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14 June 2007
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TITLE: 
City of Sin

FILENAMES: 
disdm4.bsp, 
disdm4.txt,
disdm4.lit,
moonbk.tga,
moondn.tga,
moonft.tga,
moonlf.tga,
moonrt.tga,
moonup.tga

AUTHOR: 
Paul <distrans> Brosche

OTHER LEVELS BY AUTHOR: 

Start: One Hundred Brush Brutality - Start map for the original Quake 100 brush competition run by Aardappel (as palldjon).

abab: Abject Abcess - 8th placed entry for the original Quake 100 brush competition run by Aardappel (as palldjon).

pdbq_sp1: Recurrent Rumours - Eclectic old skool medieval SP level that was lauded for its interesting gameplay (as palldjon).

dis_cr8z: Dismembered Crates - Winner of the third 100 brush competition run by metlslime, XeN and Fern. Ogro inspired other worldly base. Yes, this was made with only 100 brushes!!!

discoag2: Usher Recompiled - Small "Keep" themed SP/DM Level for Quake. Produced for the Coagula2 Comp run by UnderWorldFan. 

sm57_distrans: 5 Of 3 By Cloning - My contribution to the Celebration of Quake in Speed Maps. A blocky Wind Tunnels.

sm82: Rubicondom - Pretty much everything past the silver key door!

From-
travail: Travail
  start: y va tan (with vondur)
 qte2m1: tejido de cicatriz
 qte2m2: voces extranas (with CZG, American McGee & Q3TA team)
 qte2m3: punto de la infeccion
 qte2m4: excision
 qtfin1: hacia la fuente
  qtdm1: malplatz
  qtdm2: 16 of 8 then 1 (with Q3TA team & inertia)
  qtdm3: Uberskank

dis_sp6: Ruined Nation - Map made in Quoth2 at the request of some of the games uberplayers. Hard is really, really hard, nightmare is impossible first run.

EMAIL ADDRESS: 
distrans@gmail.com

DESCRIPTION: 
After beta testing Grendel's Keep, I decided to rip out the end arena and start from scratch. While waiting for inspiration I thought I'd experiment with some of the textures I've been dying to use for a long time. Not convinced they'd be suitable for SP, I  decided to push out a DM level. Enjoy!

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Play Information
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DM - 9 starts
DMSP2 - try it, but only on skill 3

LOADOUT:
2 ssg
2 rl
2 sng
1 gl
1 shaft
1 ng

1 quad
1 ring

1 ga
1 ya
1 ra

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Intallation
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I've left all the files separate because different peeps will want different bits. Playing with the skybox and the .lit is recommended but not necessary.
.bsp goes in 'maps'
.lit goes in 'maps' if you want some subtle coloured lighting
.tga goes in 'env/gfx' if you don't already have it

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Construction
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BASE: 
Scratch

SOFTWARE: 
Quake (yaaaaaay for ID)
Worldcraft (thanx Ben)
TexMex (thanx Mickey)
Compile tools from aguirRe at http://user.tninet.se/~xir870k

TEXTURES:
Kingpin, Half life and Evil Lair
SKybox by the incomparable Kell

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Dedications
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This level is dedicated to those who acted.

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Copyright / Permissions
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Commercial distribution of this material, in whole or in 
part, requires prior agreement with the author.  
Commercial distribution includes any means by which the 
user has to pay either for the support (e.g. CD-ROM, or 
magazine CD-ROM) or for the material itself.  
Unauthorized commercial distribution is prohibited.

© 2007 Paul J. I. Brosche

QUAKE® is a registered trademark of Idsoftware, Inc.

</distrans>