November 8, 1998 ======================================================================== Quake 2 Deathmatch Map - 2-6 players - enhanced version of Conveyor.bsp Title :The Reflecting Pool - Special Edition Filename :conveyse.bsp :conveySE.map included Author :Keith Hersel Email address :zissereus@louisville.edu Description :Two main rooms which have a conveyor belt winding between them. Also, some underground tunnels and a floating box. I have rereleased this map because I finally got the conveyor to behave like its supposed to. Also there are several minor tweaks with the doors and textures. Just better over all. Additional Credits to :Aaron Hatfield - playtesting Rodney Burns - BSP tutorials (www.bsphq.com) Somebody at RUST - explanation of sun entity (www.planetquake.com\rust) Yahn Bernier - creator of the most excellent editor Other Maps by Author - :The Killing Fields - a great outdoor Quake 1 map (thefield.zip) The Lava Pit - My first Q2 map, a big room with lots of bridges and a floor that fills with lava (lavaroom.zip) featured on "Quake 2 Add-Ons" by 3D Haven ======================================================================== * Play Information * Single Player :Just to look around Cooperative :No starts Deathmatch :Yes - 4 starts Difficulty Settings :No New Sounds :No New Graphics :No New Music :No CD Track :Not specified Demos Replaced :None * Construction * Base :From Scratch - technically this comes from the previous version. Editor used :BSP V.92 Known Bugs :I think I've fixed everything. Some of the light textures might be slightly misaligned, but no big deal. Build Time :4 months. Don't ask. Textures used :Q2 Pack - E1U3 Compile Machine :P150 w\ 48 megs o' ram Qbsp3 Time :34 seconds Qvis3 Time :4310 seconds Qrad3 Time :8797 seconds * Other Information * Just so that nobody thinks there is an error in the map, you have to crouch to get into the room overlooking the room with the rocketlauncher in it. The sun feature is really cool and I encourage any map authors to play around with it-especially the light angle. That's what gives those great shadows which I stumbled upon after screwing with the light vector. The problem I had with the conveyor is that it won't move unless it has that warping effect going on. If you stop the warping effect then it partly works in software, but not GL. The stragness came in after I figured out how to get it to its present state. Qrad3 would not run. Every time I got a "memory allocation error". I tried to compile on a friends computer and got the same thing. I assumed that it was maybe from the light playing off of the moving texture causing vector overload yada yada.... But then I tried to recompile the original map which had been compiled several times before and the same thing happened. Even on my friends computer. Now, 4 months later, qrad3 works again. I have no clue what happend. * Copyright / Permission * Authors MAY use this map as a base for additional levels. If you make any additions please send me a copy so I can see your handiwork. This BSP may be distributed in any way for free as long as this text file stays with it. It may only be distributed on a CD or any other commercial medium if my permission has been given (I don't really mind, just ask please).