============================================================================== Title : The Ivory Tower Date : 28th September 2013 (version 1b) File : ivory1b.zip Author : Simon "sock" OCallaghan Website : http://www.simonoc.com Description : Large rocky canyon with ivory towers Feedback : negke ============================================================================== Story Deep within the Grendal Gorge is a small monastery and chapel built by the Silver Knights of Tresden. The central tower of the chapel was constructed from the legendary white rocks of Vineford and soon gained the nickname of 'The Ivory Tower'. The monastary was surrounded by many dark caves and eventually the knights discovered that the foundations of the Ivory Tower were riddled with large amounts of gold. The knights soon abandoned their pray and meditation for the axe and cart as they ventured deep underground in pursuit of their new god, gold. The Ivory Tower was replaced with gleaming spires of gold as the Knights found comfort in their new found wealth. After many years of greed and decadence the Knights turned to dark rituals for spiritual satisfaction and so began the journey into madness. ============================================================================== Installation * Create a new folder called "ivory" in your Quake folder * Copy the Zip file into the new folder * Extract the contents of the zip file * Create a shortcut to your preferred Quake engine * Add the following to the command line -heapsize 64000 -game ivory +map ivory * Run the shortcut (click icon) and make sure the engine loads * The first part of the map is a skill selection area * Remember to record a demo once you start the map! * If you want to play the map with *your* original quake settings delete the pak1.pak file. It contains the extra models (items) and the quake.rc file with my recommended engine settings. ============================================================================== Skill Levels EASY : Is designed for sightseeing and relaxed gameplay. There are no shortages of ammo/health and no need to use any environmental traps. NORMAL : Is designed to be a challenge with upgraded monster types and there are no need to rely on any environmental traps or secrets. HARD : Is designed to be a tough, unforgiving in places and will require the player to conserve ammo and use monster infighting. Each skill level has different monsters types, in different positions and can be played progressively for a different experience of the map. All weapons, ammo and health are the same on all skill levels. It is assumed the player will be more frugal with ammo/health consumption on higher difficulty settings. ============================================================================== Map Waffle Sometimes it is fun to sit down for a short while and create brushwork experiments. Quick scenes designed to explore a theme and not have to be hampered by gameplay (AI movement) restrictions. This map is made from several brushwork experiments mashed together to form a story of events. The construction is designed to show the player location history by revealing layers of details stacked on top of each other. Many of the locations are designed to be revisited from different heights and angles and there are several key points where the view is setup to show where the player is going to be next. The map flow is not linear and there are several routes which can bypass large parts of the map. This means that the map can be replayed several times and new routes can be discovered. The downside to this strategy is that the player can get easily lost or turned around, but the map is small enough that the feeling of being lost should be minimal. The map contains ten secrets which range from button finding to player movement (jumping) skills. No secret requires rocket/grenade jumping to be reached and the mechanism to operate the secret is often within close proximity. All skill levels were tested without the use of any secret stash. The start area is the Ivory Tower before the gold rush, I thought it might be fun to play with what happened to the canyon area instead of a generic skill seleection area. The final room contains three floor/ceiling crushers which are button operated. They are designed with a dual purpose (crush or cover) and give the player a choice. They can either make the fight easier by crushing enemies or creating cover to hide behind from long range enemy attacks. ============================================================================== copyright: The source map file is in the zip file for viewing pleasure. Please do not use any of these assets in ANY COMMERCIAL PROJECT. Remember to give credit if you use any of the assets. additional The majority of the textures are based on existing Quake assets compilers and BSP Compilers (txqbsp,vis,light) by Bengt Jardrup Dev tools: Coloured light and LIT support by MH newskip by John Fitzgibbons (awesome feature) TexMex 3.4 by Mike Jackman (organize textures) engine: Designed and tested to work with the following engines: FitzQuake 0.85 (http://www.celephais.net/fitzquake/) QuakeSpasm (http://celephais.net/board/view_thread.php?id=60452) ============================================================================== Map Information: Game : Quake SP only Coop/DM : Not supported (no spawn points) Difficulty : Easy 69, Normal 84, Hard 101 - Monsters Textures : offcut.wad (included in zip file) Editor : SDRadiant 1.3.8 Build Time : 3 weeks ============================================================================== Distribution / Copyright / Permissions Copyright (c) 2013 sock, mememe[at]simonoc[dot]com All rights reserved. Quake I is a registered trademark of id Software, Inc. This MOD/MAP 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 MOD/MAP TO BE DISTRIBUTED ON CD-ROM WITHOUT PRIOR WRITTEN PERMISSION. ==============================================================================