================================================================ Title : Bridge to Fire Filename : rwa1.bsp Author : Rob (W.) Albin Date : 28 Dec 96 Thanks to : http://206.12.10.240/stevefu/QuakeLab/ The Quake Lab's page, referred to it often for D/Ling entity examples, and getting the latest versions of qbsp, vis, and light. ================================================================ Single Player : Yes (30 monsters, 2 secrets) Coop : Yes (4 starts) Deathmatch : Yes (4 starts, brush/item changes) Difficulty Settings : Slightly (flagged 'not in easy' every once in a while :) New sound/music/graphics: No Base : New level from scratch Tools used : Worldcraft 1.0 (Only for editing, the special qbsp included is apparantly only capable of very small maps) Build Time : designing - 3 days Final build: qbsp - 1 min, 16 sec vis - 1681 sec light - 245 sec Distribution and legal : Copyright (c) 1996 Robert Albin. 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 APPROVAL BY ROBERT ALBIN. This level may not be used on a commercial Multi-player server. Description ================================================================ Well, this is my first intern into level-making. So far, QC has been the only thing I've toyed with in Quake - but after looking at WorldCraft 1.0, I decided I'd give it a try. Not a bad editor, I'm going to have to try some others and see how they compare. WC's carve feature can get pretty annoying, sometimes I *know* for a fact the carve should leave a convex brush, but it will still divide it into a group of multiples :( Would be very cool if you could grab vertexes and drag them, or lines (edges) to make custom shapes. Hope you like the level, it's dark. I like dark levels with tricky jumps, so that's what I shot for. BUT!!! The lights are carefully placed, spent a lot of time on that part. I HATE custom levels that are so dark it's hard to tell what's going on. Also, in DM, the map has some brush changes. Tricky jumps can be a real bitch, if not impossible when playing on a lag. So instead of making them easier I added some shortcuts for DM games. Tieing a brush to a 'func_wall' entity and setting the flags 'not in easy/med/hard' makes the brush appear in DM Tieing a brush to a 'func_wall' entity and setting the flag 'not in deathmatch' makes the brush disappear in DM If you're interested. I found this hard to figure out, and couldn't find a ref to it at the sites I checked. After doing some searching through the QC files I found a rem statement that gave me a hint - so if you didn't know, now you do :)