"Pagoda" by Adam "SolarFlux" Kopcinski ================================================== GENERAL AND IMPORTANT INFO SECTION ================================================== Description: |A small town/village/city |whatever with a pagoda! |pretty much wide-ass open. --------------------------------------------- Mapper: |Adam "SolarFlux" Kopcinski | Mapper Mail: |gem1@gte.net | Mapper page: |http://home1.gte.net/gem1/ |(Truly a great site) | Mapper Moto: |"To maximize performance, |minimize distortion"***(also |known as the Kopcinski |theory)*** --------------------------------------------- Compile Machine:|Pentium III, 64 megs of ram |2 gigger HD | Map Base: |No ripping off maps here | Qsb3 Time: |Less Time than it takes me |to wipe my arse. | Qvis3 Time: |More time than it takes me |to wax my "bikini zone." | Qrad3 TIme: |About the same amount of time |It takes me to wax my "bikini |zone" while wiping my arse. ================================================== USELESS INFO ================================================== Deathmatch: |You betcha' 1-8 (might get crowded) | Teamplay: |You better beleive it | Single Player: |Spawn yourself crazy | Cooperative: |What in the hell? Play Duke3d for |that kinda stuff ;-) (its not on |my hardrive anymore but mail me |and well get something goin') | Brushes: |paint brushes, hair brushes, oh |shyt, nevermind. | R-speeds: |Tried to keep em' low by placing |unneccessary brushes.... | Software Mode: |Buggy as hell. May cause seizures. |buy a video card like the rest |of the world. Textures vanish! ==================================================== EVEN MORE USELESS INFO ==================================================== New Textures: |Yes!!! Most of em were slapped in |by me. 1 texture from the "gimp" |directory (dirt). Also a |normal quake2 texture(c_met5). | New Sounds: |a couple ambient sounds from some |free sound site. The music in the |resturant is composed by li li. |You can find her stuff on MP3.com. | | New Other poop: |Nothing you need to know about | Does the product|Sort of. I think I made some damn reflect my |cool textures but I was aiming for Initial Vision? |something with a little more atmosphere. |Shucks. | Build Time: |A couple of days in the editor |tweakin' stuff and a couple more in |wally tweakin' textures. A couple |more compiling. | | Bugs: |I guess the r_speeds are a little |high but i have found that if you |use a dial up modem the polly count |is the least of your troubles... |...besides, there not 3,000 like |in Action Halflife maps. ==================================================== Legal Mumbo Jumbo ==================================================== You may not use this map as a base, if you do you may find yourself sleeping with the fishes. You may not distribute this map in any form, electronic or other- wise, unless this text document is included and the zip file remains intact AND permission has either been given or implied by me. If you do, you may find yourself waking with the donkeys. You may use the textures for other Action Quake maps, but if you do just remember that your map may be labled as "just another pagoda map." ===================================================== Tips ===================================================== This stuffs pretty much for new mappers, and consists mostly of stuff I had to figure out. * Use detail brushes every so often, it will save on your friggin' vis time. Oh yeah. *If you compile your map alot to see how it looks, you can cut qrad3 time by using the -chop XX command, were chop XX is the number you want to use. I use 128. The lower the number, the faster the Qrad, but the lower the quality. Max patches end at -chop 16, I think. * You don't need much ram, just enough room on your HardDrive for the swap file (qrad3) * Add more detail with textures. Do't try to make everything out of brushes. (r_speeds) * forget prefabs, do your own stuff. It will make your level more unique. * Try and build from reality. All your stuff will look more realistic. * If you use gigantic sized textures and then scale them, they will look sharper, even in glide. However, the engine can only map so much and in software mode it might slow the game to turtle crawl speed. Use wisely. * If you do colored lighting, make sure you tell the compile programs were your textures are, or else move them to someplace were it can find them. * Also if you do colored lighting, use a -bounce 1 or -bounce 0 in the qrad command line. Otherwise, sum stuff will be too colored and you'll get visual colored artifacts. ===================================================== Pimpin' Section ===================================================== To expand your mind, listen to these matter bloated bands: Propellerheads (Who got the props?) Bentley Rythum Ace (Bom Bom Diddley Bom) Esthero (We didn't have to kill her...) Dimitri From Paris (Sacrebleu!) Moby (Here we are now, going to the southside...) ===================================================== Quotes ===================================================== "Until you die its all just life, so make the most of it." - from the movie BREAKFAST OF CHAMPIONS "Pop culture isn't the devil, it just boring, most of the time." - Moby "The world could stand to lose a few a**holes. Unfortunatley, we all have one." - Adam Kopcinski ====================================================== Props ====================================================== Thanks to all the people who have made Action Maps. More specifically, thanks to those who showed us that Action meant more than cities and canyons. I'd also like to thank the guys at the AQMD for not releasing everymap that comes thier way. This probably improves the quality of the mod or something. -Dedicated to Dinah, though we shall never speak- (damn, I wrote this a month ago and we still haven't spoken.) THE END