Speeeed's Imagination TITLE: Speeeed's Imagination or Speeed's Folly FILENAME: Speeed.bsp AUTHOR: Jan M. Pear E-MAIL: agx@mari.net HOMEPAGE: http://www.mari.net/~agx DESCRIPTION: You find yourself in a lonely chapel.... the pews are empty, the light is fading. There is a pulpit with a message,pay heed. This map is a rework of a recently released map that I withdrew from circulation when I found a way to boost the framerate to a playable level. Initially the framerates were very low and as such the map was essentially worthless. So I debated whether I should release it and I did. I was able to boost framerates using two methods. I placed huge water brushes outside the map between rooms and inside walls in the map. Water brushes will prevent the engine from seeing beyond. Also I installed doughnuts or vis blockers. The framerates in the very slow areas more than doubled. Hooray! I have an Orchid Righteous 3dFX card and did most of my testing through that card. I have a Pentium 166 MMX with 96 megs RAM and can't get playable framerates in Raven's maps at 640 X 480. You won't get good framerates at that resolution without hardware acceleration in this map. I set the map up in a PAK file because I had never done that. The program I used (WinPak by Antony Barratt) made it quite easy and I wanted to include a midi file. I tried inserting my own wav file for plaque sounds but was not successful. If anyone can shed some light on that aspect please let me know. I ran into a multitude of problems building this map not the least of which is the aforementioned framerate problem. I found it most frustrating trying to spawn rings of flight. If I set the cnt_flight to one the ring would spawn but not be usable. So I set the cnt_flight to two and this solved the problem. Recent mail from Eric Biessman showed me a way to solve the problem. But Rings of Flight are auto-use and the way I have them spawn the player can use them when desired which I prefer. ADDITIONAL CREDITS..Matt Tagliaferri, James Shiflett and John De Goes for qED tiglari......for doing a ton of work on the Hexen2 entities and answering all my e-mail EutecTic....the entity MAN. He answered all my e-mail nutairi......he helped me with some basics I had a hard time grasping, a very patient fellow Eric Biessman..rapid e-mail responder The guy who made the midi file that I extracted from the Doom2 pwad Doomed to Run Amok and included here. INFO ABOUT THE AUTHOR: http://www.mari.net/~agx OTHER LEVELS BY ME: http://www.mari.net/~agx/download.htm PLAY INFO Single Player.................Yes(that's what I like) Co-op.........................No Deathmatch....................Yes, but not well tested Difficulty Settings...........Yes, easy and Hard BASE..........................New level from scratch EDITOR........................qED HOW TO PLAY THIS MAP Under your Hexen2 directory make a new directory called speeed. Extract the contents of the zip file to it. Start hexen from a commandline using the option -game speeed. eg. h2 -game speed The game will start up normal and when your in the game bring down the console and type skill 0, 1 or 2 map speeed I have included my own strings text file that will extract properly. Pay attention to the messages I deliver as they will aid in game play. On another note: I have placed a few items that you will need to use. So use them frugally. Base : New Editor used : qED 2.0.118 I have included in the zip the qED file and the map file....but the Map won't load into QUARK. Build Time : Seven weeks Texture Wad used : meso.wad : roman.wad Compile machine : Pentium 166, 96mb RAM QBSP Time : 165 secs Light (-extra) Time : 392 secs VIS (-level 4) Time : 1428 secs Known Bugs : Some weird texture movement in one spot. Won't affect play *********************** Copyright / Permissions ******************** Authors may not use this level as a base to build additional levels, This BSP may be distributed over the Internet and/or BBS systems. You are authorized to put this BSP or it's MAP file on a CD and distribute if you have my authorization.