Deth Toll

Released 2/21/97

Phew! I never thought I'd actually get this map done! I ran into some problems with this map towards the end of the development, causing me to hack major portions of the level. Seems that complex architecture, Quake, and Pentium 60 should never be used in the same sentence ;-). My level VISed for 56 hours+ and never completed at one point. Oh well, I learned my lesson with this map and I guess that's what is important.

First and foremost, I want to mention that this level MAY NOT run properly if you do not have an accelerator card running one of the modified versions of Quake (vquake or glquake). The reason for this is that I used vquake for all of my map testing. Everything seemed to be fine until I sent the level to my friend, who didn't have an accelerator card and was running the regular Quake exe, to test. He told me that there were some 'greying out' problems at the extreme of the large room. Vquake and glquake are capable of rendering much more surfaces than the regular version of Quake which is why this problem wasn't noticed before. I should have remembered this during development but I didn't. At any rate, this map has been tested extensively with vquake and glquake and the problem does not occur. I am sorry for any problems or confusion that this may have caused. I would have fixed the problem but major modifications would have to have been done to the level. After logging 50 hours+ already, well, needless to say I wasn't real thrilled about redesigning the level. In short, I just wanted to say that my future levels WILL NOT BE MADE FOR ONLY ACCELERATOR CARDS. I learned my lesson and will now test my levels with the original Quake executable only.

Basically, this map started out as an experiment in Quake architecture and then grew from there into a complete level. Hence, there really wasn't any pre-designs done (sketches etc) to give me some sort of direction as to where this map was going. I also learned my lesson here in that you should ALWAYS sketch out your map on some paper (preferably graph paper) before doing any designing.

This is a very symetrical map; what's on the left is on the right. Some people like these kind of maps while others don't. I think a symetrical map is interesting because you tend to get disoriented and confused.

I tried to keep Deth Toll a very tight level since I was designing it mostly for friends and myself to play head-to-head deathmatches.

Every weapon is included in the level once with the exception of the lightning gun, of which I included two. You will also notice that there isn't alot of health or extra ammo in the level. Once again, I did this because Deth Toll is a fairly small level.

Well that's about it. There's more info in the text file. Follow the link below to check it out. Please send any comments, good or bad, about Deth Toll. I want to hear what everybody thinks. It's natural to think that your own creation is good but I want to hear some unbiased opinions. Hope you enjoy it!

 

 

 

Author Name: Herb Myers (Metal Marine)

Type of Level: Deathmatch

Level Size: Moderate

File Size: 554,656

Description: Well, this is my level so I'm not going to hype it ;-). It's a moderate-size level with some decent architecture and lighting throughout. Good sniper positions and dark corners to hide in. This level was designed on a Pentium 60 so it should run very well on any system configuration (with an accelerator card). Click here to download. Click here to view the text file.

 

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