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FunBoxQS for HLDM by qUiCkSiLvEr
Originally created by -[PMS]-KillerChris
Renovated and Decorated by qUiCkSiLvEr 30Dec2003
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This map is an update of an HLDM map that was originally all concrete and brick textures.
The concept of the map is a large killbox with a central tower and a glass elevator.
There are numerous runners, sniper ledges, ladders, a sniper box in one corner and a
novel underground observation bunker that can opened up to view play. The bunker windows
are layered in such a way that tau shots are almost completely attenuated.
The bunker is connected thru both a warp and an extensive ducting system to the rest of the
map.
The map needed a great deal of cleanup to fix problems and to improve the r_speeds.
The effort consisted of re-creating most of the walls and solids and completely re-texturing the
map along with a an overhaul of the lighting and ambient sounds.
Weapons, ammo, health and armor placements were redistributed to improve playability although
a large number of weapons were removed and replaced with a player_equip entity to both speed up
the map as well as to greatly enhance the play.
Warps and Bouncepads were added as well to improve the vertical connectivity.
There are 4 shootable striplights on the tower that add a lot of character to the map as well.
I also added some additional features that I'm sure everyone will enjoy, just be sure to keep
your hat on if things get rough and a set of waterwings available, this facility is a tad unstable.
I tried to preserve the general structure of KillerChris' map since it was a good concept but
the map was so slow it was almost unplayable on the floor level.
Although it took almost 30 hours of work, I succeeded in making a dramatic change in the
appearance, playability and speed of the map, achieving an increase from 14fps (worst case) on
the original map to a worst-case of 26fps on the new version (on my system that is, others will
see something different).
Max Wpoly Max Epoly Comment
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Original map: 3340 19,340 Whew
FunBoxQS: 1500 12,677 not great but a big improvement
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Weapons, ammo: Everything, although players spawn with a set of weapons:
crowbar, 9mmhandgun, crossbow, longjump, 357, shotgun and rpg.
None of those weapons are physically in the map with the exception
of one RPG, which is provided for those who need to replace theirs
if the laser reload problem should occur.
improved distribution of ammo and weapons.
Health and armor: improved health and Armor strategic places.
Spawn Points: 23
Skybox: none required
sprites/models: only standard ones used.
WADS: halflife.wad and xeno.wad plus 4 custom textures.
All non-standard textures are compiled into the BSP.
Enhancements: You have to see them to believe them ...
Tools Used: Valve Hammer, Zoners Tools, MS Imager, Wally, MGI photosuite
winbspc, quark and bsp_view to name a few.
Compile time: 30 minutes total on a 850Mhz P3 under WinXP.
Full Vis with extra rad and bounce 3.
Map Size: 1.9Mb uncompressed.
The original version was just over 2Mb.
Download Time: Around 4 minutes under Steam.
Known Problems: When the bunker windows are open, you can see a shadow of one of the
shutters at ground level (no play impact).
Under unusual circumstances, the elevator can be stopped half-way
which might strand a player assuming he doesn't have a tau. This
feature actually seemed to be enjoyed by my play testers ... the
ones that weren't stuck that is ...
Like all elevators and lifts, touching the walls while the elevator
is going up may result in a messy splat, so don't do it.
Because of the very large size of this map all in one room,
there is going to be aliasing of some textures on the far walls.
QS: "I did my best Darth, I hope it was enough!"
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Many Thanks:
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To the great Beta Testers at Team [USA] for all their help and support and ideas,
to SuzyQ who found the map and to MrT who Really Wanted It.
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Install: put the FunBoxQS.bsp and FunBoxQS.txt files into the valve/maps directory.
put the two overview files (FunBoxQS.bmp and FunBoxQS.txt) into the
valve/overview directory.
The zip archive is set up for easy install from the valve directory using pathnames.
Enjoy!
qUiCkSiLvEr
http://www.mindspring.com/~ottalini/qUiCkSiLvEr.htm
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Technical information:
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Average leaves:
visible / audible / total
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323 / 479 / 517
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 112/400 7168/25600 (28.0)
planes 5122/32767 102440/655340 (15.6)
vertexes 5041/65535 60492/786420 ( 7.7)
nodes 1787/32767 42888/786408 ( 5.5)
texinfos 466/32767 18640/1310680 ( 1.4)
faces 3770/65535 75400/1310700 ( 5.8)
clipnodes 5098/32767 40784/262136 (15.6)
leaves 1311/8192 36708/229376 (16.0)
marksurfaces 4141/65535 8282/131070 ( 6.3)
surfedges 17454/512000 69816/2048000 ( 3.4)
edges 8732/256000 34928/1024000 ( 3.4)
texdata [variable] 175596/4194304 ( 4.2)
lightdata [variable] 1234542/4194304 (29.4)
visdata [variable] 31088/2097152 ( 1.5)
entdata [variable] 42239/524288 ( 8.1)
78 textures referenced
=== Total BSP file data space used: 1981011 bytes ===