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mod_marcher/README_Marcher.txt
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mod_marcher/README_Marcher.txt
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THE MARCHER FORTRESS
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====================
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By Ben Wooding
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Description
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===========
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Single player level for Quake, with many custom gameplay additions.
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Coop and Deathmatch are not supported.
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This map was designed primarily for high capacity engines, such as Bengt Jardrup's Win/GLQuake variants, and LordHavoc's DarkPlaces.
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However, I have gone to great lengths to ensure that the map is at least playable in FitzQuake, and the original Win/GlQuake,
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although packet overflow and sound loss may be abundant in the larger battles, and many ambient sounds throughout the level may not appear.
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Other engines are not considered "supported", i.e. I cannot guarantee that the map will appear or function correctly in engines other than those mentioned.
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To make things easy, with his permission, I have included Bengt Jardrup's latest Win/GLQuake variants inside the zip file.
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These are the recommend engines for playing The Marcher Fortress. The map is guaranteed to run smoothly in these engines with no problems AFAIK.
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Updates to Bengt Jardrup's engines can be found here: http://user.tninet.se/~xir870k/
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The Story
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=========
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After narrowly escaping the great Bastion of the Underworld, you find yourself wandering for days in the desolate uplands of the Marcher Vale,
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a seemingly endless vista of mountainous rock, and labyrinthine caves. An icy wind from the North carries with it flecks of crumbled mortar,
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and the remains of tattered flags. Against all instinct, you find yourself drawn onwards to the the source of this fell wind. As you approach,
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the distant shrieks of elder demons warns you that another Bastion looms, one even older and greater than the last.
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Installation
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============
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Unzip pak0.pak and autoexec.cfg to quake\marcher\
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Start your Quake engine of choice with the command line:
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-heapsize 48000 -game marcher +map marcher +skill x (where x = 0/1/2/3)
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The Autoexec File
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=================
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For your convenience, an autoexec.cfg file is supplied externally to the pak file.
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This sets important graphics-related cvars.
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Gameplay Changes
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================
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- Ammo-carrying capacity has been increased to 250 for all ammo types.
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- Faster axe attack, making it a more useful weapon.
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- New monsters: Flak Ogres, Imps, Spiders, Gaurochs.
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Impulse Commands
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================
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Please note that there are many developer-oriented impulse commands which I have not documented, some of which set cvars which are saved
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to the config file on exiting Quake. Accidentally activating these impulses can cause the map to crash on restarting
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- if you encounter this, just type:
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"saved1 0"
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At the console, and restart the level.
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Impulse 152: Toggle Entity Grouping
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======================
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Entity grouping is ON by default; this enables a form of edict compression that allows the map to be playable
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in engines without increased MAX_EDICTS. It should have no visible effect on gameplay. If you turn entity grouping OFF,
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be warned; the map will only be loadable in high-capacity engines, and you will most likely suffer a performance hit.
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Requires a map restart.
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Impulse 153: Corpse Remove All
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=================
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All corpses in the map will be removed after a short delay.
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Impulse 154: Corpse Remove Custom
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====================
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This is the default (and recommended) corpse removal setting - corpses are removed according to game progression.
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Impulse 155: Corpse Remove None
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==================
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For high capacity engines only. No corpses are removed (except those of Gauroch Spawned monsters).
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Note that these settings are saved to the config file after exiting Quake.
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Other Notes
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===========
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This map features a monster and item count in excess of what would would normally be possible in Quake.
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To avoid reaching the max. edict limit, most entities are now spawned mid-game according to player progression.
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- be warned though - noclipping around the map will probably not fire the correct triggers and has been known to cause a crash.
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If you play through the level normally, you'll be fine.
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Compile Tools Used
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==================
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TreeQBSP, Light and RVis by Bengt Jardrup.
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Known Issues
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============
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- A number of bad shadows (dark triangles), mostly on the terrain brushes. I have tried really hard to minimise these,
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but the ones that remain were *really* stubborn.
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- Loss of ambient sounds in engines without increased sound capacity.
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- There are a couple of bmodels that seem to straddle vis portals. This causes them to dissapear in certain views.
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This issue only manifested itself after the fullvis was completed (which took 140 hours o_O), so I can't really fix it for this release.
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- You can't gib spiders, because I felt they looked silly using the standard gibs. I never did get around to making custom spider gibs.
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(oh well, you can't gib fish either ^_~)
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Credits
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=======
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Thanks to: id Software
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Raven Software
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Epic Megagames
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Thanks to Bengt Jardrup (user.tninet.se/~xir870k) for his compile utils, and all-round help on this project.
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Thanks to Kell (kell.spawnpoint.org) for encouragement, beta-testing, and awesome textures.
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Thanks to necros (www.planetquake.com/necros) for sound support.
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Thanks to Vondur (www.vondur.net) for beta-testing.
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Contact Info
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============
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email: (bdwooding -at- gmail -dot- com)
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Copyright/Permissions
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=====================
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You may only distribute this pack in the form of this zip file, with this text file included
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You may NOT include this pack as part of a larger release without my permission.
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You may NOT distribute this pack for any commercial purposes.
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