Map Name: The Vigil Author: Wright Bagwell (MrBunyan on IRC, Paul_Bunyan on Quake) Email: bagwell@brain.bns.pitt.edu Contents: pak0.pak - New sounds, QC, a map, and a good whoopin'. All textures are from id's, Hipnotic's, Rogue's packs, or made from various pictures I found on the web, with the exception of the red velvet in the casket, which was done by Neil Manke web: http://brains2.wpic.pitt.edu Thanks to: Neil Manke for texture help, Gary Griggs for QC help, Ryan Freebern for promoting this map so heavily All the guys from #qteam and #level_design for testing and feedback, drop by and say hi. Albert Camus, for giving me the idea of a vigil... You guys read 'The Stranger' right? TO RUN THIS MAP: make a subdirectory off of your Quake directory called "vigil" and put the pak0.pak file included in the vigil.zip in the \quake\vigil directory. Next, type quake -game vigil from the \quake directory and everything should fire up and start you in the map. PLEASE e-mail me and let me know what you think of this map. ALSO please read the following info: There are several QC mods required for this map to work properly, dont unpack the pak0.pak and expect to be able to play it without the included progs.dat file. This map is an experiment in gameflow design. In addition to the Hipnotic entities I used in this map, the progs.dat contains the following QC mods: -grunts drop 10 shells instead of 5 when killed -dead bodies are removed after 45 seconds to prevent slowdown and packet overflows (thanks to Gary Griggs of Qteam for showing me how to do this, BTW check out Qteam, it rocks!) -the axe does 50% more damage and you can swing 20% faster -new dead body entity (misc_deadplyer) -new ending cinematics, like when you kill Shub Hello Quaker, This is my third Quake map project, which also includes my first QC work and some sound mods. Please enjoy it, but I ask that you please e-mail me and let me know what you honestly think of it. I have left a promising grad school track to seek a career in games development, so you could really do me a favor by giving me as much feedback as possible. If you are looking for a map or graphics designer, consider this a piece of my portfolio. You can reach me at bagwell@brain.bns.pitt.edu. I hope this map is very different than any other map you have ever played in Quake, Doom, or any other game of this genre. The design of this map is very simple, as you will see. The theme of the map is as follows: You are assigned a vigil to watch over a friend's tomb, as he has recently met his match somewhere in battle. Soon after your vigil begins, the enemies that wanted him dead have arrived to give you some punishment... I visioned a level that had some of the merits of classics like Tetris in the Quake environment. I arranged the triggers so that there are patterns, but they are difficult if not impossible to replicate, making the attack slightly different each time you play. Things become more chaotic and unpredictable as you progress. If you can finish it, you are THE MAN (or WOMAN). PS - I included Neil Manke's authoring sig in this map.. that doesn't mean I stole anything from him - he's just a buddy of mine and I thought it would be cool to throw his sig in there with all the rest of the guys... Also, if you see me playing Quake, I go by Paul_Bunyan. You can also see me on IRC at #level_design or #qteam, where I go by MrBunyan. Also you can catch me on ICQ, #1072020 Thanks, Wright Bagwell AKA Paul_Bunyan bagwell@brain.bns.pitt.edu http://brains2.wpic.pitt.edu/ You are NOT allowed to sell this map. If you want to do anything with this map besides play it unmodified, please e-mail me first. If you distribute this map, include this file. What the hell, e-mail me anyway and tell me what you think. I have spent a lot of time making this map, so PLEASE at least humor me. Thanks!