------------------------------------- SC_swars_installation BETA Readme file ------------------------------------- Map name: SWars Installation Map type: Half-life Svencoop Map count: 3 Map Sizes: 8 MB Author:Dr.Strangelove Author E-mail: _Darth_Vader_@web.de Players can play: 1 to 16 (SinglePlayer is hard but possible) Custom textures: Yes (see Wadfiles) Custom Models: Yes Special features: random enemy placement and other hazards. Story: uhm ... only a very short one actually (see MOTD textfile) Compile times: 1st map: 19 min 2nd map: 15 min 3rd map: 15 min Compile system: AMD 1700+ XP, 512 MB ram and yakumo keyboard ------------------------------------- Some kind of story ------------------------------------- (See MOTD textfile) TIPS: Shoot everything that shoots you and don't let'em hit ya ! Pay special attention not to block your teammates view when fighting troopers. Oh, and watch your own satchels - these things hurt ! ------------------------------------- Installing ------------------------------------- All you must do is extract this zip file into you half-life directory. Be sure to unzip with subdirectories. ------------------------------------- Project Background ------------------------------------- After 1,5 years of work, my SWcoopforce mod was falling apart due to the disappearance of the mod leader and sole coder. A harsh disappointment, but it would've been far more harsh to let it all end this way. So me, a modeler and another mapper chose to port all of our stuff over to the new Svencoop 2.1 version. Later it turned out the other guys had far less sparetime which forced them to give up also, so i had to do it alone. Due to Svencoop custom limitations i had to cut out most of the former model stuff accept a Trooper, a blaster, hands and the detonator model. Thank god, OneEyedNewt was kind enough to help with the replacement compiles. Instead of using old SWcoopforce map parts, i decided to plan a new map with a stronger coop setup. Had to cut what was supposed to be 1 map into 3 parts. Data loss in Worldcraft and problems with the HL engine further delayed the project. Planning started by end of december 2002 and it took me half a year to complete everything. That's it. Enjoy the action! ------------------------------------- Author Background ------------------------------------- I started with computerGFX on a C64 (some sprites & backgrounds for a friend's game which was never sold). On a Amiga500 i made GFX for a WHOLE game for 2 years (1989-1990) - DeluxePaint rocked! Me and a friend tried to sell it to a german game company, but it didn't turn out well (although we surely raised attention and got positive feedback). After switching over to the PC in 1993 i ended up with DOOM on my 386, making sprites & mapping levels for my own mod, JungleDoom. Since 1994 i can hardly remember a period of time where i wasn't trying to edit or map for a pc game (duke nukem 3d, dark forces, outlaws, quake, quake2, etc etc). After getting access to the internet in 1998 i became terribly interested in professional game-design. I've worked in 2 Starwars-Modteams and another WarGameproject like OpF. I also made high quality skins of myself (ref pics of photo cam) for SOF2 and a Vietcong skin for the EoD mod (Nam mod for Battlefield 1942). What comes next ? Well, i'll do HL2 projects while searching for a job. Mod-work is nice and it teaches you how to do things, but there comes the time where you want to do the real stuff. I'm searching for a mapper / texture / concept artist job in the game industry or in any team that wants to make a full prize game. I'm a very determined person that never gives up. Simply because i believe 100 % are not enough - 105 % make a kickass project! Those extra 5 % are where your real creativity goes into, and they can raise your project out of the big mass of projects around the globe. Thanks for reading, ])oc 8) ------------------------------------- Disclaimer ------------------------------------- USING MODELS/TEXTURES: As long as you give me credit: - you may use, decompile and reskin the models for any HL1 map / mod. - you may use the textures / wadfiles for any HL1 map / mod. Also, send me a mail because i'm curious what you make of it ! 8) MAP RULES: You may not decompile or edit so that the structure of the map is getting changed. You may use ripent to change some stuff.(to make it harder or making it more fun) You may get the source files of the maps if you ask nicely and can tell me a good reason for it. DOWNLOADING AND MIRRORING THIS MAP: You can download this map for hosting it anywhere if you included the original files (including this) in the zip file. By uploading this on a public mirror you guarantee the downloaders do NOT need to download special "Download software". Also, you guarantee the downloaders do NOT need to pay any money for it. This zip file may not be distributed on any CD-Rom,DVD,Disk or any other media-save without my permission, simply because i fear the 'theme' could raise problems when 'sold' along with a public media of any sort.