Quick
Statistics
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Working
Title: |
The
Abyss Bridgeway |
Version: |
1.2 |
Author: |
Christopher
L. Canfield |
Target Machine:
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PIII 800, 128 MB Ram, onboard OpenGL |
Game Type: |
Single,
FFA, Team, Tourney |
Weapons: |
1
Shotgun, 1 Rocket Launcher, 1 Plasma Gun,
2 Grenade Launchers, 1 Rail Gun, 1 Quad Damage,
1 Haste, 1 Flight |
Opponents:
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Hossman
Lucy Razor Daemia Stripe Tankjr |
Editor Used:
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Q3Radiant
202, Q3Build 2.0, Pakscape 0.08 |
Brushes: |
2147 |
Entities: |
400 |
Build Time: |
3
Weeks |
Compile Time: |
4
Hours |
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See other pictures of this level
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Description: This
is primarily a single player / free for all level, with Team
and Tourney supported by default.
The
main series of bridges serves as a jousting arena. Mobility
is mostly linear, though players have access
to the second floor via pads on the sides, and determined
players can find ways to jump across. The third floor is accessible
through the transporter at the bottom of the tower / elevator,
or by a somewhat treacherous rocketjump from a central torch
holder. The triggers for falling characters are all 64 units
wide to ensure detection over an internet connection. Unlike
the oppressive throb of the tower's machinery, the ambient
wind is delicate enough to be triggered with no fade in /
fade out.
The
elevator in the tower is a complex train object descending
an octagonal shaft (Id hadn't implemented moving curves in
Q3A). Lights and tactical positions are situated along the
descent for ambush possibilities, with a rocket launcher convieniently
provided on the catwalk above. Using a rocket launcher on
a moving platform is about as difficult as shooting someone
on one, but it encourages showers of dramatic explosions.
Floating platforms also serve those who wish to risk attempting
the jump to the bottom, or who wish to surprise the next group
of tourists. In case there is only one survivor in the elevator,
halfway down a light grenade shower waits, with the possibility
of short torrential storms if unfriendly entities dive onto
the activation button. The lava at the bottom is subtly tilted,
to give the illusion of sweeping across the elevator's surface
as it submerges. It is deadly enough that a person cannot
trap the elevator for more than three seconds, but like the
bridge section, it requires a nodrop shader to ensure that
powerups don't collect at the bottom. Once one character has
reached the bottom teleporter, any player can drop directly
down onto the ledge.
The
start and the end of this somewhat circular level is The Cathedral.
It uses a simple shotgun in the middle of an open area to
lure combatants into a vulnerable position, whose opponents
can emerge 360 degrees around and above the floor. There are
also good positions above the foyer, on the central rooftop,
and on the balcony where the armor resides. Every position
someone may take up to surprise a newcomer is itself vulnerable
to a surprise attack. This region contains quite a few valuables,
which save two I will leave to the good readers to discover.
If they have successfully descended the tower and crossed
the top of the bridges, the avatar will be rewarded with a
railgun on the church rooftop and a quad damage shortly thereafter.
The player is free to resolve the dillema of the rail gun
with quad damage however they see fit.
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