BIOHAZARD Half-Life Level by Tracer (Suren Pillay) March 1999 =============================================================================== ATTENTION: I want to be a game programmer! Don't hesitate to call if you need a:- * C++, Layout, Pascal, Delphi, Visual Basic, Java, Envelop, Assembler or Binary programmer; * an artist skilled in the use of PaintShop Pro, LightWave, Extreme 3D and all the Kai stuff (pretty mutch everything), * a good level designer (who can learn your editor really fast) * or a teaboy (hey, you gotta start somewhere) =============================================================================== Filename : BIOHAZ.BSP Email Address : tracer01@iafrica.com Home Page : http://users.iafrica.com/t/tr/tracer01 Description : A cracking deathmatch level desighed for Clan Fist's "Summer Sausage" contest. Additional Credits to : * The Beast (Web Guy + Testing... from my Quake days) * Ben Morris (The original WorldCraft) * Autolycus (Help learning the HL engine) * Valve (Umm, Three guesses) * Kaveer Sarjoo, Naseema Sayed and Shakira Sattar (Taking notes during all the lectures I slept through because of the long nights I spent on this... and waking me up afterwards!) =============================================================================== * Play Information * Single Player : Nope Cooperative : Nope Deathmatch : Nope... just kidding - of couse its DM! Number of Players : 18 Starts, lots of powerups. Should do 8 fine, 16 if you like massacres. Increase the respawn time for fewer players. 4 should be really nice. Gamma Correction : You may want a slightly higher gamma than usual... unless you, like me, like darkish, moody levels. * Construction * Base : None! Editor(s) used : WorldCraft, Wally, Paint Shop Pro 5 Known Bugs : Umm... Roaches, Ants, Fishmoths... Oh! You mean problems... Just one - my computer keeps crashing so I cant make the level bigger. Build Time : No, I did not time myself, and I dont wanna know! Texture Wad used : HALFLIFE.WAD, LIQUIDS.WAD Compile machine : Pentium 200MMX 32mbRAM, Monster 3D, Mystique 220 QBSP Time : Dunno QCSG Time : QRAD Time : Dunno VIS (-level 4) Time : There's a -level 4 switch? Brushes : Thousands Entities : Hundreds Models : Tens * Greets * Salutations to all the guys I know, the guys who know me, and the guys who don't. A big round of applause for Valve. * Other Info * This level is a deathmatch level. Nuff said! * About the Author My name is Suren Pillay. I live in South Africa. I am 18. I like brunettes (WOMEN ONLY). I beat the ZeusBot (Second only to the ReaperBot), and Quake on Nightmare skill. I am a DGAK (DOOM grand ass kicker: unofficially though). I have clocked Duke3D and MDK, Quake2 and Half-Life on hard skill and I have so many DM frags that I... I... Umm what does a guy do with frags anyway? My only ambition is to be a game programmer/artist/designer! And that was the story of my life! As I said before, I have created many levels before:- Cold Storage: Technological DM level, DoomTex.WAD (TRA_CSTR.ZIP) Death in the Mix: Gothic DM level, Fire&Ice.WAD (TRA_DMIX.ZIP) The Citadel of Savagery: Medieval DM level, Medieval.wad (TRA_CSAV.ZIP) The Domain of Darkness: Runic DM level, Metal.Wad (TRA_DOD.ZIP) HellStar: Technological DM level, StarDust.Wad (TRA_HSTR.ZIP) Architecturally, they beat the hell out of the one room cock-ups that most people try to pass off as DM levels. They offer a scintilating orgy of bloodlust, sadistic violence and pandemonic mayhem, and they play well too! I prefer techno stuff - I have done LOTS of DOOM levels, but I haven't released any. I can't wait for Quake III, and then you will see my true talents, I hope! (If I get a decent system) If you want to release any utilities, levels, misson packs for Quake III or any other game give me a call... I ain't got anything better to do! If you have a level editor for Quake III, I would be happy to help with coding, testing, ideas, etc. At the moment, I'm working on a crappy 200MMX which is too slow, has too little memory, too little hard drive space and too small a monitor. If the level is crap, blame the system... It crashed 27 times during design. * Hints * !!!SPOILER WARNING!!! !!!SPOILER WARNING!!! !!!SPOILER WARNING!!! The following is a strategy guide... it is only intended for inexperinced players who will be shredded in this level! The weapon locations are: * Crowbar... none * 9mm Pistol... none * 357 Magnum... the room next to the gauss room, near the longjump module, overlooking the small slime pit. * 9MM Assult Rifle... all over the place, especially the central room. * Shotgun... all over the place, especially the storage room. * Crossbow... Sniper deck, overlooking the central room, opposite the small slime pit. * Gauss Rifle... gauss room, overlooking the small slime pit - use the longjump to get it * Egon... egon room, jump through the rotors to get it. * Rocket Launcher... container room jump on top of the containers - you need the longjump * Hornet Gun... in all the toxic slime. * Satchels, Snarks, Tripmines, Hand Grenades, AR Grenades... scattered around the stairwells. The point of this level was an experiment: readily availabe small arms and ammo, scarce big weapons and ammo. Should be interesting to say the least. Health is readily available... I was trying to create a Quake DM6 style. * FAQ * Some dumb questions I have been asked by "friends": * Why is the rocket so hard to get? You aren't supposed to get it! Duh! * Why is the gauss so hard to get? You aren't supposed to get it! Duh! * Why is the egon so hard to get? Do you see a pattern developing? * Why is the level designed this way and not that way? If you like a level a certain way, make your own! * Why can't I afford a decent system? Because one dollar makes 750 000 Rands (S.A. Currency) and chips are pretty expensive down here! * Copyright / Permissions * You may distribute this level, but subject to the conditions below. 1. You may not distribute this level for profit, via its inclusion in a game or other related work. If you wish to do so, you must obtain the written permission of the author, Suren Pillay. This level may be included in any compilation of levels, but only if in compliance with points 3 and 4. 2. The textures in this level are either copyright by Valve Software or by Suren Pillay. You may not use any of the textures owned by Suren Pillay unless written permission has been granted and only if in compliance with points 3 and 4. 2. This level may be freely transmitted by electronic media, and played online but only if in compliance with points 3 and 4. 3. You may not distribute this level without this text file. 4. You may not alter this level or text file in any way without the written permission of the author. 5. This level is copyright (Suren Pillay 1999) Unauthorised duplication prohibited. All rights reserved. PS: This was typed in +- 5min so please xcuze the typhos!)