*** news flash *** everything below is wrong. really. stupid vis errors. this better be final. created on August 31st, 1998 at 10:32 PM EST, weighing 3,384,780 bytes, it's official name is agear.bsp, but it's known by most as Argon Genesis: Earisu any relation to any thing standing, dead, alive, or in a paraell universe is well... their fault. why no dash? quake2 doesn't like it when you start up with it (ie: going +map ag-ear will make q2 barf, because it thinks ag is the map and -ear is an option.) known very rarely to cause q2 ded. servers to bomb out when they're comming back from a crash (how ironic), by auto-starting the last or the next map in rotation. so yes, the mapfile should be ag-ear, but it is agear. live with it. err, i dunno how many people belong on this map :) 12? 16? 0? the ammo count is for 12... you have to be nuts to play this map 1 on 1, it's too big.. then again, it's pretty quick to get from point a to point b, but there's a still a lot of ground to cover. speaking of ammo spread, the map is seperated into 9 areas. each area has either 2 clips and 2 grenades or 3 clips and a grenade. also, each area has 2 boxes of shells, 1 box of sniper rifle ammo, and a mp5 clip. and 4 areas have an m4 clip. yeah, even though the bathroom and the shooting range look like they have more ammo, THEY DON'T. mabye the spread still sucks though. and why more shells? well, there's two shell-based weapons, and i like the shotgun and handcannon :) hmm, i haven't made any obscure video game references yet. wark. soo i guess i need to say hi to celes chere now, just because (AGAIN) known bugs? well, i have a lot of ladybugs in my printer.. don't ask. actually, there are a couple. opening the trap door will make one of them go into the wall. it's better off like that, really. i think. and in software the door going from the cafe to the center area will disappear when it opens, sometimes. i've cut this down as much as i could, and it never happens when the door is closed.. so CLOSE DOORS people. and i don't have anything else to say. well, if you do, smack some e-mail to stevet3@ix.netcom.com, all money and anime/hentai appriciated. oh yeah, if you care to know, this map was built completely with BSP .93b, and it prefab-free :P now go find the easter egg... you can't kill a demigod, well just using a back orafice won't work. and if you want to use all of the targets on the range, play the map in singleplayer.. too many of them lagged DM (fun!) and now, on that note, a trip into happy happy mapper land: Map Info for [E:\Quake2\baseq2\ag-ear.map] ................................................. Total Brushes 2949 Modifiable 2810 World Brushes 2275 Modifiable Entities 151 Fixed Size Entities 139 Lights 2 Sky Brushes 2 Water Brushes 0 Clip Brushes 0 Target Entities 99 Targetnames 46 Other Brushes 2808 Texture Info for [E:\Quake2\baseq2\ag-ear.map] ................................................. Count Texture 1482 BLACK 1028 METAL28_1 1017 SUPPORT1_1 990 WALTILE 866 FLOOR3_2 661 C_MET8_2 516 METAL17_2 475 OMETAL2_1 456 PALMET1_1 406 SHINY1_6 373 BLUME6_2 331 STAIRS1_3 306 SLTFL2_6 266 SLTFR2_4 266 METAL3_4 240 TROOF4_3 230 BOSSDR2 226 PIPE1_4 211 METAL19_1 201 METAL14_1 200 COLOR1_2 200 WINDOW1 195 CINDER1_2 179 BMETAL13_1 177 PALMET14_4 172 FMET3_2 168 GREEN3_4 165 COLOR1_5 165 GRATE1_4 160 FLOOR2_8 159 C_MET5_1 133 METAL24_4 132 CON_FLR1_1 132 GRNX2_9 131 BOX1_3 130 FLORR1_7 126 BELT2_5 126 COLOR1_7 124 PIP02_5 120 COLOR1_4 120 ORIGIN 118 COLOR1_8 111 DUMP3_2 108 METAL23_1 108 PATWALL0_2 107 GRNX2_3 105 RFLR2_1 87 POW3_2 78 WATER8 74 FMET3_7 74 BRICK1_1 72 BELT2_3 72 WPLAT1_2 71 TRAIN1_4 68 CON1_1 63 COMP7_1 61 FMET1_2 60 BOX1_5 55 LIGHT03_1 54 FMET2_3 54 MINE04_1 53 FLORR2_7 53 CEIL1_6 50 BOX3_2 48 JAILDR1_1 48 WINDOWC1_7 48 METAL1_7 48 WSUPPRT1_3 48 WSUPPRT1_5 45 BOX3_3 40 CEIL1_5 40 PILR01_3 40 BOX3_7 40 BOX3_1 38 FLORR1_5 36 FLOOR1_5 36 PIP04_3 36 WMTAL4_4 35 METAL17_1 34 BASELT_5 30 BLUME6_1 28 PALSUP1_5 25 COMP1_2 25 WSTLT1_5 24 GRNX2_6 24 GROCKS22_1 24 METAL3_2 24 POW3_1 24 TRAM01_3 23 FLOOR1_3 22 MET1_1 21 CEIL1_16 20 WATER4 18 RED1_3 17 TCMET5_2 17 REFLT1_1 16 P_TUB1_1 16 TRAIN1_5 15 BASELT_7 15 COMP1_1 13 DARKMET1_1 12 WGRATE1_3 12 BOX1_6 12 BOX1_4 12 SKY1 11 BLUM12_1 11 METAL36_4 11 THINM1_2 10 METAL18_2 10 BOX3_5 9 BOX3_6 8 SUPPORT1_8 8 BOX3_4 8 BOX3_8 7 METAL4_2 7 CEIL1_22 6 METAL23_4 6 BRWATER 6 GRNX3_3 6 BLUM13_1 6 WNDOW0_1 6 ARROW0 6 COOLANT 6 FMET3_6 6 MET4_5 5 BASELT_3 5 WNDOW1_1 4 ELLIE1 4 GEOLITC1_1 4 AERISAR2 4 METAL47_2 4 BMETAL12_1 4 WARNING 4 WTROOF1_5 3 METAL3_3 3 FLOORSWNO 3 COMP1_7 3 COMP1_4 3 FLOORSW0 2 STAT 2 FLOORSW2 2 COMP3_3 2 COMP3_8 1 CEIL1_25 1 RCOMP1_4 1 CEIL1_28 1 AQ2 1 COMP3_1 1 COMP3_2 1 BTACTMACH2 1 COMP3_4 1 COMP3_6 1 COMP3_7 1 CHOCOBO 1 COMP5_2 1 FLOORSW1 1 COMP5_3 1 FLOORSW3 1 COMP5_4 1 ARROWUP0 the 'final' compile (pfft) - before i went silly with the detail flags: ----------- qbsp3 ----------- original code by id Software Modified by Geoffrey DeWan Revision 1.04 Compiled for Pentium Pro processors ----------------------------- gamedir set to E:\QUAKE2\BASEQ2\ entering E:\QUAKE2\BASEQ2\ag-ear.map Entity 0, Brush 1904: mixed face contents 0...1...2...3...4...5...6...7...8...9... (11) 0...1...2...3...4...5...6...7...8...9... (10) writing E:\QUAKE2\BASEQ2\ag-ear.prt Writing E:\QUAKE2\BASEQ2\ag-ear.bsp 193 seconds elapsed ----------- qvis3 ----------- original code by id Software Modified by Geoffrey DeWan Revision 1.01 Compiled for Pentium Pro processors ----------------------------- testlevel = 4 reading E:\QUAKE2\BASEQ2\ag-ear.bsp reading E:\QUAKE2\BASEQ2\ag-ear.prt 2609 portalclusters 8641 numportals 0...1...2...3...4...5...6...7...8...9... (463) 0...1...2...3...4...5...6...7...8...9... (34106) Average clusters visible: 233 Building PHS... Average clusters hearable: 490 visdatasize:430522 compressed from 1711504 writing E:\QUAKE2\BASEQ2\ag-ear.bsp 34927.0 seconds elapsed ----- ArghRad 1.02 by Tim Wright (Argh!) ----- Modified from original source code by id Software ----- Settings ----- extra lighting samples enabled ----- Load BSP File ----- reading E:\QUAKE2\BASEQ2\ag-ear.bsp ----- Light World ----- 0...1...2...3...4...5...6...7...8...9... (2406) 0...1...2...3...4...5...6...7...8...9... (1543) 0...1...2...3...4...5...6...7...8...9... (55) ----- Save BSP File ----- writing E:\QUAKE2\BASEQ2\ag-ear.bsp ----- Time ----- 6685 seconds elapsed and after going detail happy: ----------- qbsp3 ----------- original code by id Software Modified by Geoffrey DeWan Revision 1.04 Compiled for Pentium Pro processors ----------------------------- gamedir set to E:\QUAKE2\BASEQ2\ entering E:\QUAKE2\BASEQ2\agear.map 0...1...2...3...4...5...6...7...8...9... (20) 0...1...2...3...4...5...6...7...8...9... (13) WARNING: areaportal entity 49 doesn't touch two areas (doh!) writing E:\Quake2\baseq2\AGEAR.prt Writing E:\Quake2\baseq2\AGEAR.bsp 101 seconds elapsed ----------- qvis3 ----------- original code by id Software Modified by Geoffrey DeWan Revision 1.01 Compiled for Pentium Pro processors ----------------------------- testlevel = 4 reading E:\Quake2\baseq2\AGEAR.bsp reading E:\Quake2\baseq2\AGEAR.prt 1030 portalclusters 2808 numportals 0...1...2...3...4...5...6...7...8...9... (41) 0...1...2...3...4...5...6...7...8...9... (747) (!!) Average clusters visible: 123 Building PHS... Average clusters hearable: 276 visdatasize:109756 compressed from 280160 writing E:\Quake2\baseq2\AGEAR.bsp 788.0 seconds elapsed ----- ArghRad 1.02 by Tim Wright (Argh!) ----- Modified from original source code by id Software ----- Settings ----- extra lighting samples enabled ----- Load BSP File ----- reading E:\Quake2\baseq2\AGEAR.bsp ----- Light World ----- 0...1...2...3...4...5...6...7...8...9... (2086) 0...1...2...3...4...5...6...7...8...9... (1351) 0...1...2...3...4...5...6...7...8...9... (84) ----- Save BSP File ----- writing E:\Quake2\baseq2\AGEAR.bsp ----- Time ----- 6297 seconds elapsed BUT... the detail brushes slowed the map down too much. awww, feh. 13 hour compiles SUCK.