-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- /// SCANCODE /// -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ScanDM1. Release Info. Date: Oct 2001. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Basic Information -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Title : Lunar Landings Author : Dan "Scancode" Gold Release date : Oct/28/2001 Filename : scandm1.bsp E-mail Address : axis@home.com / scancode@digitalarenas.com Related Webpage : http://scancode.digitalarenas.com + www.threewave.com Theme : Future Tech Description : Tourney Map A satellite signaling outpost on the far reaches of the moon lies beneath a glimmering star lit sky. In the emptiness of space, a psychological breakdown occurs. The crew of this lonely planet have killed each other in dissolution, and now only two remain. This map was made over about a week, but it was several months before I got around to adding the finishing touches to make it releasable. The gameplay of this map revolves around running the red and yellow armors as they spawn. I kept the brush detail fairly simple, not just to keep the frames reasonably high (with the sometimes open vis) but because I felt the sense of location was already strong enough to carry good atmosphere without overdoing it. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Play Information -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Game : Quake III Arena CTF and/or Quake III: Team Arena (Šid software) Bot play : Yes (heavy cpu load with lots) Deathmatch : Yes Standard CTF : No One Flag CTF : No Overload : No Harvester : No How To Play : Place Map Name in your /baseq3/ folder start quake3arena hit ~ type /map "Map Name" type /addbot hit ~ (to clear the console) -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Mapping Info & Construction -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Program : q3Radiant v2.2 + gtkRadiant 1.1 Other : q3me + photoshop 5.5 + notepad Base : New Bot File (aas) : yes new sounds : no new graphics : yes new music: : no other : no Build Time : Built in about a weeks time, made releasable months later. Compile Time : 32 mins. Compile machine : Celeron 466@525 256mb>pc100. + GeForce DDR Quadro 64mb Known Bugs : The stairs are mesh's so they lod. The lightmap changes sometimes noticeably. The bot clusters are very large since the open sky and lack of being able to use ceiling cluster portals. This is fine for 1 or 2 bots. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Important Vital Special Map Statistics (I know ya luv them) -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- # Of Brushes : 2916 # Of Entities : 547 # Of Lit Surfs : 305 # Of Light Ents : 354 Portal Clusters : 390 Numportals : 1019 Numfaces : 1353 Active Portals : 2038 Hint Portals : 0 Vis Data Size : 21848 7 average number of passages per leaf 1 MB required passage memory -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Special Thanks + Other Notes -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Thankyou to... testing and feedback from Blankz, Blahzay, and Solo. Id Software and Their DC Map pack which I used textures from. They have the id_ prefix. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Distribution / Copyright / Permissions -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Copyright 2001 Dan "Scancode" Gold, All rights reserved. Authors may NOT use this level as a base to build additional levels. This level is not made by or supported by id Software. It requires a registered version of QUAKE III ARENA and This compiled .bsp may *NOT* be de compiled or reverse engineered for any purpose whatsoever. Quake III Arena is a registered trademark of id Software, Inc. Quake III: Team Arena is a registered trademark of id Software, Inc. This level may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- O O | |||