The Rustwerkz
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excq3dm18 - "The Rustwerkz"

(C)2001 Excelsiore

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Title : The Rustwerkz
Map type : Free For All 5-8, (4-6?)
Build : Final
Test Builds : 2
Date : March 18, 2001
Filename : excq3dm18.bsp
.aas file (for bots) : yes

Author : Excelsiore
Email Address : **email removed**
Home Page : www.geocities.com/xcelsiore/
PQ Homepage : www.planetquake.com/quakesphere/

Mapping/Layout : Excelsiore
Mapping/Lightning : Excelsiore
Design : Excelsiore
Additional Ideas/Remarks : Wildheart.
Main Gameplay Testing : Gunbunny, Wildheart.
Beta Testing : Special thanks to Futureprobe and Pathan for feedback and ideas!

Compile Machine : Celery 400@500, 128 MB goatcheese, 2 sticks of cheap vanta tnt

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* About *
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The layout for the map is a horizontal "I" on top of a horizontal "X". There are 4,
three level atriums at the corners of the map connected together with winding
corridors and a "combat area" in the middle. The philosophy behind the map is
"all roads lead to rome", rome in this case being the rocket launcher.

The theme is sort of an abandoned atmospheric processing plant, rusting away on
some godforsaken planet but still fully functioning. Toxic waste leaks and
chlorine gas are the catch of the day but nothing a hardened arena warrior can't
handle. Now why are you wasting time reading this. Get busy fragging!

Feedback is greatly appreciated: **email removed**

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* Weapons / Items *
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excq3dm18, FFA 5-8 (4-6?) players
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Gauntlet : default
Machinegun : default
Shotgun : yes (2)
Plasmagun : yes (1)
Grenade launcher : yes (1)
Rocket Launcher : yes (1)
Lightning gun : yes (1)
Railgun : yes (1)
BFG : no

Quad-damage : yes (1, standard respawn, rocket jump or slime corridor)
Haste : no
Regeneration : no
Invisibility : no
Battle Suit : no
flight : no
Megahealth : yes (1, standard respawn, drop down or rocket jump)

Red Armor : yes (1)
Yellow Armor : yes (1)

Medkit : no
Personal Teleporter : no

Spawnpoints : 8
New Sounds : Yes, teleporter, voices and ambient

Hints and tips : 1)Rocket jumps are fun :=)!
2)Blue energy pipes can be walked on and shot through.
3)I saw a red door and I want to paint it black, or was it green.

Known Bugs : No bugs but some "issues".
1) Bots don't go for the quad. Not so strange though since it
requires a rocket jump or risking suicide in a slime corridor.
2) The door sounds repeat everytime you touch the trigger brush.
Tried to solve this with a "wait" but it didn't help.
-Solution: Don't stand in the sound trigger.
3) Some "zebra-ing" in the yellow fog, by the red armor door. I
didn't see it on my system but it showed up on Futureprobes.
-Solution: Hardly noticeable. Ignore it and keep fragging.
4) Players may get a "little" stuck on some architecture even though
it has been "clip-brushed"
-Solution: Ignore it. Seldom happens and it doesn't really effect
gameplay at all.

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* Copyright / Permissions / Mumbo Jumbo *
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Copyright (c) 2001 Excelsiore. All rights reserved.
This level may be electronically distributed only at no charge to
the recipient, and may not be modified in any way. This text file
must be included with the level.
This level may not be distributed on any CD-ROM without the prior,
explicit consent of Excelsiore.
You may run this level on your server as long as no money is charged to players
for playing on your server.

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site : www.geocities.com/xcelsiore/
PQ Homepage : www.planetquake.com/quakesphere/
email : **email removed**

Special Thanx : To the original authors of the sounds. Keep up the good work and
thanks! Also Id Software, thanks for a cool game.

Clear