================================================== Title : UberOil 0.91 (new version) Filename : uberoil.bsp Release Date : 22 Nov 97 Author : Alun Bestor ("Uberian") Email Address : abestor@clear.net.nz Description : A cool AirQuake map, set in a chain of islands in the middle of the sea. Blue team is based on an oil rig and oil tanker (converted into a makeshift aircraft carrier); Red team control an ex-trawler military ship with gunboat escorts, and a floating-pontoon airbase. Sounds cool? It is. Additional Credits to : Ben Morris (author of Worldcraft) Iikka Keranen (author of AirQuake) Ian Harle ("Ooon", my playtester) Oh yeah, and lest there be a map-description file in the universe that doesn't mention them, iD software =================================================== * Play Information * Requirements : Registered Quake, AirQuake build 25 or better Single Player : Yup; enemies, mission briefing and exit are all there. Co-op : Same as above, though untested Deathmatch 2-16 : Yup, teamplay too. Go nuts! Difficulty Settings : Indeed Aircraft choice : Dogfighter, fighter-bomber, stealth fighter, helicopter, hovercraft Additional Info : You may want to make sure you have destroyed all that you're meant to before heading for the exit, or else you could end up slightly warm. ================================================== * Construction * Base : Scratch level Programs used : WorldCraft 1.5b (for level-building) qART 1.0 or something (for building my texture libraries, available on request) Construction time : 4 weeks-ish Known bugs : The hovercrafts can get too close to the edge of the map for their own good, until the view-camera dips into the air; Looks kinda wierd. I know why this is and how to fix it, but I don't plan to correct it (correcting it means that bullets will hit the sky). Just don't drive (sail?) so close. Ummm... the attacking choppers aren't working too well yet. Half the time they don't go to the waypoints they're meant to; the other half the time they do reach them, proceed to blast away dramatically at the AA guns, and then just sort of hover about looking nervous and not knowing what to do with all the buildings they're meant to be destroying. Mind you, I did once see a bunch of them demolish the tanker bridge by merrily crashing into it one by one... I shall endeavor to correct their behaviour in a later release. The level probably doesn't work well in GLQuake. Let's face it, _nothing_ works well in GLQuake, and frankly I'm not going to worry about it until such time as someone sends me a free Monster3D. So spin on it, accelerator-heads. Build machine: P133 16 EDO RAM (I hate technology. This used to be entry-level this time last year) Build times: QBSP : 57 sec. Light -extra : 42 min. 15 sec. VIS -level 4 : 1 hr 29 min. 30 sec. Statistics: Faces : 3652 Brushes : 244 (pre-QBSP) Entities : 467 Average R_Speed : 370 - 410 (should run a little faster than Air3) ================================================== * Feedback * I -NEED- feedback on this. While I think I have the physical level just right, I have no way of testing the game balance for teamplay (I only have access to a 1-on-1 serial connection). So I really need as much feedback as possible on this level. I dig criticism, so long as it's contructive (say WHY it sucks/is cool). * Copyright / Permissions * Authors may NOT use this level as a base for their own creations. This level may NOT be sold without my express written permission. It may be stored on a BBS or equivalent on-line resource so long as money is not charged for access to it. If anyone from Actura software even touches this file, they must take the Actura CD-ROM it will inevitably have been already released on and stick it up their ass. * Where to get this BSP * ftp.cdrom.com/pub/idgames2/levels/airquake/ and any good AirQuake- affiliated site