Desperation
by Gael
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* LEVEL INFORMATION *
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Map file name: desperation.bsp
Map menu name: desperation
Map name: Desperation
Author: [GAEL] (Jamie Lewis)
Date: 10.22.2001
Game: Quake 3: Arena
E-mail: **email removed**

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* LEVEL DESCRIPTION *
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Several platforms at several different altitudes, all interconnected via bounce
and accelerator pads. You can also drop down from the top levels to the lower levels via
the 'chutes' placed inside the concrete support columns.

Total brushes: 1233
Total entities: 185

Weapons: 2 Rocket Launchers
1 Railgun
1 Plasma gun
1 Lightning gun
2 Shotguns

Items: 1 Yellow Armor
1 Red Armor
1 Personal Teleporter
24 Armor Shards
7 Health
2 Large Health
4 RL Ammo
2 PG Ammo
3 LG Ammo
5 SG Ammo
1 RG Ammo
1 Regeneration


This is not my first Quake3 map, but it is the first that I consider suitable for public
consumption. I had a good deal of fun building this map, and it all went together
fairly quickly. I hope everyone has as much fun playing it as I did building it.

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Deathmatch: 11 Player Respawn Points
Suggested Gameplay: FFA, 4-6 Players
New Textures: No
New Sounds: No
Custom Textures: Yes: 3 from Pete Parisi's meatpack, 1 from nunuk's Map Geometry
Challenge texture pak. I added text to one of the Meatpack textures.
** Pete- if my alteration of your texture violates the use rights you
granted, please email me and I will alter the map **

Some 3rd party textures were renamed to preserve naming consistency within the pk3 file.
Original textures remain a property of their respective creators.

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* INSTALLATION INSTRUCTIONS *
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Open the desperation.zip file with a program such as WinZip and extract the contents
into your "C:\Quake3\baseq3\" folder, and be sure to check the "Use Folder Names"
option (for WinZip users).

Run Quake 3, and you should be able to find the map in the 'Skirmish' map selection.

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* CONSTRUCTION *
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Map Base : New level from scratch
Prefabs Used : None
Editor(s) Used : GTKRadiant 1.1 TA
Construction Time : Around 30 hours
Known Bugs : None
Compile Machine : PentiumIII 1 Ghz w/384 MB RAM
Compile Time : 75 minutes with light -extra
Test Machine : PentiumIII 1 GHz w/384 MB RAM

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* CREDITS *
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id Software : for making a kick-ass game and encouraging end-user
modification.
Pete Parisi : for his awesome textures
nunuk : for his awesome textures as well
The Fight Club! clan : for helping me beta test

The Quake3World level editing forum, for all the knowledge and support, and for
helping me find the courage to finally release a level. There are too many of you
to list, but thanks to all of you. (www.quake3world.com)

To Alcatraz, for running the Bighouse; and for hosting some of the best texture packs
on the 'net. (www.planetquake.com/bighouse)

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* COPYRIGHTS / PERMISSIONS *
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Authors MAY NOT use this level as a base to build additional levels.
(Why would you want to, anyways?)

If you distribute this level you MUST INCLUDE ALL FILES contained in the .pk3,
including THIS FILE.

===================================================================================
* BUILD HISTORY *
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10/22/01- final build:
Removed custom skybox- it made it too difficult to see other players at greater
distances. Adjusted ambient light level slightly and tweaked color a tiny bit.
Hopefully I won't find anything else that needs fixing!
9/18/01- public beta 2:
Added custom skybox, adjusted ambient light level and tweaked color. Added a
number of light entities to brighten up some of the shadows. Tweaked the targets
for a few of the accelerator pads. Raised the height of the accelerator pads
on the small end which throw you to the top level at the large end to make it
clearer which pad leads where. Removed Megahealth, moved Personal Peleporter to
where the Megahealth was in previous build. Moved Regeneration powerup to the spot
vacated by the Personal Teleporter up top. Replaced 6 Armor Shards with Small
Health items near the center of the map. Added 1 shard and rearranged shards
immediately below Red Armor.

Context menu

For options and more

OK, Got it
Clear