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Title                   : Prickly Heat
Filename                : q25_limits_spud.bsp
Author(s)               : Spud
Contact Info            : I guess I have to put something here. Spud#5509 on Discord (ugh) or found hanging about on retro imageboards.
Description             : Attempt at making a DOS Quake compliant map for the Q25-LIMITS map jam in celebration of Quake's 25th anniversary.
Additional Credits to   : Whoever edited that neat flowing lava texture that everyone uses, I found it in the Remake Quake wads uncredited but it needed to be touched up a bit.
Special Thanks          : Anonymous, Anonymous, Anonymous (emotional support, fun distraction, and general shitposting), Preach (hack the planet), Rhoq (for not having concrete entry limitations), Shambler (more staircases), sock (I did it!)

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* Play Information *


Level Name              : Prickly Heat

Single Player           : Yes
Cooperative 1-32 Player : Ostensibly yes (3 players)
Deathmatch 2-32 Player  : No
Difficulty Settings     : Yes (slight enemy and geometry variation)

New Sounds              : No
New Graphics            : Yes
Sound Track             : Track 07
Demos Replaced          : No
.map   Included         : Yes

Software needed to play : Quake.


Comments                : It took over five years, but I finally made an actual map! Much like the author, it's short, not very pretty, unenjoyable, and utterly failed to reach the expectations it was held to. I set my sights way too high, having no real idea how to make a proper map or how much space it takes up, and wound up having to cut off enormous segments like a gangrenous limb. I wrote a whole page and a half about my experience in gonzo mapmaking but there's few worse things to read than a noob spewing what everyone else already learned two decades ago (and no one's reading these files anyway). The spinny teleporter hack doesn't actually change the filesize, apparently; it's all the other geometry that I build up too much. I'm sure someone more skilled than myself could chop away 300kB of aesthetic brushwork and keep the map intact... I can't. That's my excuse and I'm sticking to it.



* Construction *

Base            : Inspired by several lava-heavy McGee levels (DM2, E3M6 and E3M7) as well as parts of E4, but I don't think I lifted anything directly.
Build Time      : In my dreams, I still see leaks and wpoly counts. Send help.

Times & stats   :System Used      : HELIOS III "Elephant Rider" (i5 9400F, GTX 1060 6GB, 16GB DDR4, Win10 LTSC)
                 Qbsp             : 1.675s
                 Vis (-level 4)   : 11.8s
                 Light (no -extra : 0.478s
                 Brushes          : 1955
                 entities         : 633 (in editor)
                 miptex           : what

Texture WAD used: Q.wad, rmq_darkmet.wad
Editor(s) used  : TrenchBroom 2.0.2, ericw-tools 0.18.2-rc1, Paint.NET, GIMP, TexMex 3.4, Notepad++
Known Bugs      : I'm sure there's several, I ran out of time to have anyone playtest it. Whoops.

* Legal Stuff *
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Blah blah blah don't sell it, you know how this goes.

(Template level description provided by Kyle 'ObserveR' Lemke of
 http://www.planetquake.com/future/)