================================================================ Title : Fingers' third Single Player Quake level: Halls of the Shambler God Revised version Date : 6/6/97 Filename : ikspq3.bsp Author : Iikka "Fingers" Ker„nen ("„" is an "a-with-two-dots"... In DOS, that is.) Email Address : ikeranen@raita.oulu.fi Home Page : www.student.oulu.fi/~ikeranen/quake (visit there!) Snail Mail Address : Iikka ker„nen (send me your money!-) Kiiskitie 4 FIN-93400 Taivalkoski Finland Description : This is a sequel to IKSTART, IKSPQ1 and IKSPQ2; the exit in IKSPQ2 goes into this level. I recommend getting the previous levels and play them first. The portal in that ancient temple brings you into another building that seems to be built by the same people... Except it's even bigger and seems to be partly designed for flying creatures rather than humans. Had the monsters themselves built that temple? Or is this the same place but in a different reality, where the monsters have worshipped their deities? No one can know the answer, but one thing is sure: You have to get out of here alive! The architecture of this level is similar to IKSPQ2, but has many new architectural features I couldn't use in the previous level due to the memory limits. I may do yet another level in this same style, and pack them all into a small episode of three levels... Just to have a more definite ending. ;) In this revised edition, I have reduced the monster infight at the start by changing two ogres to hellknights (which even work better). Also, I made the "fake" teleporter in the start room solid so you can't get inside the "teleport liquid" (Thanks to the person who pointed this out. ;) and added a delay in the iris door so you can actually see it open... All the textures are made by me; not because I can use a texture wad making program, but because I can do textures that look better than ones made by id software would look in this level. This level supports IKguns v1.1 just like my previous levels (ikstart and ikspq1), but you can play it as well without the patch. I think you should try both. :) Additional Credits to : ID and who ever created Quest But some discredits to the author of Quest for making it incompatible with my video card without univbe. (The 1.091 worked fine!!) ================================================================ * Play Information * Single Player : Yes, this is why this level exists. Cooperative : Yes, 4 starts. (No room in the start, really...) Deathmatch : Yes, 13 starts, tried with 15 reapers.. It was way cool! I can't wait to see this in QWorld! Difficulty Settings : Yes, the hard & nightmare are REALLY hard.. Some challenge for coop players (or me ;). Well, I'm no more saying it's too hard on NM for a good single player. After a few more tries, I now get through it almost every time. New Sounds : No New Graphics : Yes, all new textures. The texture wad is available to download on my homepage. New Music : No Demos Replaced : Demos available on my homepage. * Construction * Base : New level from scratch Editor(s) used : Quest 1.1 (+usual qbsp etc) Known Bugs : Nope. The ladder is meant to be like that. ;) Build Time : 16 hours or so. I've done this very fast. Texture Wad used : ikblue.wad Compile machine : P150 with 48M (DOS) QBSP Time : 26 min Light Time (extra) : 8 min VIS Time (level 4) : 51 min average visible leafs 161. Brushes : abt 2300 Entities : abt 500 Monsters (e/n/h) : 43/65/87 Models : Dunno. Perhaps around 50. Running speed (timedemo): 27 fps on my P150/48M/D-stealth/vid_mode 1. This may sound slow, but it doesn't matter as Quake never runs faster than 20 fps internally... * Other Info * Play this level on the highest resolution you can... It looks way better in 640*480 than 320*200. Check out my homepage http://www.student.oulu.fi/~ikeranen/quake for more levels. I recommend getting IKSTART and all IKSPQ levels, and play them as an episode. (Starting from ikstart) And get the ikguns 1.1! It will work in my every single player level. It's on the same page. (Of course it's in ftp.cdrom.com too, if you prefer that.) if you wonder about the small number of secrets... That's because of the 128 meg (real+virtual) memory limit of the only qbsp that can compile big enough levels... Cwsdpmi version gets a page fault at 90 megs and windoze seems to have max. of about 50 megs of swap space. If you know something that might give me about 256 megs of virtual memory, please tell me! (Or if you have sources for a QBSP port to Irix 6.4!) If you want to do something special, like combine this level to a weapon patch or modify it for CTF, contact me at the address above. * Copyright / Permissions * All the artwork and architecture in this level is made by me, so I have the rights to do anything I want with it. CD-ROM publishers and other commercial people need my permission before they can distribute this level. Even giving me some money should be considered, as I actually bought more memory just to get big maps done. Actura Software MAY NOT do anything with these files. Public distribution via Internet/BBS's without charging money is accepted, of course. * You really did read this far? *