April 05, 1997 ================================================================ Title : Necroseum Filename : ncroseum.bsp Author : Noel Weer Email Address : nsweer@ice.net Description ----------- You have travelled the paths of the Slipgates now more than anyone alive. You probably know them better than any of the idiot techs that built them. Well enough, in fact, that you know that their theory of creating a path through space is "way off." It is more like pushing a directed current through the insulation of the multi-universe. Anyone that has watched a stream or river knows that eddies and backwashes form alongside any current. Sometimes stagnant "places" form in these traps on the edge of the current. And the forces of Quake have travelled the paths more than you. The eddies have become a deadly museum of creatures; trapped and ruling forgotten mini-realms in the name of Quake... Additional Credits to : A.McIntyre of the Quake Workshop for much, Crash for his fine beta test opines Check out the Thred homepage at: http://www.visi.com/~jlowell/thred ================================================================ * Play Information * Single Player : Yes Cooperative : No Deathmatch : Yes Difficulty Settings : Yes New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : Thred 0.9b *** Known Bugs : None Build Time : Several days, stretched over a 2 or 3 weeks Texture Wad used : Quake Workshop's Copper.wad Number of Textures : 63 Compile machine : DX 133mHz, 16meg RAM QBSP Time : *** For some reason the qbsp that came with my Thred freaked and wouldn't run this level. I had to use the WorldCraft qbsp which is a stupid utility 'cause it doesn't say how long it took. Suffice to say that the last successful Thred test qbsp took 461 secs. Light (-extra) Time : 370 secs VIS (-level 4) Time : 1308 secs Brushes : 947 Entities : 188 Models : 25 * Other Info * What is it that says the great levels all have to be giant sprawling affairs? Why are there so few quality levels that are small, quick, fierce efforts of skill and daring? It isn't just that you can cram tons of detail into a small level (nearly 1000 brushes in this little level), like decorating all the door lintels. I enjoy a level that is layers of sharp battles fought one on top of another, eagerly leading into the next room. And that next room is never far away... Not that I don't love grand, extravagent levels... Not that I don't stand in awe of marvelous, beautifully detailed chamber after chamber after chamber in brilliantly themed and massive levels that drag at my machine... I just think that there need to be more levels specifically focused on being a short diversion: a pulse pounding break from the large, complex levels. Instead give me few weapons, a few items and let me stretch my ability in tight spaces. Levels like this can tend to seem much more crowded than they really are, specially with the connected/disconnected spiral of this level: crossfires seem so much more effective in tight spaces, and you tend to tick off a lot of monsters in the later chambers and set them to waiting especially for you just by running through the first sections... which are also the last sections. So much for my rantette. :) * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels. This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission. * THRED LISCENSE INFORMATION * This map was made with Thred. It is acceptable to distribute this map over the Internet and BBS systems for free. It is not acceptable to play this map on a commercial Internet server. It is also not acceptable to charge for this map in any way or charge for distribution of this map. This includes CD-ROM collections of all kinds.