Soepke - March 1998 ================================================================ Title : Soepke Filename : soepke.txt (this readme file) soepke.bsp (the level itself) Author : Aardappel (Wouter van Oortmerssen) Email Address : wvo96r@ecs.soton.ac.uk Description : DM for 4-8 players ideally, weird structure and item placement. Not brilliant but some cool bits. Additional Credits to : Don and Charlie (MoonGlum) for helping out, advice & playtesting, the Qoole people for such a good map editor, and, um, id :) ================================================================ * Play Information * Single Player : Well there are no monsters :) Cooperative : Eh? Deathmatch : 8 respawn points Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Supplied : No * Construction * Base : New level from scratch, composition of my earliest levels, hence the name :) Editor(s) used : Qoole Known Bugs : None that influence play afaik ;) this version Now seems to work ok with qwsv Build Time : Too damn long. This level was "done" months ago, but I spent ages getting the sucker to vis. Texture Wad used : Original quake textures Compile machine : P166, 96Mb Ram QBSP Time : About 20 minutes? Light (-extra) Time : About 30 minutes? VIS (-level 4) Time : About 5 hours. That was after I put in some silly walls at key points in the level to please vis and r_speeds. Before it could go on for days and not finish :( Summary of the level ==================== The central structure of the level is 4 big hallways (on two levels) coming together: this was originally meant to give you the structure of a hypercube because it's so heavily interconnected. This has the advantage that it's really easy to lose an attacker who is following you. I thought having it mirror structured would be nice but it actually isn't, see what you think. Off the central bit there are several rooms which I constructed earlier and I just added. Bad level design maybe but it seems to work. Weapon/item wise I tried to get a different kind of gameplay going: the level contains no rocket launcher but is full with grenade launchers, super nail guns and thunderbolts. Furthermore close to all respawn points it's easy to pick up at least a super shotgun or a nailgun. This gives a refreshingly different balance as more skill is required to dominate a level; all those who depend on a rocket laucher to get anything done should probably head back to dm4. The level contains: 5 nailguns, 5 super shotguns 3 super nailguns, 4 grenade launchers, 3 thunderbolts 2 green armours, 1 yellow armour, 1 red armour, 1 hundred health a fair bit of ammo but not a lot, quite a bit of 25 health. r_speeds is always low, better than most of id's levels anyway. Afaik no camper spots that are worthwhile, except maybe red armour but that would be hard to hold. There is a "secret" bit in the level which is basically there for completeness sake. Take no notice. It's lame to come up with excuses but this is the first level I ever did so bound to be crappy in places. A second level is already almost done and tons better, so there :) ============================================================================== * Copyright / Permissions * You now the drill: don't tamper with the archive or anything in it. Cheers. Distribution in any way is ok. Hey, you could even ask me :) Wouter van Oortmerssen (aka Aardappel)