********************************* Title(s): Palace Darkfire Keep The Dungeon Filename(s): leibman2.zip -palace.bsp -keep.bsp -dungeon.bsp Author: Greg Leibman purplebob@hotmail.com Date: 1-24-98 ******************************** Editors used: BSP, Qoole Compile time: Approx. 1 1/4, 1, 1/2 min Singleplayer: That's what it's here for Cooperative: Not gonna happen Deathmatch: Ixnay on the eathmatch-day Maps: Last time I checked Textures: 2 new 'uns QuakeC: None.. or so the Germans would have you believe Sounds: Nil ******************************** Description: Three more maps for Minion Arena. JOY! Darkfire Keep- Awesome architecture and some great details. Oh yeah, and it plays pretty well too. Palace- More great architecture, straightforward but fun gameplay, and (GASP!) actual NEW textures! All 2 of them! The Dungeon- Interesting observing area. Wickedly fun combat. Nice decor. Hints: Darkfire Keep- "Keep" the courtyard between you and your opponent. The teleport falls are confusing at first, but you can use them to your advantage. Especially for telefragging those Shamblers. Palace- The fighting's pretty straightforward here.. just dodge around the pillars and fire, then duck back into cover. Fiends, however, have one nice little advantage.. jump up and perch on the railing to get out of Ogres or Zombies ranges. The Dungeon- Make good use of the split-level arena. Fiends and Tarbabies will usually try to jump up the stairs, and generally won't be able. Resist the temptation to hide by the door. You could end up getting cornered. Although you can't put your enemies on the rack (too bad..), you can get Fiends to get stuck on it. ******************************** All maps Copyright 1998 by Greg Leibman. Unless you've been otherwise given the author's permission, you may not use these maps in any sort of Quake modification, or distribute them as anything but freeware. You may not include them in any commercial pack or collection.