5am

Description
Title : 5:00 am (The city's empty, the sky's getting lighter, and you're wide awake) Date : August 12th, 1999 Filename : 5am.bsp Author : Brian McClelland Email Address : [email protected] Description : A little more "realistic" of a city than Block War was, but smaller in a way (there's only a little less "stuff", but it's more compact and most areas can look onto each other. Some may like this, others not). There may be a bit less strategic value of the specific buildings, but it's more distributed now and there's more opportunity to remove people from strategic points. Other Levels By Me : A couple decent DM maps for Quake, and of course Block War for AQ2. Oh, and I made all the crappy made-in-a-day maps for Head Soccer also. That was a fun mod. Additional Credits : [email protected] for friendly help and testing, as well as most of the textures. [email protected] for entertaining me with all the moron mail he gets about the Jumbot, as well as letting me test it, and for doing a 4 hour test session on the map from 5 am to 9 am (we basically tried to make as much blood as possible). Suislide for his quick replies to my filthy questions. The authors of Actcity3 (AQ) and Wikked3 for a couple stolen graphics (sorry, couldn't find the text files for their names). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * Play Information * Single Player : One start for no reason Deathmatch 2-4 : It's kinda good for small games, it adds a ton of strategy Deathmatch 5-16 : 8 or so is fine. Deathmatch 17-100 : MAYBE 16-20, but you just know everyone would hang out on the street Teamplay : It's Teamplay Designed(tm) and J-Rock Enhanced(R)! New Sound : Sort of.. New Graphics : Bunch of new textures (most by [email protected], and I made the road and wallpaper ones and a couple others) Oh, and I stole one from the Wikked3 .wad. Also, I liked the AQ2 Actcity 3 sky, so I stole that too but made it a little darker. NOTE: In case (for some odd reason) you don't have Wikked3 and the .wad that comes with it, I incuded one that just contains the texture I used. If you don't have it, rename it to .wad. DO NOT overwrite your current one if you do have it. New music : Why, yes! * File Location Information* UNZIP -WITH DIRECTORIES- INTO YOUR -ACTION- DIRECTORY But, in case my nice zip file completely fails... \HALFLIFE \ACTION Hondo1.wad \MAPS 5am.bsp \GFX \ENV actc3ft.tga actc3lf.tga actc3rt.tga actc3bk.tga actc3up.tga actc3dn.tga \SOUND \Hondo1 music1.wav * Construction * Base : Only the "file/new" empty map that WC made for me. Build Time : A little over a month (had to redo a few parts) Map Info : Solids : 1540 Faces : 9408 PointEntities : 226 SolidEntities : 127 Compile Time : (P-233 MMX, 128mb) QCSG : 99 QBSP2 : 80 VIS : 979 QRAD : 1767 Editor(s) used : Worldcraft 2.0, of course! Known Bugs : There's this really weird bug with the sky. I put in the new sky and it works fine, but it's too bright. Fine. I turn the gamma down a little, but now it's upside down. I flipped everything and it's fine. So if you see my sky upsidedown in the .TGAs and your head hurts, don't think about it. I'm not. Also I think there's some small invisible brush bug somewhere (though I'm not telling where it is). Maybe a few light oddities too, like those dirty spotlights on the street not lighting up the player. Nothing that's my fault besides, I think. If you find any, e-mail me. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * Other Info * The framerate's pretty good until you get corpses and blood and bulletholes around. Oh well, NOT MY FAULT! I actually cut out part of this map. While it was good, it would just flow badly, take much longer to complete, and remove the general strategic value (what little there is). The button that locks and unlocks the manager booth can be pushed or shot. If some moron's inside and you blast his face through the back of his skull, but can't open the door to get the nice shiney handcannon, just shoot or knife the button. You can blow out the tunnel wall from the hotel side too, just fire in the middle and the shot will go through to hit the fire extinguisher (it's a thin wall, any shot will make it) If the bloody bathroom is making you slow, just stab the drowned corpse apart, they add a fair amount of polys, but I just couldn't resist putting it there. I made the ledges dangerous on purpose. They give quite an advantage, so I needed to balance it. Just don't go running around at 50mph, that's all. In case you're going mad trying to find all the weapons and ammo spots, here they are. Handcannon: Hotel lobby manager booth Shotgun: Busted tunnel end MP5: Fence ledge by freeway Sniper: Crackhouse Anaconda: Street tunnel, behind trailor Shells: Hotel util room, alley doorway Pistol clips: Crackhouse, Hotel back room, busted TV hotel room MP5 clips: Bottom of hotel roof stairs, Crackhouse Sniper: Crackhouse, hotel roof Grenades: Crackhouse dumpster (2), Hotel roof, street tunnel on trailor Knives: Bloody hotel room (2) (How do you think all that blood got there?) If you enjoyed this map, or hated it, or it won't work, or you want me to kill you and your family, please e-mail me and tell me what you think. I have the specific compile info saved if you want, though I wouldn't know why, but tell me if you want it. I'm not one to make sequels, though, so don't mail me telling me stuff you want to see in the next "version". I can speak several dialects of lamerish fluently as well. members.tripod.com/~ShockWIRED/Index2.html * Distribution * Upload this wherever you want, just keep the ZIP intact. If you like any textures in the .wad, just rip them out and do whatever the hell you want with them. Just try to mention me ([email protected]) or [email protected]. If you're going to do something that involves my level earning you money, contact me. I'd like my cut. If you do not pay me, I will be forced to burn your business to the ground. If you're going to include this level in any kind of collection, e-mail me just so I know. Don't modify this in any way. If a new version of AHL comes out with new stuff I need to add, I'll probably know, and release a new version myself.
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Archive Files
Path MD5
tfc
gfx
env
actc3bk.tga 739d655a98602a5a73ad4cde22782f9a
actc3dn.tga eec9e48c7b0d99b73685a6acd0c06f5b
actc3ft.tga 7a1b1af6c9d9f7a12ce9b2530e03c418
actc3lf.tga 757b8dfb1bf00b213baf53209c599216
actc3rt.tga 4a5363393b9a330157eafb038e0d8f29
actc3up.tga b9f2a90fe3884fa400ce243845cda828
Hondo1.wad 47d7c615c0f604a8004ab5a54cdd00e6
maps
5am.bsp 51b587d174af36b7c451439e0a4ca74c
5am.txt 63bb8a3e45723b464c6d09c520d4a913
sound
hondo1
music1.wav d7b653cf4b270b379150528a46dce12b
wikked.wad 378c8d91f9892dded5adcf5aba31f2a1