Tuesday 11th February, 1997 ========================================================================================= Title : PRODIGY ONE Filename : prodigy1.bsp Author : Dario Casali Email Address : dario@casali.demon.co.uk Homepage : http://www.casali.demon.co.uk/dario/home.html Description : Prodigy One starts on a spaceship where you can grab some combat armour and the four weapons that your ship has to offer. The planet your ship has landed on has been scouted initially and some information has been attained: 1) You are searching for a Golden Key that is extremely valuable, you must not leave the planet without it. 2) The inhabitants of the planet carry weapons which you must use to refill yours, as little or no ammo is available on the planet (these guys don't leave stuff lying around like some do...) 3) For the same reason you will find no medi kits, so don't just wade in and take damage, or your Quest will be a short, bloody one. 4) Expect very heavy resistance and use of the Wizard's teleportation ability. 5) Sources also tell of three levers that must be in place before you are granted access to the chapel and the key. 6) Be careful to secure your ship as it will remain unguarded while you are on the planet. Prodigy One is my first outing in single player level design since The Plutonia Experiment, Final Doom and looks like being one of a very few. The next will be Prodigy Two. There is one secret which is pretty tough to spot but quite advantageous if you manage to find it. Tactics : Skill levels are catered for with extreme subtlety. The only differences are with the armour in the beginning and the box of shells later on. Skill 3 is of course, fairly tough. Don't try it on skill 3 first time, you probably won't do it. Once you know the level, you should try the next one up. Finishing this level on nightmare requires not only accuracy and good timing, but conservation of ammo and using the right gun at the right time. It is also possible to take out a few monsters before they come a problem. Take a second to think how you will approach it once you get killed the first time, I have built in some devious tactics that will get you through the level much more smoothly. Pace yourself up to the +100 health, if you can make that, you'll have a better chance in the chapel... Additional Credits to : Yahn Bernier for BSP - a very good editor : John Carmack for the Quake engine. (let's have your Ferrari John :) : Kevin Cloud and Adrian Carmack for the textures. Info about the Author : I graduated from Oxford University last summer and created Doom levels for three years before converting to Quake. I enjoy toasting all other players in deathmatches inside my own levels. No-one I have ever met can beat me in my own level (har har...) Other Levels by Author : 16 levels in The Plutonia Experiment, Final Doom. 4 levels in Evilution, Final Doom. Over 50 levels for Doom and Doom2, inlcuding "The Punisher" and "Thebest" deathmatch levels. For Quake : DCDM1, DCDM2, DCDM3, DCDM4 Author's plug : I've just joined a formidable new games company that will be making games with the Quake2 engine, so if you like this level, look out for us: Valve Software. ========================================================================================= * Play Information * Single Player : Yes Cooperative : Yes Deathmatch : Yes I have confined DM play to the space ship simply because the rest of the map probably wouldn't make such a good game. I have also confined the choice of weapons to the nailgun and the DBshotgun, as they are both pretty evenly matched. It's best to play in DM2 mode, so you don't have to wait for the weapons to respawn, but I've put three decayed health packs and one light armour in to add to a DM1 game. I find this constrained map size leaves it totally up to the player's skill, not to the strength of the guns they carry. In DM1 games, nobody can stay alive indefinately unless their opponent is REALLY crap. * Construction * Base : New level from scratch Editor(s) used : BSP, latest release. Build Time : One week Texture Wad used : quaketex.wad Compile machine : Pentium Pro 200, 64mb RAM QBSP Time : 260 secs Light (-extra) Time : 882 secs VIS (-level 4) Time : 2398 secs Brushes : 1444 Entities : 550 * Other Info * Unzip into the quake\id1\maps directory (create if necessary). Launch Quake, go to the console and type: map prodigy1 * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels, (ie don't put it in your multi-level episode and claim it's yours). Authors may take brushes out of the MAP file and use them in their levels, but to get the MAP file, you'll have to go to my homepage. This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP or it's MAP file, or any part of either on any CD or distribute it in any way without my permission. You may not distribute screen shots of this level in any form other than electronically.