=============================================DM_LISTER============================================== " No. No, it's not Cloister. It's me, it's Lister! It's Lister the Stupid! " -- Dave Lister, Red Dwarf Series I Episode IV, "Waiting for God" ==================================================================================================== Date : 16th November 2017 Title : Lister Filename : dm_lister.bsp Author(s) : David Will, a.k.a Trashbang (original layout by Marc Laidlaw) Email : david.w.node@gmail.com Home Page : https://thetrashbang.tumblr.com/ Discord : Trashbang#5910 Twitter : @TheTrashbang Mastodon : https://mastodon.social/@Trashbang Map Description : A remake/rebuild/re-whatever of Cloister, a deathmatch map created by the Half-Life writer, Marc Laidlaw. Cloister was never officially released but was retrieved (partially) from the leaked WC map pack, albeit not in an entirely playable state. As a self-acknowledged maker of monumentally poor decisions, I set about reconstructing the map and bringing it up to a higher standard of aesthetic quality, while preserving its play space to as reasonable an extent as possible. Marc seems understandably bemused as to why I'd pour my time into this, but as far as I can tell, the project has his approval--or at least, his world-weary tolerance. Lister (or Cloister, if you like) is a crumbling sandstone temple being reclaimed by the elements, full of flowing water and creeping ivy. It alternates between long cramped corridors and wide-open spaces, often with dramatic vertical differences that put power squarely in the hands of those on the upper ground. A portal has formed at one end of the map, tearing a stone bridge apart and enabling players to teleport to the far end in an instant. Other local features include a small pool of blessed water--which will rejuvenate your injuries--and a small subterranean chasm waiting to swallow the clumsy, or unfortunate. Play is likely to be ideal with between 2 and 8 players, as the map is somewhat cramped and there aren't many safe places to spawn. All weapons make an appearance except the egon (because I'm a bitter soul). I've made an effort to minimize changes to the layout, but item spawns were largely just chosen by me based on whatever I felt would be best. (The r_speeds are, of course, abysmal. I sort of went into this project knowing that I wouldn't be able to restrain myself. It's 2017 anyway, come on now) Other Works : CS:GO: - DE_COREDUMP (https://steamcommunity.com/sharedfiles/filedetails/?id=655384810) - DE_NOCREDIT (https://steamcommunity.com/sharedfiles/filedetails/?id=680072658) UE4: - Unnamed stealthy game project for Impromptu Games. Check (http://impromptugames.com/) for status updates. Author Info : Man, come on, just check my twitter or something. Nothing I put in this field is gonna do it justice. =================================================================================================== == Play Information == Single Player : No Cooperative : No Deathmatch : Yes == Construction == Base : Cloister, by Marc Laidlaw Editor(s) used : Sledge, Hammer Editor 3.4 == Build Machine == Intel Core i7-6700K @ 4.00 GHz 32 GB RAM Windows 7 Home Premium 64-bit == Compile Stats == Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 218/512 13952/32768 (42.6%) planes 10810/32768 216200/655360 (33.0%) vertexes 35540/65535 426480/786420 (54.2%) nodes 11065/32767 265560/786408 (33.8%) texinfos 6832/32767 273280/1310680 (20.9%) faces 26446/65535 528920/1310700 (40.4%) * worldfaces 19690/32768 0/0 (60.1%) clipnodes 17586/32767 140688/262136 (53.7%) leaves 6547/32760 183316/917280 (20.0%) * worldleaves 2989/8192 0/0 (36.5%) marksurfaces 31355/65535 62710/131070 (47.8%) surfedges 119384/512000 477536/2048000 (23.3%) edges 62576/256000 250304/1024000 (24.4%) texdata [variable] 5064/33554432 ( 0.0%) lightdata [variable] 3067473/50331648 ( 6.1%) visdata [variable] 217962/8388608 ( 2.6%) entdata [variable] 53452/2097152 ( 2.5%) * AllocBlock 64/64 0/0 (100.0%) 115 textures referenced === Total BSP file data space used: 6182897 bytes === Wad files required to run the map: "xeno.wad;de_piranesi.wad;liquids.wad;halflife.wad;sc_egypt.wad;" ================================= Credits ========================================================= Sound: Finger, via Campaignjunkie, for the chanting monks Hotdog, for the deep ambient noise zeeba-G, for the fireplace and water lapping loops Victor-933, for the cave wind id Software, for the teleporter sound Textures: Simon O'Callaghan, for the 'Egypt' texture set Fingers and/or possibly Ido Magal, for the de_piranesi ivy textures ================================= Thanks... ======================================================= Joe Wintergreen (https://twitter.com/joewintergreen) for being a cool deathmatch tester, and making some helpful suggestions for the final release. Marphy Black, for producing the Half-Life Fact Files series and, most importantly, the informative video on Cloister that prompted this whole mess (https://www.youtube.com/watch?v=WL9sEtADTOo). The wonderful folk at TWHL (twhl.info) for maintaining a sterling repository of entity references, tutorials, and other helpful bits-and-bobs for GoldSrc mapping. Daniel Walder (http://logic-and-trick.com/) for creating the Sledge editor, a much-needed alternative to Hammer that manages to outdo its competition (even with all the nasty alpha bugs). Sean Cavanaugh and assorted contributors (http://zhlt.info/credits.html) for their work on Zoner's Half-Life Tools. Without their augmented functionality, this map would've been literally impossible to compile. Like, at all. Various kind folks on Twitter who supported, encouraged, shared, or otherwise enabled my damn foolishness. Marc Laidlaw for... not being weird about this. == Installation Info == Extract this archive into your Half-Live/valve directory (or elsewhere if you like; I'm not your dad) It should contain the following: /maps dm_lister.bsp dm_lister.txt /sound /cloister cavewind.wav fireplace.wav hole_amb3.wav lowroar.wav persia_monks.wav R_tele3_modified.wav water_lap.wav water_run1.wav wind_highground.wav /sprites /cloister beamlight1.spr beamlight2.spr blueflare1.spr flame1.spr strat_fntn.spr tele_effect.spr tele_gold.spr watersmoke.spr sc_egypt.wad de_piranesi.wad If it doesn't, somebody fucked up (potentially me) ==Copyright / Permissions== Authors MAY use this level as a base to build additional levels, though I haven't the faintest idea why you would want to do such a thing This map may be distributed ONLY on a "not for profit" basis using any medium, provided this file is included with no changes. Magazines and other published media may use my level provided they ask for my permission This template was available from www.globalassault.com. It's not any more, because that site is dead. I just edited a version that somebody else had filled out