Description : A 3-tiered, triple-room, base-style work of art =]
Additional Thanks to : id (duh)
Everyone at forums.gamedesign.net who helped out
My friends Boffin and Nikolai, for extensive playtesting.
Additional Notes : Krash the System...
Previous Work : Quake 3
Deathmatch
- Cuts Both Ways - KtSdm1.bsp
Quake 1
Quake Rally
- Blue Lake Mountain - blm.bsp
- Sub-Aqua - sub-aqua.bsp
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* Play Information *
Game : Quake 3
Bot Match : Route Included.
Deathmatch : 4-8 FFA
teams of 2 or more
Capture The Flag : No
* MAP Information *
BSP Name : maps/ktsdm2.bsp
Shader Name : scripts/ktsdm2.shader
Textures : textures/ktsdm2/*
Extra LIGHT : Yes
VIS level 4 : Yes
* Construction *
Base : New, from scratch
Brushes : 1826
Entities : 82
New Textures : Yes
New Shaders : Yes
Construction Time : 2 1/2 weeks
Testing Time : 1 - 2 weeks
Editor used : Q3Radiant (build 181)
Qutilities : Q3MAP
Other utilities : BSPC, Photoshop, Paint Shop Pro v5.1
Compile Machine : Celeron 300A @450MHz, 192MB SDRAM
Compile Time (BSP) : 27 seconds
(VIS) : 96851 seconds (26 hrs, 54 min, 11 sec)
(LIGHT) : 3059 seconds (50 min, 59 sec)
Known Bugs : Tiny (and I mean tiny) HOM effect in the
upstairs hallway. If you can even find it,
you've done well. I can't figure out why it's
there, either.
The bots are fairly stupid about the rocket
launcher. They can get it, but they don't
realise the easiest way of getting to it
* Copyright / Permissions *
All original and composed textures in this level remain property of
the sources respective owners.
All original and edited shaders in this level remain property of
the sources respective owners.
You may NOT use this level as a base to build additional levels and
MAY use the textures and shaders but give credit where credit is due.
You MAY distribute this PK3 in any electronic format (BBS, Internet,
CD, etc) as long as you contact me first, include all files intact in
the original archive, and send me a free copy (if it's a CD :) Thanks.
* Where to get this level *