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- 9/30/96
- ================================================================
- Title : The Crucible
- Filename : crucible.bsp
- Author : Gyro Gearloose
- Email Address : gyro@nwlink.com
- Description : Single and Deathmatch Quake map wif fun features
- Additional thanx to : Deathknob, Hootie, Gagger, Mel, Yoyoyo,
- DonB, Player, Unconnected, id, the authors
- of several examples (especially qtricks and
- and cannon) and most of all Dr. Benway for
- putting up with all this Quake nonsense and
- humoring my annual year-long forays into
- childhood.
-
- Check out further wackiness at:
- http://www.nwlink.com/~gyro
-
- ================================================================
-
- * Boilerplate info *
-
- Single Player : Yes
- Coop : Yes (3 starts)
- Deathmatch : Yes (8 starts)
- Difficulty Settings : Yes
- New sound/music/graphics: No
- Base : New level from scratch
- Tools used : Quest 1.03, text editor, and qbsp_dos
- Build Time : About an hour and 40 minutes. Oh, you meant
- how long it took to make the map file?
- Legal: : (c) 1996 Gyro Gearloose. All rights reserved.
- This level may be distributed only at no
- charge to the recipient, and only if it is not
- modified in any way. In other words, don't
- make any money from it and don't make it look
- like I did something I didn't.
-
- * Way Too Much Other Info *
-
- This is my first map. I want heaps of ego-boosting mail, suggestions,
- constructive criticism, outrageous demands, and so forth.
-
- To use: Copy crucible.bsp to quake\id1\maps (create the "maps" subdirectory
- under your "id1" directory if you don't already have one) and try one of
- the following:
-
- quake +skill 0 +map crucible <-- easy single player
- quake +skill 1 +map crucible <-- medium
- quake +skill 2 +map crucible <-- hard
- quake +deathmatch 1 +map crucible <-- deathmatch
-
- ================================================================
-
- This RULES vs That SUCKS (or, why did you do things that way?)
-
- Choosing between squishing a player into flying guts as they helplessly
- look on, or releasing them if they cease fire and perform the requisite
- amount of grovelling rules. I'm sure you'll do the right thing.
-
- Grabbing the Quad Damage rules. Grabbing it, and then discovering
- that you have a player cornered due to their own greed totally rules.
- (Passing judgement on others and not having it apply to yourself is okay
- in Quakeworld.)
-
- Gibbing campers rules. Reading whiny blubbery messages about those darn
- campers fills me with chortles and mirth, so this level is camper-friendly.
- Deal with campers appropriately if you can, or type bawlings about them
- until someone comes and shoves a pineapple down your throat.
-
- Getting telefragged due to placement of deathmatch starts in high traffic
- corridors sucks. Maybe that aspect of the standard levels is deliberate
- design, but I kinda doubt it. It's just not fayyyyerrrr! Boohoo! (Someone
- toss me a pineapple quick!)
-
- Utter mayhem all the time, with individual battles lasting no more than
- three seconds is okay, but it doesn't rule. Sometimes mayhem and
- sometimes hard-fought battles where a clever move wins out rules more.
-
- Level-exiting weasels suck. Barbequing them rules.
-
- ================================================================
-
- Info for after you've explored the level a little:
-
- If a player jumps down the mail delivery tube heading for the exit,
- don't follow straight away or you'll wind up stuck on top of them.
- Lobbest thou the holy hand grenade instead. Wait for the grenades to blow,
- then follow. If they survived the grenades, take them out while they're on
- the island waiting for the slow exit drawbridge.
-
- There is a pentagram and a teleporter inside the crucible. The pentagram
- protects you from the lava, and the teleporter drops you into the goody
- room. The pentagram is not visible from the surface, so players who want
- an edge will need to keep track of when the pentagram has respawned, because
- if you dive for it and it's not there, you'll probably fry... but not always.
-
- There are two ways into the tower room - the lift, and a secret way.
- If the tower room is inhabited by a grenade-dropping resident, you can
- forget about the lift. Only the pentagram will get you up that lift
- alive. The secret way takes awhile, but permits you to get liqoured
- up for the attack. Of course, by then they will probably have gotten
- scared and left, so the existance of the secret way can also be used to
- bluff them out.
-
- The water room has a tunnel in it that leads to another highly defensible
- position in the level. If you want to be left alone for awhile, you can
- go there. However, there are only two ways out, and one of them is to
- leave your body, so you'd better be a committed camper if you want to
- go hole up in there. If you've got the right weapons before you go in,
- others will soon figure out that it's really better to just leave you alone,
- so bear in mind that you won't exactly be racking up frags.
-
- The cage-on-the-wall in the big lava room has two buttons that control
- it. The button immediately below it releases an unfortunate victim who
- has been caught in the trap. The button on the wall between the two
- floor buttons commits the human clove to the giant high-speed garlic press.
- Note that if a player believes you are going for the release button,
- it is in their best interests to cease fire. That brings you directly
- under them. What you do next depends on your ethics, and perhaps on how
- many nails you have at the time.
-
- All those goodies in the cage-on-the-wall room are on a platform right
- below a blower duct. A player standing up there may be hoisted up into
- the path of the rushing air by someone else coming down the mail tube.
- Generally, they are blown into the teleporter moat and wind up in the
- cage. Surely the person who inadvertently knocked them into the cage
- will be kind enough to release them.
-
- The overlook with the rocket launcher on it is climbable without making
- any noise. Go to the dark corner below it and check out the series of
- hand and toe-holds. They appear only in deathmatch.
-
- There are numerous hiding spots for campers and snipers. I have noticed
- that chronic campers virtually never score high in the rankings.
- Mayhem-style players tend to do way better, simply because they encounter
- far more players to splatter as they race wildly about. If campers get
- you down, just shift your tactics a little. Start "prospecting" by lobbing
- grenades into dark places once in a while, for example. If you see someone
- occupying a place consistently, you have an implicit advantage over them.
- Exploit it. There's almost nowhere here where you will be blasted by someone
- with a rocket launcher the instant you spring to life, so qwitcher whining
- and play around with the whole camping thing.
-
- ================================================================
-
- Problems:
-
- Some of the teleporters have the side-effect of triggering a nearby door,
- even though they're nowhere near enough to trigger. I done scritched my
- haid some over that but apart from moving things farther apart, could not
- find a workaround. On some of the teleports, you'll hear a door open and
- close - sorry. If someone knows what's going on there, please toss me a
- clue.
-
- I pulled the fish outta the pool. It looks as if the 1.01 registered
- version of Quake has a bug where any fish in a level are counted twice
- but can only be killed once. So, if a level has fish in it, a perfect
- score is not possible and players wonder where the extra (nonexistant)
- monsters are. E2M3, The Crypt of Decay, is the first level that contains
- fish, and also contains the dopefish message. Meaningless trivia or an
- astounding cosmic message from the Incas? You be the judge!
-