Void Runner |
A gigantic living machine, built by unhuman will. Known only as the Void Runner; and then only to those very few of us privy to arcane mysteries. Silent and ancient, she drifts through the abyss of the cosmic interstice bound for some unknown destination, carrying on her back the load of a sacred temple raised to blasphemous gods, she plays host to any unwary deathmatchers who happen to be passing.
Lost as she is in the abyss, the Void Runner must generate her own gravity via a battery of synchronised graviton field generators situated throughout her sub-structures. However, given the limited capacity of a vehicle this size, the pull produced is low. You should experience gravitational acceleration approximately half that of terrestrial conditions.
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File Name : kdmv |
Author : Kell |
Email : kell_mcdonald@hotmail.com |
Website : www.signsofkoth.co.uk |
Installation |
Place the .bsp file into your quake/id1/maps directory and launch GLQuake with the command line glquake.exe +map kdmv
Alternatively, launch GLQuake as normal, bring down the console and type map kdmv |
Gameplay |
Deathmatch Start Positions : 11 |
Coop Start Positions : 4 |
Player Load : 2 - 3 |
Recommended Wateralpha : None |
R_speeds High : about 1500 wpoly ( ouch ) |
R_speeds Average : about 500 wpoly |
Known Problems: Ridiculously high r_speeds - I built this level for fun...playability was secondary, but it works ok in GLQuake
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Although I discovered 'The Edge Of Oblivion' in 'Scourge Of Armagon' like most Quake players, it wasn't until I played Quake 3's 'The Longest Yard at a games night that I really got the feel of space maps. I'm always striving to make each of my maps different from the previous, and I decided that space mapping was something I had to try in Quake. Apart from the unique effect space mapping has on layout, I really wanted to test my understanding of how similar, and how different, Quake and Quake 3 are. Consequently, you won't find any jump pads on the surface of the Void Runner. Nor will you find a Railgun. I also used a trigger_setgravity entity to increase the options for travelling between altitudes. This prevents 'Void Runner' being played correctly in Quakeworld - you'll have to set sv_gravity 400 at the console. Or play the map in a mod that conatins the trigger_setgravity entity, such as Scourge Of Armagon. |
Signiture |
As with my other levels, this map contains a hidden signiture room which is only accessible in single player mode. |
Construction and Pointless Technical Information |
Base : New level from scratch |
New Textures : Yes |
Editors Used : Worldcraft v1.5b/1.6, Paint Shop Pro v5, Wally v1.42c, TexMex 3.4 |
File Size : 836 kb |
Number Of Brushes : 440 |
Build Time : a few days |
Distribution |
Permission is granted to extract the textures for use in your own levels; all I ask is that I recieve a credit when your level is released.
You may distribute this level on any format, to anyone else. There are just two stipulations - |
1. The level must remain unaltered. |
2. This html file must be included, also unaltered. |
Thanks To |
id software for the arcane alchemy that is Quake |
Ben Morris for the superlative Worldcraft |
Mike Jackman for TexMex |
Ty Mathews and Neal White for Wally |
Steven Polge for the Reaperbots |
Mark 'Recoil' Hulme-Jones for getting me started |
Dedicated to Howard Philips Lovecraft ( Dead But Dreaming ) |