Addictive Quake Deathmatch, part I, version a
6 cells: 0 12 cells: 0, total 0 cells on map.
RL: 0 GL: 0
5 rockets: 0 10 rockets: 0, total 0 rockets on map.
SNG: 0 NG: 0
50 nails: 0 25 nails: 0, total 0 nails on map.
40 shells: 0 20 shells: 0, total 0 shells on map.
Quad: 0 Pent: 0 Ring: 0 Bio: 0
Title : Addictive Quake Deathmatch, part I, version a
Date : 2/4/97
Filename : addqk1a.bsp
Author : Iikka "Fingers" Ker„nen
("„" is an "a-with-two-dots"... In DOS, that is.)
Email Address : firstname.lastname@example.org
Home Page : www.student.oulu.fi/~ikeranen (visit there!)
Snail Mail Address : Iikka ker„nen
(send me your money!-) Kiiskitie 4
Description : Quake deathmatch level, based on the first
level of my Doom2 DM-level series called
Addictiv. The level is of medium size, small
enough for 4 players, big enough for 8. 16 can
get very fraggy. :) (Tried with reaperbots)
The level style is like the latest/coolest Doom2
wads, medieval style mixed with metallic support
beams. Lots of torches and some outdoor area. Due
to the detailedness and openness, the level might
run too slowly on anything under p120.
This version is modified to make it easier to
build an episode of several levels. (There's an
If you have Doom2, download Addictiv.zip from
somewhere; It's worth of it.
Additional Credits to : ID and who ever created Quest
But some discredits to both of them for their
programs' incompatibility: Qbsp crashed my
machine before I created a custom boot menu
item for it, and the newest version of Quest
doesn't support my video card without UNIVBE.
* Play Information *
Single Player : Yes, just for looking around...
Cooperative : No
Deathmatch : YES! Tested with every number of players.
There's only 15 starts, though... Move
quickly away from your starting location
when you start this map with 16 players. :)
Difficulty Settings : No
New Sounds : No
New Graphics : No
New Music : No
Demos Replaced : None
* Construction *
Base : New level from scratch
Editor(s) used : Quest 1.091, Quest 1.1 (+usual qbsp etc)
Known Bugs : Um, some gray flashing.. I have succeeded in
removing most of it by changing architecture,
but there is at least one 10*10 pixels spot where
you can see the "bug" if you look exactly to the
right direction. Find it. :)
Build Time : About 30 hours. (well, perhaps more)
Texture Wad used : Medieval
Compile machine : P150 with 16M (DOS)
QBSP Time : 80 secs (There's a clip warning, ignore it)
Light Time (extra) : 267 secs
VIS Time (level 4) : just 872 secs (has been over 2000)
Avg. visible leafs is 176... High?
Biggest number seen ;) : 1,503,723 (c_chains in VIS)
Brushes : 261
Entities : 137, of which most are lights.
Models : 4
* Other Info *
If you want to see what kind of levels I'm going to do after completing
this one, download Addictive DM series for Doom2. It's available on my
home page and ftp.cdrom.com. (As you can see, this level is larger
than the Doom2 version, to make 16-player games possible... I'll at least
try to make the other levels in the same way, though I will surely get bad
problems with the 8th map)
* Copyright / Permissions *
Do whatever you want and can do to this level, if you don't get money for it.
Also, don't send modified versions to ftp.cdrom.com. If you want to include
this level on a CD-ROM, you'll need my written permission. (Except Robert
Waring who is a good person in general)
Actura Software MAY NOT do anything with these files.
If you want to do something special, like combine this level to a weapon
patch or modify it for CTF, contact me at the address above.