================================================================ Title : BLADERUNNER Filename : Brunner.bsp Author : Brad Jeffrey Address : bladerunner@earthdome.com Previous maps : Face/Off :A below-par map- my first on though :) : Canyon Oasis :a remake of Steven Chen's very cool JK level Build time : This map took me an age to put together, so long in fact that in the middle of building it I decided to put together Canyon Oasis just to get away from it for a while. :) ------------------------------------------------------------------------------------- Description : BLADERUNNER is one of my favorite films ever. The end sequence in particular caught my eye, and I thought it would make a cool DM level. The level is set between two buildings. One is a run-down abandoned building that I based on the Bradbury apartment building that featured at the end of the film. The second was inspired by the Tyrell building (Although it it does not resemble that building at all) and is a scientific research lab, (after hours) hinting at the production of replicants as in the film. Although I was quite pleased with the overall ambience of the "Bradbury", I really didn't capture the moody atmosphere with the second building. However I feel that this was neccessary to add variety to the level. (Two identical buildings would have been a bit of a cop-out). The two buildings are connected by a scaffolding, some girders that have been stretched across the rooftops and the street below. (I've just assumed that the Bradbury styled building is under renovation). The main thing I was not happy with was the 3D sky. It looks odd in that the point of view is too high. This is because my original design did not incorporate a street. (The map was to be set on the upper levels of the buildings, and if you fell off, you died). So I made the sky appear as if you were really high up. However connectivity was so terrible I had to add a ground element to the map. It is also a pity that Half-Life has no environmental FX, it just isn't Bladerunner without the rain.. :) Also, some might not like the fact that I left the lower windows in the lab building blacked-out. I did this for two reasons; one, it didn't make much sense to have a "clean room" type of lab that had open windows, (plus the contents of the lab would probably be secret anyway); and two, I think it helped keep the r_speeds down. To use the "antigrav-lift" thingy, (it's on the central floor of the lab building) just get into it and press the jump key. **NOTE: While this level is made up almost entirely of new textures, the work is entirely my own, and I have not used any copyright material whatsoever.** BTW, should you decide to use any of my new textures, or the 3D backround images, you must give me full credit for creating them, and they cannot be altered in any way. Special Thanks to : Valve for a cool game, and id software for a kickass game engine. Radium and team for an awesome level review site, and Radioactive for being the first to get new levels. Max and friends for helping to playtest. Also, Steven Chen for a cool email about my remake of his awesome level: Canyon Oasis. I didn't give him any credit in the .TXT file (I deserve a swift poke in the eye for that) but I'd like to do so now. Steven Chen; author of the original Canyon Oasis- I salute you. (and give you credit for your design) ================================================================ Play Information Single Player : No Deathmatch : Yes Cooperative : No Difficulty Settings : No New Sounds : No New Graphics : Almost every texture used in the level is mine. :) There is also a new 3D backround. New Music : No Demos Replaced : None ================================================================ Construction Base : New level from scratch Editor used : Worldcraft v2.0 Known Bugs : In software mode the level may exceed "face limits"(?), and the sky may black out. This occurs while on the rooftops and in the street looking out at the buildings. This problem does not occur in hardware mode. ================================================================ Installation You might find it easier to extract all of the files into a temporary dirextory, then move each of the files into the appropriate directories individually. To play this level, extract the file "brunner.bsp" into your :\sierra\half-life\valve\maps directory. Create \gfx\env\ subdirectories in your \valve\ directory and put all of the .bmp and .tga files in there. _eg._ c:\half-life\valve\gfx\env\ - put the images in here. (These are the new backround graphics. The level will not run without them). Just in case you unzipped them and lost track of the images, here are the names: brbk.bmp brbk.tga brdn.bmp brdn.tga brft.bmp brft.tga brlf.bmp brlf.tga brrt.bmp brrt.tga brup.bmp brup.tga ================================================================ Copyright and Permissions If you enjoy playing this level, please send me an e-mail :) This level may be distributed via any medium (ie: Internet, BBS, CD-ROM, compilation disk) as long as it maintains the name Brunner.BSP and is supplied in a zip file called Brunner.ZIP that also contains this text document and .bmp/.tga files and nothing else. If the level is to be included on a CD-ROM or other profit- making medium, including but not limited to "Public Domain" collections or archives, the publisher / manufacturer must send me a copy of the product. I reserve the right to refuse permission for this level to be distributed via any CD-ROM or other profit-making medium. If you use any of my new textures, or the 3D backround images, you must give me full credit for creating them, and they cannot be altered in any way. (c) Copyright 1999 Brad Jeffrey bladerunner@earthdome.com