] - = Return to Nessus Beta Release 3, 10/2/2003 = - [

Unzip the contents into your wf directory.

-=Info=-
Title: Return to Nessus Beta 3
File: nessus1wf-b3.zip
Author: Rom(mel)
E-Mail: tom_servo_58@yahoo.com
Build Time: Approximately 3 weeks (3+ years if you want to get technical)
Editor: Tread 2.3
Build Tools: Geoffrey DeWan's QBSP 1.04?
	     Geoffrey DeWan's QVIS 1.02?
	     Tim Wright's Arghrad 2.01
Paths:	Textures->textures/doom/*.wal
		  textures/whitevol.wal
		  textures/doom/alt/*.wal
	Sounds->sound/doom/psxtitle.wav
	Map->maps/nessus1wf-b3.bsp
	Txt->maps/nessus1wf-b3.txt
	Environment->env/space*.tga
		     env/space*.pcx

For use only with Q2 Weapons Factory (duh)

-=Comments=-
This is a map I have wanted to do for a while now (3 years-^) and finally did. It is a remake of DrSleep's (http://www.doomworld.com/drsleep/) Nessus from the Doom 2 Master Levels. The original was one of a series of Dante inspired maps and I highly recommend downloading some from his site and/or better yet picking up a copy of the Master Levels or the PSX version of Final Doom. The map itself is very symmetrical and I thought it would lend itself quite well to a ctf style game like wf. Most of the changes I made to the original were all aimed at increasing speed and improving the flow of the map (ramps for stairs, size increases, etc). Just about all of the textures come from the PC version of Doom 2 (and a few from Q2 of course), the spawn room music comes from the PSX version of Doom/Final Doom, and the skybox comes from Half Life. A lot of "borrowing" going on, but considering the essentially underground nature of the wf community, I don't think it is a big deal. The r_speeds peak at about 600 at midfield, but are at about 200-300 in the bases, 100 or so in in the spawn rooms, and around 400-500 in the courtyards. Although I have done quite a few maps in the past (all of dubious quality, hehe) this is my first public release. 

-=Known Bugs=-
The map is a little too long and you can clearly see this when exiting one of the base entrances and looking toward one of the sniper perches. Again hard to see in the middle of a game, but still a problem. Turning on shadows will result in the teleport destination shadows showing up on the teleport pads. There may also be some minor brush/face misalignments. The editor I used is nice but can sometimes choke when copying large sections of a map and brushes may enlarge/shrink by 1 or 2 units. I cleared up most of those misalignments but probably not all. I wanted to use areaportals on the two doors leading to the midfield building, but Because of the sniper perches this is not possible. Also, I could not get gl_showtris to work so I did not add any hint brushes. The program I used to extract the Doom textures did not mip them properly. Unfortunately, trying to remip them in Wally does not seem to work. I doubt anyone uses anything less than the higghest texture quality, but if you do and are experienceing problems, let me know. And of course, if you encounter a bug I didn't mention, please let me know about it.

-=What's New Since Beta 2=-
The midfield doors had an incorrect wf_team flag. The flag is by default 9 in my editor setup, and while it was set correctly for everything else, I forgot about the doors. Also, on a minor note, the QBSP3 and QVIS3 versions were not correct. I am unsure what iteration they are, but they are not the most current, which is what I had assumed. Later builds of the map (if any) will use the current versions. 

-=What's New Since Beta 1=-
The window facing the flag has now been reduced in height so you can no longer get an easy grapple in/out cap. The flags themselves are now on the second level of the flag rooms. In additon I have placed a "fence" in the window, and you can only go in through the window via the "holes" at each end and only by ducking. Additional structures were placed outside the window to allow you to do this without having to resort to some decoy/jetpack/sentry trick. The courtyards in front of each base have been given some subtle detailing with 8 new lights and a metalic girder along the perimeter. Colors specific to each team have been used on their respective part of the map to reduce confusion about your location. Water has also been added near each of the pack locations as midfield. The map is now more software friendly, with pcx env files and alternate textures for the transparent parts of the map (in the textures dir there is another folder called alt with the replacement textures). None of the doom textures were mipped properly, but that has been corrected. Other misc. texture and lighting fixes are also present. 

-=Acknowledgements=-
Thanks to DrSleep for the map that started it all. Thanks to iD for Doom, Quake, and Commander Keen. Thanks to gamedesign.net for existing. Thanks to the wf community for all these years of fun. Thanks to Zombie for his complete inability to use -attack. 

-=Legal Info=-
Permission is granted to distribute in a public forum as long
as this text file is always distributed with it.

You may not alter and redistribute this map in any way, shape or form without 
expressed permission from the author.