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Colony - A Single Player Map for Quake

A single player custom map for Quake...

  • Category First Person
  • Size 3 MB
  • Program by Howard 'GlassMan' Shaw

Colony - A Single Player Map for Quake

A single player custom map for Quake.

COLONY

- A Single Player Level for Quake

created by GlassMan

25/3/01

================================================================

Title : Colony

Filenames : gmsp1.zip which contains pak0.pak & gmsp1.txt

Author : Howard "GlassMan" Shaw

Email Address : [email protected]

Website: : http://www.glassman.mistral.co.uk

Description : Single player level for Quake

Additional Credits : GeneralWarT for Custents (wartrench.telefragged.com)

Tyrann (www.planetquake.com/tyrann) for modifying Tyrlite so that

the Custents particlefields don't cause problems.

The regulars at Qmap (www.qmap.org) for patiently answering my

beginners questions especially CZG, Fat Controller & Tyrann.

Big thanks to all the beta-testers:

RookieToo, Jack 'ScragBait' Meacher, Than, Wintermute/LTH, Vigil,

Biff, XeNoN, Dr0ndeh, Uplah, fFish, dna, Stonga + any others I've

forgotten to mention (sorry)

================================================================

Play Information

Single Player : Yes

Cooperative : Yes, 2 additional Coop starts

Deathmatch : No

Difficulty Settings : Yes, all.

Monsters: : The usual array of base monsters with custents modifications &

a little AI improvement (movement while firing). The blue-skinned

shock troopers (modified enforcers) have an additional 250 armour.

Maximum monster kills are:

Easy : 81 of 81

Normal : 122 of 122

Hard & Nightmare : 145 of 145

Supports : Quake.exe, Winquake.exe, GLQuake.exe(to ver 98). Later varieties

of glquake give poor performance probably due to Custents.

Issues : R_speeds may be a little over 1000 in places. Also r_numsurfs gets

near to 1000 in a couple of spots & to 1150 in one place :( This will

cause greyflash. I recommend the following settings for playing in

software:

r_maxsurfs 1200

r_maxedges 4000

If you're running glquake I recommend these settings:

gl_subdivide_size 1024

gl_flashbend 0

WARNING : DO NOT USE IMPULSE 9 to give all weapons as the models/sounds for

extra weapons included with Custents have not been provided. Quake

will probably crash if you do.

================================================================

Construction

Editor used : QERadiant v147 & SleepwalkR's Q2->Quake conversion utility

(www.planetquake.com/rem)

Compile Utilities : QBSP, Rvis+, Tyrlite

Other Programs Used : Photoshop, Texmex, ProQCC, Wally, PakScape

Textures : Custom, mainly from Xatrix Q2 Mission Pack

Sounds : A couple of new sounds from Death2Uall's collection

New QuakeC : Custents, slightly modified by myself (ie. copy/paste from

www.inside3d.com)

Transparent Water Support : No

Known Bugs : None

================================================================

Installation

Make a sub-directory in your Quake directory called gmsp1. Extract this zip to this

new directory.

Then run Quake/Winquake/GLQuake with the runtime parameter '-game gmsp1 +map gmsp1'

eg. c:\quake\glquake.exe -game gmsp1 +map gmsp1

I also recommend you use a program like idgamma to brighten up the quake palette, especially

if you are using a non-3dfx card. More info from

http://www.planetquake.com/frib/glquake.html#Idgamma and download from

http://216.205.166.89/idgamma/

================================================================

Mission Briefing:

The minions of Quake have occupied the moon of a distant planet. You must penetrate the

base established there, locate the inner lair and destroy its inhabitants. You will be

teleported directly into the enemy base from our orbiting battleship.

Good Luck Soldier!

=================================================================

Copyright/Permissions

If no money is involved do whatever..just let me know :)

If you use it in any commercial way then get my permission first.

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