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Date: 29.December 2005 ----- Instructions for Play: ---------------------- Unzip the draxel_dmblue42.pk4 file to your quake4\q4base folder is. You should be able to select the level "Shotguns at Dawn" from the quake 4 multiplayer menu. Information: ------------ Title : Shotguns at Dawn Filename : draxel_dmblue42.pk4 Author : Jonathan Burke (Draxel) Email Address : draxel42@gmail.com Additional credits : I am using VIA's readme format, so I guess thanks to them. I will be entering this into the Doom 3 World, VIA, and S3 mapping contest so thanks to all of them too for giving the mapping community an incentive to make quality maps.
Performance: ------------ This is the first run through with the level and there are no .dds files since I haven't had time to create them. I created a few using the compressonator but the specular was all messed up even though they seemed to be close matches to the originals. I will look into creating .dds files in the future but due to time constraints the textures accompanying this map are all uncompressed. That said, the map ran fine on the test setup I used, which was limited most by its GeForce 5700 graphics card. There are very few lights and therefore the light detail level was not considered. Gameplay specifics: ------------------- Shotguns at Dawn is a space map with many jump pads and is inspired from a Quake 3 map that I have never released. The original map was intended for more players. It was never finished and much of it was used in this map. This map was also inspired by the Longest Yard(q3dm17). It was intended to capture some of the fun elements of The Longest Yard while still providing a different flavor of gameplay. The consequence for falling off the level is no longer death but 60 damage and a teleport to the top of the level. You better move quick to avoid telefragging. I may adjust the fall damage between now and the January 10th, when the final release will be available. I am worried less skilled players or players not familiar with the map will fall too much and scores will be low or negative. If this is found to be the case please e-mail me at draxel42@gmail.com. The fall damage may be lowered as a result. Comments are welcome, however, at any time. The jump pads of the four center platforms all have ramps around them so be careful when skip jumping. They are all made to be easily reached from other platform jump pads so the time saved by skip jumping to them is usually minimal and unnecessary. So if every so often you find yourself skipping off to oblivion using a double jump don't cry. You've been warned. Please try trick jumping wherever possible. There are a few trick jumps I know of that I either stumbled upon or planned. Please send any other advice or comments to draxel42@gmail.com Construction: ------------- Editor(s) used : Quake 4 Editor Build time : 2 months off and on **Note: The new textures were mostly ones I made a while back for Doom 3. Feel free to use them in anyway you see fit. I don't care if you use them, duplicate them, change them and use them, but please credit yourself for any changes. The specular maps for a few textures, mainly the shiny metallic one used for the trim in this map, are kind of crappy. I would probably suggest getting rid of the specular for that texture and possibly and creating your own or going without it. |