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break009 - break009 v1.1
Author: Mikko Nieminen  
Name:  break009
Gametype:  Deathmatch
Players:  FFA 8, FFA 16
Lit:  Upload lit
Locs:  Upload locs
Views:  39
Downloads:  9
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LG: 0
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.
SSG: 0
40 shells: 0 20 shells: 0, total 0 shells on map.

Quad: 0 Pent: 0 Ring: 0 Bio: 0

Title : break009 v1.1
Filename : break009.bsp

Author : Mikko Nieminen (_Break_ in EFnet)
Email Address : mikkon@sci.fi
WWW : http://www.sci.fi/~mikkon/

Description : FIXED VERSION !!!!!
Yet another typicial dm-level. It's small and
contains some "fun" things to keep you
entertained. :) It could perhaps be good in
some kind of team dm, but I haven't tried
anything like that so I leave the testing up
to you..
There's a "command center" in the middle of
the level. (if playing w/ teams the other team
could try to defend this area) There you find
four buttons, which activate the teleport
traps around the level. When falling into one,
you'll be teleported into one of the two cages
moving up and down over a big lava pool. (Cool
eh? =)) While in the cage, you have some
1) try to shoot anyone passing you by before
meeting the volcano god
2) patiently wait until you either get
bar-b-q:ed or telefragged
3) write insulting messages to your opponents
until your fingers ache
Oh yeah, there's also a cool squisher in the
pentagram room..

Additional Credits to : ID Software for Quake
Chris Carollo & Trey Harrison for Quest
ppl in #quakeed for help

* Play Information *

Level Name : break009 v1.1
Single Player : only for looking
Cooperative 2-16 Player : no
Deathmatch 1-16 Player : Yes !!
Deathmatch Starts : 11

Difficulty Settings : no
Anything else new : no

Other Info : Just my luck! Ten seconds after uploading the
first version to cdrom.com, I noticed a
*serious* bug, which causes for the whole game
to crash. I found out that when I destroy a
door or button, Quest may still leave the
func_* entity in the level. For now on I'll
have to quadruple-check my maps.. :)
I also made it hard to miss the cages when
teleporting, by making func_push -areas in
front of both of the cages. This might seem
really dumb (and unrealisic), but it improves
the gameplay..

* Construction *

Base : scratch (what else?)
Build Time : about a week

Editor(s) used : Quest, TSE
Known Bugs : None, please tell me if you find any.

* Legal Stuff *

You may distribute this level and include it in any deathmatch compilation
etc., as long as you include my text file and give me credit. The .map may
be edited and compiled for internal use, but the modified level may NOT be
released without the author's expressed permission.

* Where to get this MAP *

Email me and ask nicely :)