date: 6th of February 1998. quake deathmatch and single player level ================================================= title: stray cat file: tigcat02.bsp author: tigger-up-late email address: tigger@ebom.org URL: http://www.ebom.org/ray description: a small deathmatch and single player level with quake2 and dm2 influence. ================================================ play information single player yes cooperative: no skills 0,1,2,3: yes Capture the Flag: no deathmatch: yes - 2 to 14 people with dm3 rules 2 to 8 people with dm1 rules new sounds: no new graphics: yes - all textures are from quake2 except for 4 of them (the sky, teleport, clip, and trigger textures) new music: no how to use: place the tigcat02.bsp file in your id1/maps folder (make one if you don't have one). at the console (press ~) type the following skill x (press enter) map tigcat02 (press enter) (press ~) replace 'x' with 0,1,2 or 3 where 0 is easy and 3 is nightmare skill. all skill levels supported ================================================ story (for single player) the naughty people and monsters of 'quake' have built some sort of 'warhaus' where they have been storing goods taken from the mines of the earth. somehow you have escaped from the 'slave mines' and turned up unannounced at what looks like the rumoured 'freight-station'. two weeks before you worked out your escape you were chatting with some fellow shit-kickers and had discovered that there had been a 'cave-in' on the main 'track' but there was still a draft coming from the tunnel, so you knew it was not completely blocked. this was your route out, and your goal now is to kill, destroy and shut down the factory, which has one power supply switch above a lava pit, well so it is rumoured (very lame design, you think, as you hear this) how was that for setting the scene? ================================================ extra info this level was designed as a deathmatch level 1st, then single player secondly, hope you enjoy it :] i wanted this map to be a quake2 level, but all the level editors i could find (at the time) where basically *ugly* next to worldcarft 1.5b (qe4 will not run on my pc), bummer. i'll convert it when i get a q2 editor i like also the r_speeds maybe a little high at certain points on the *train tracks*, i tried my best to get these down and i knew this bit was going to be trouble when i drew-up the plan, but it was something i wanted in the map. glvised using wqbsp (v1.65) by Ken Alverson ArghLite v2.0 (for light.exe) by Tim Wright q2towad.exe by Tim Wright no exit (in deathmatch) or next map ================================================ construction base: none editor: WorldCraft (1.5b) by Ben Morris other progs: wqbsp (v1.65) - Ken Alverson (KenA@TSO.Cin.IX.Net) ArghLite 2.0 and q2towad by Tim Wright (argh@ntplx.net) Newwad1.3 - (originally pcx2wad 0.98 by Daniel Gilliland); Modified by Christopher Wise know bugs: none, not one compile error as well :] build time: about 2 weeks compile time: not sure, about 40min in total any problems email me any enquires email me any questions email me ================================================ tested with the following bots Omicron Bots (v1.01) - http://www.planetquake.com/ramshackle The Eliminator Bot V2.0 BETA 7 - http://www.ccn.cs.dal.ca/~ae142 Reaper v0.81 - not sure, somewhere on ftp.cdrom.com ================================================ Distribution and legal: Copyright (c) 1997 ray, tigger@ebom.org All rights reserved. Portions copyrighted by id Software, Inc. This level 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 TO BE DISTRIBUTED ON CD-ROM WITHOUT PRIOR WRITTEN PERMISSION. ================================================