May 15, 1997... Jun, Jul, Aug, whatever. Sat on my disk too long. ================================================================ Title : Corporal Punishment II Filename : corp2.zip Author : Gyro Gearloose Email Address : gyro@blarg.net Description : Deathmatch/Single Player Quake Level & Bot patch Red Armor & Megahealths to: Meanstryk, Den, Matt, Scott, Neil, Langsuyar, BillS, Dark_Skye for the cool bots page, legion for his killer contributions to the world of bots, and many others! Thanks to Trey & Chris for Quest (still the most powerful vertex manipulator out there), and to all the other righteous utility and add-on makers! Thanks also to Joost Schuur for his work on maintaining the cdrom.com archives that we all use like crazy. Check out further wackiness and Quake stuff at: http://www.blarg.net/~gyro ============================================================= * Boilerplate info * Single Player : Yes Coop : Yes (3 starts) Deathmatch : Yes (8 starts) Difficulty Settings : Yes QC : monster AI and bots (see gyrobot.txt) Graphics : gyrotex.wad Base : New level from scratch Tools used : Quest, qbsp_dos, DOS 5.0. Build Time : Far too long, as usual. Distribution and legal : Level design and textures Copyright (C) 1997 by Aaron Logue. Unauthorized commercial distribution prohibited. This material may be electronically distributed only at no charge to the recipient, and may not be modified in any way. UNDER NO CIRCUMSTANCES IS THIS LEVEL OR ARTWORK TO BE DISTRIBUTED ON CD-ROM WITHOUT PRIOR APPROVAL BY AARON LOGUE. * Installation Info * 1. From within the same directory that your registered QUAKE.EXE resides, pkunzip -d corp2 2. quake -game corp2 +map corp2 3. Enjoy! Replacements for quake -game corp2 +map corp2 include: quake -game corp2 +skill 0 +map corp2 <--- stroll in the park quake -game corp2 +skill 3 +map corp2 <--- hardcorpse quake -game corp2 +deathmatch 1 +map corp2 <--- DM w/ Corporal's buddies quake -game corp2 +deathmatch 1 +map dm1 <--- Indecisive Bots in DM1 * How about running this level with other patches? * Yup. You can use corp2.bsp in deathmatch mode with a different progs.dat with no error messages because I used spawnflags 2048 on the monster_corporal entities. * Where'd you get the custom textures? * The texture wad (gyrotex.zip) I used is available at ftp.cdrom.com. It's free for anyone's use, unless the use is for profit. * blah blah blah blah... * Corporal Punishment II In single player mode, you'll be up against some Corporals with attitudes. In deathmatch mode, you'll be up against the Indecisive Bots. After the last beating you gave them, The Corporals retired to Neil's Monastery for some much-needed introspective meditation. Some of them achieved total enlightenment, laid down their weapons, and declared themselves to be pacifists. The others decided that saffron robes were for wimps, shot the place up, ate all the pacifists, and hit the road. A subtle change came over the remaining Corporals however: The carnage that they inflicted at the Monastery put many of them at ease and turned them into killing machines with a greater sense of patience and purpose, more likely to pause and think for a moment before rushing headlong after their prey. It is into this den of deliberate Corporals and their pets that you venture, fighting for your life and to rid the world of these nefarious beings. --------------------------------------------------------------------------- There's a room with a board and some lettering on it. It's a reader board that shows when certain objects have been picked up. It doesn't make any sense in single-player mode since the Corporals don't run around picking up armor and stuff (hmmm...) and, alas, didn't turn out to be as much use in deathmatch as I thought it might be. The idea might work better in a 1-on-1 deathmatch level that's set up to allow players to move around silently. I took the spiky-ball teleport target out because I kept getting infrequent "MOVETYPE_PUSH on a non-bsp model" errors. I finally tracked this down to some code in plats.qc, where the .movetype of the spiky-ball misc_teleporttrain is set to MOVETYPE_PUSH. Presumably, they need the spiky-ball to be a MOVETYPE_PUSH so they can move the teleport target around, but unfortunately the engine blows up with that once in awhile. Maybe END.BSP doesn't blow up because the spiky ball is up high where critters and players can't run through it...? --------------------------------------------------------------------------- Corporal Punishment II and Indecisive Bot is Copyright (C) 1997 Aaron Logue, and may not be distributed without the permission of the author. Commercial use of this material is subject to prosecution, including but not limited to injunctive relief. Portions of the compiled progs.dat are copyrighted by Id Software, Inc.