 1997 by Aaron Logue. Unauthorized commercial distribution prohibited. This material may be electronically distributed only at no charge to the recipient, and may not be modified in any way. UNDER NO CIRCUMSTANCES IS THIS LEVEL OR ARTWORK TO BE DISTRIBUTED ON CD-ROM WITHOUT PRIOR APPROVAL BY AARON LOGUE. (Walnut Creek is cool) * Installation Info * 1. Create a directory called "CORPORAL" under the directory where your QUAKE.EXE is. 2. Put CORPORAL.ZIP into that directory and pkunzip it there. 3. quake -game corporal +map gstart 4. Enjoy! Replacements for quake -game corporal +map gstart include: quake -game corporal +map corporal <--- bypass the little start map quake -game corporal +skill 2 +map corporal <--- be hardcorpse quake -game corporal +deathmatch 1 +map gstart <--- explore in deathmatch mode * How about running it with the Reaper Bot and other patches? * Yeah, and it's fun. You can use corporal.bsp in deathmatch mode with a different progs.dat with no error messages because I used spawnflags 2048 on the monster_corporal and trap_mortar entities. * Where'd you get the textures? * By the time you read this, the texture wad (gyrotex.zip) I used should have made it up to ftp.cdrom.com. It's free for anyone's use, unless the use is for profit. * Blah blah blah blah blah * Note that the number of monsters doesn't change much between EASY/NORMAL/HARD settings. Their ability to kill you does. Don't feel like a wuss if you have to go through it a couple times in EASY mode to figure out where all the Corporals are hanging out at. Play it like you would in Deathmatch and don't leave any of these guys behind alive... because they may hunt you down later! These monsters are mean SOB's. I can get through this level no prob in EASY mode. In NORMAL, I have to take my time and plan things out. In HARD, I'm lucky to get past the wharf... and I know exactly where I put all the monsters. NIGHTMARE mode is there just for my own sick amusement. No one will ever complete this in NIGHTMARE mode. Some will get close, but never quiiiiite make it. Several will *claim* to have done it, but they will all be bound by the common thread of having forgotten to have recorded a demo. :) I've included corporal.qc, which is the monster AI and the grenade traps. I really didn't make use of what the grenade traps can do - using the mangle field, you can make them lob grenades in any direction and speed you want. Feel free to use the Corporals or the trap in any levels you make.