2/21/97
===================================================================
You MAY NOT be able to run this map properly without an accelerator
card! Please read below under 'Other Info' for an explanation.
===================================================================
Title : Deth Toll
Filename : dethtoll.bsp
Author : Herb Myers Jr. aka Metal Marine
Email Address : hmyers@hhs.net (Please give me some feedback!
Be brutal if you must.)
Homepage : http://www.geocities.com/SiliconValley/Park/3291
Stop by and check out my levels for Quake and
*hiss* Duke Nukem 3D. Plus take a look at some
screenshots and benchmarks that I performed on
Intergraph's Intense 3D 100 (Reactor).
Misc. Author Info : Just graduated from Penn State University
with my Associate in Electrical Engineering
Technology. Am also an avid gamer and hope to
one day make the coolest game ever. Haven't
quite had the time to start on this yet but
it's coming :).
Description : Pretty cool Deathmatch level that I did
mostly to see what could be done with
Quake, as a learning experience, and to
make my obligatory first mediocre map
that all level designers have to do ;-).
Seriously though, I had alot of fun making
this map (for the most part) and I hope you
have just as much fun ripping somebody a new
one while playing. Once again, this is my first
map.
Additional Credits to : id software - for they are the rulers of all
creatures great and small.
Ben Morris - for the great Worldcraft editor.
Ernie "DeathDealer" Miller - beta tester and
general suggestion-giver-guy. Has also been
rumored to be my best friend but this hasn't
been confirmed yet. Check out Death Dealer's
Domain at http://www.crunge.com/quake where he
resides as 'da Quake guy'. Get DD's map 'Infinity'
from ftp.cdrom.com or stop by my homepage.
Craig "Mojo" Redinger - A BSP pimp in bloom for
sure. Another beta tester and suggestion-giver
-guy. Check out Craig's Workbench at
http://www.geocities.com/SiliconValley/Heights/4992
where you can pick up his latest Quake level:
"The Wizard's Lair".
================================================================
* Play Information *
Single Player : Just a start so you can admire the beautiful scenery ;-).
Cooperative : No! I'm not a friendly person.
Deathmatch : Yes! Woo hoo! 16 DM starts.
Difficulty Settings : No
New Sounds : No
New Graphics : No
New Music : No
Demos Replaced : None.
* Construction *
Base : New level from scratch.
Editor(s) used : Worldcraft.
Ultra Edit 32 ASCII Text Editor.
Any other ASCII text editor that was handy at the moment.
Known Bugs : Other than the greying error if you don't have an accelerator
card, none as far as I know. Mail me if you find any.
Build Time : Around 50 hours over a two month period.
Texture Wad used : Quake101.wad
Compile machine : P60 w/48MB RAM (ouch)
QBSP Time : 13 minutes 43 seconds (QBSP256C by Tom "Woofer" Grandgent)
Light Time : 1474 seconds (Wooflite by Tom "Woofer" Grandgent)
VIS (-level 4) Time : 18402 seconds
* Other Info *
So you're probably saying to yourself 'Is this map so leet that I need
an accelerator card to even run it?'. Well, you can be the judge of that.
Here's my reason for stating that you MAY need an accelarator card to have
Deth Toll run properly. Throughout the development of this level, I did all
my testing using vquake beta 12 for the Rendition Verite chipset. Of course
everything seemed to be in perfect working order so I was going to send it
to DeathDealer and Mojo for a quick once-over before we tried it in a
Deathmatch. DeathDealer didn't report any problems. Craig on the other hand
said something to the effect of "That level looks cool....assuming that you
are going to run a level 4 VIS on it". I started to get worried because I DID
run a level 4 VIS. Well, it turns out that the regular Quake executable does not
handle as many faces as the two accelerated versions of Quake do (those versions
being vquake and glquake). Hence, the map was suffering from 'greying out' when
you were at the end of the large room. Myself and DeathDealer were both running
vquake so we did not pick up on the problem. In short, you will PROBABLY need to
have vquake or glquake to run this map properly. I say probably because I believe
that there is a way to increase maximum visable surfaces via the console
assuming you have enough RAM. I tried r_maxsurfs and r_maxedges but neither
had any affect even if they were increased 10 times their original value. I
almost didn't release this level when I found out about the greying. But I chose
to anyway because I put alot of time into it, I think it's a pretty good map, and
I'm assuming most Quakers already have an accelerator card or are getting one soon.
Deth Toll has been tested throughly and the greying does not occur with vquake or glquake.
I'm sorry for any probelms or confusion that this may have caused. I'm also sorry
about the size of this text file ;-).
Also my sig is buried somewhere in the level. I could tell you where
but you would have to pay with your soul...muu huu haa haa...sorry.
If you find the sig there's some goodies in there that will make your
job as Frag Master Supreme much easier.
Just an extra thanks to DeathDealer and Mojo for *trying* to VIS the
first incarnation of this level. This map had a much different feel to
it at first but, after a 56 hour VIS on my machine that never completed,
I concluded that something was wrong ;-). Thanks for the help guys.
We tried ;-). Thanks for finding that 'grey error' Craig! Phew!
* 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. I would like
to be notified by e-mail if this level is going to be included
on any type of media so I can pick up a copy. A free copy would
be cool but I'm not begging. ;-).
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