dm_spookface_reloaded for Half-Life2 Deathmatch by qUiCkSiLvEr and Spook *-----------------------------* * Special Competition Edition * *-----------------------------* Map Name: dm_spookface_reloaded.bsp Release Date: February 15,2007 Author: qUiCkSiLvEr (Kevin Ottalini) Author's email: quicksilver@qsextreme.com Homepage: http://QSextreme.com ======================================================= LEVEL DESCRIPTION: Single Player: No Deathmatch: Yes Team Deathmatch: yes Competition Deathmatch: yes! Suggested Players: 1v1, 2v2 and 4v4 New Textures: all custom textures embedded into the BSP New Sounds: all custom sounds are embedded into the BSP, ported over from HL1:Source New Models: all custom models are embedded into the BSP Warps: 4 No. of Secrets: none Deathmatch spawnpoints: 30 Filesize: ~ 16.5Mb Typical download time2: ~ 10 minutes direct from server (compressed @ 20k rate) ~ 2 minutes on fast http d/l with 768K dsl ~ 30 seconds or less on fast http d/l high-end cable or dsl Optimum DXLEVEL: This map will look acceptable in DX70, good in DX80, 81 and excellent in 90 and 95. Minimum recommend hardware/OS/drivers: AMD1800+ (1.5GHz) with 1GB of memory running XP with the latest service pack and patches ATI 9600 128MB or Nvidia 5900 128MB with the latest video drivers ======================================================= Map Description: ---------------- dm_spookface_reloaded is an extensive cleanup of the original dm_spookface map with all new re-created high-res textures based on a white marble base. This version of the map has been highly tweaked for competition play, intended for CAL / CPL HL2DM use. Optimized for extremely fast play and virtually no hiding, this map offers a play environment where players can truly exercise their skills and fine-tune their play styles. This map would not exist without the extensive testing and conceptual effort by Ko-Tao and Walking Target. My thanks for their detailed and extensive testing and feedback. Playing on this map: -------------------- It is very important to remember that camping is both difficult and dangerous on this map. The water area is full of very hungry leeches that will bite your toes off if you give them a chance. The spiders out on the tall pillar bases are mean little guys (unlike their cousin that runs around the center of the map). 1. Learn the weapon/ammo/item placements on this map. 2. Learn the fastest circuits and keep moving. 3. listen - in order to play this map you need to hear the sounds and know what they mean. There are no slams on this map, don't even think about them on here. Technical Specifics about dm_spookface_reloaded ----------------------------------------------- This map will perform very well on both Win32 and Linux servers. Compile Times: -------------- VBSP: 3 seconds elapsed VVIS: 1 hour, 55 minutes, 23 seconds elapsed VRAD: 1 hour, 3 minutes, 57 seconds elapsed --------------------------------------------- total time: ~3 hours total Total triangle count: 12,746 ======================================================= CONSTRUCTION: original HLDM map: spookface by Spook (Half-Life 1 dm map) with permission (RDCSpook@shaw.ca) original HL2DM maps: dm_spookface, dm_spookface1 and dm_spookface2 by qUiCkSiLvEr Current version: dm_spookface_reloaded (AKA: SFR) Conceived and Designed by qUiCkSiLvEr based on Spook's original concept and textures CAL/CPL optimizations owe full credit to Ko-Tao and Walking Target. Custom Textures: Most of the custom textures in this map were purchased from royalty-free collections. The bulk of the main level textures were from the Hemera 1 collection or were modified versions of stock HL2 and HL1:source textures. prefabs: None Custom models: All of the pottery is brought over from the CS:S map de_piranesi editor used: Hammer 4.0 (Source) Build 3576 utilities used: Valve Source SDK, Microsoft Image Composer, PSP7, Microsoft Imager, and a few others. FGD: Customized HL2DM FGD known bugs: none known at release time compile machine: Intel 3.2GHz HT with 2GB DDR RAM compile time: ~3 Hours total map edits: This map was based on dm_spookface2. dm_spookface_reloaded version 2T required about 256 edits from 11Jan2007 to 15Feb2007 (~1 month). Most of the work was recreating and applying the white marble textures and tweaking the competition optimizations. ================ *SPECIAL THANKS* ================ For their excellent encouragement, testing and advice: Ko-Tao and [GoTg] Walking Target Also to Spook for his incredible originality that was responsible for creating what is today, virtually a cult of players that dearly love this map. Special Copyright Note: ----------------------- I've been seeing a few very tacky mappers disassembling and using identical portions of dm_spookface1 or dms_spookface1 in their own maps. This is against the copyright agreement for this map and it's just plain wrong. You are NOT authorized to disassemble and use any portion of this map! Please read the full copyright at the bottom of this readme. ======================================================= Readme’s for earlier versions of this map can be found on my website: http://QSextreme.com ======================================================= COPYRIGHT STUFF dm_spookface_reloaded.bsp copyright February 15, 2007 by Kevin Ottalini AKA qUiCkSiLvEr (quicksilver@qsextreme.com) with original legacy copyright ownership by Bill Leeder AKA Spook (RDCSpook@shaw.ca) Original Poem "Touch" copyright June 9, 2005 by Kevin Ottalini You MUST NOT distribute this level unless you include this text file WITH NO MODIFICATIONS. Please include the .res file as well so the text description file will propagate properly during map downloads. This map may ONLY be distributed over the Internet. You are NOT authorized to put this map on any CD or distribute it in any way without my written permission. You are NOT authorized to disassemble and use any portion of this map. Please feel free to email me with any comments and thank you for taking the time to read this and for playing on this map. Enjoy and have a safe day! qUiCkSiLvEr ============== Technical info ============== maps\dm_spookface_reloaded.bsp: 16939600 Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 130/1024 6240/49152 (12.7%) brushes 948/8192 11376/98304 (11.6%) brushsides 6864/65536 54912/524288 (10.5%) planes 4494/65536 89880/1310720 ( 6.9%) vertexes 8467/65536 101604/786432 (12.9%) nodes 2549/65536 81568/2097152 ( 3.9%) texinfos 1650/12288 118800/884736 (13.4%) texdata 82/2048 2624/65536 ( 4.0%) dispinfos 9/0 1584/0 ( 0.0%) disp_verts 729/0 14580/0 ( 0.0%) disp_tris 1152/0 2304/0 ( 0.0%) disp_lmsamples 2616/0 2616/0 ( 0.0%) faces 4685/65536 262360/3670016 ( 7.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3105/65536 173880/3670016 ( 4.7%) leaves 2680/65536 85760/2097152 ( 4.1%) leaffaces 5777/65536 11554/131072 ( 8.8%) leafbrushes 2286/65536 4572/131072 ( 3.5%) areas 3/256 24/2048 ( 1.2%) surfedges 34847/512000 139388/2048000 ( 6.8%) edges 20271/256000 81084/1024000 ( 7.9%) LDR worldlights 122/8192 10736/720896 ( 1.5%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 484/32768 4840/327680 ( 1.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7503/65536 15006/131072 (11.4%) cubemapsamples 64/1024 1024/16384 ( 6.3%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1685440/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 190145/16777216 ( 1.1%) entdata [variable] 129101/393216 (32.8%) LDR leaf ambient 2680/65536 64320/1572864 ( 4.1%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) occluders 8/0 320/0 ( 0.0%) occluder polygons 45/0 540/0 ( 0.0%) occluder vert ind 206/0 824/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/982 ( 0.1%) pakfile [variable] 13134557/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 378946/4194304 ( 9.0%) ==== Total Win32 BSP file data space used: 16862511 bytes ==== Total triangle count: 12746 ------------------- TREE INFO: ------------------- Number of nodes ------------------ : 2549 Optimum tree depth (logN) -------- : 11.000 Minimum tree depth --------------- : 2 Maximum tree depth --------------- : 23 Average tree depth --------------- : 9.666 Average leaf variance from optimum : 2.707 ---------------------