sound/sentences.txt
file:
petesdm
mod available -- but apart from the minor details listed above, this level should run fine without it.
hlcsg.exe -cliptype precise -wadautodetect -wadinclude canyon_redux.wad -low -chart canyon_redux
hlbsp.exe -low -chart canyon_redux
hlvis.exe -full -low -chart canyon_chart
hlrad.exe -extra -dscale 1 -sparse -bounce 2 -chop 72 -low -chart canyon_redux
A long time ago, in a cubicle close to my own -- spurred on by my own LavaLab and LavaLab: Erupt -- my friend Ben Davies decided to make an HLDM level of his own. Thus was Canyon -- notable chiefly for its entirely un-canyon-like attributes -- born.
Over the years, as we played Canyon, and as I churned out my four Lab17 levels, Ben spotted more and more things which, if he had the time, he would like to "fix" in his level. However, he soon discovered that he had misplaced the source file required to make the desired changes. Early attempts at decompiling his canyon.bsp
were not particularly successful, and he abandoned the idea.
Time passed.
I built (and we played) Necropolis: Mausoleum. After a couple of false starts on my next possible project -- one of which, in fact, was a reimagining of the Canyon concept, set on (and in) an asteroid in deep space -- I decided instead to remake my first level, driven by its perceived flaws, and I spent the next eighteen months working on Lab11: LavaLab. When it was finally released it was, I have to say, visually stunning (for an HLDM level, anyway!) I proceeded to enhance the visual polish of the level by getting fog working in my DM mod and adding a wicked-looking heat haze to Lab11. And in the weeks preceding the release of the finished product, we started playing Canyon again. Needless to say, Ben started speaking, once more, about fixing it up.
I downloaded a couple of level decompilers and managed to get a canyon.map
file which, with minimal work, would be useable. I offered it to Ben so he could jump in and fix what he wanted to fix, and when he hesitated -- strong with the force, is Ben, but many are the demands on his time -- I tossed out an alternative: I would fix it for him.
He agreed.
I quickly realised that the only way I could properly tackle the project was if I rebuilt it from scratch. I took a few measurements from the retrieved map
file, then promptly tossed it away and commenced my own level. Using the measurements as a rough guide -- and with a texture set I've wanted to use for some time driving any variations to the size of the level -- I proceeded to build a rough duplication of Ben's Canyon layout; doors, rooms, platforms, all roughly in the same place. It is essentially the same level, only the details are changed.
Since I already had a predetermined layout to follow, I didn't have to spend any time thinking about gameplay; all I had to do was build. As a consequence, this level -- despite being one of the most complicated I've ever built (even more so than Lab11: LavaLab) and despite the problems I ran into along the way -- has been finished far quicker than any other level I've built. Even the original LavaLab took a little longer than this did!
I just went over the top with it! I have learned a lot about what is possible under the HLDM engine since the good ol' days, and I have long since abandoned the rather archaic ideal of limiting r_speeds (on the possibly mistaken belief that most machines these days should be able to happily run any level that the HLDM engine can handle.) Unconstrained by such petty concerns, focussed only on building the "prettiest" possible upgrade of Canyon, I flung caution to the winds, took the bit between my teeth, and did my worst. And, yeah, my best! As a consequence, r_speeds do tend to max out in places at around 7000 -- and I really don't care!
Of course, I do tend to think it's time I switched to another engine; I think I've pushed HLDM as far as I can! :-)
For an alternate view of how this level came to be -- for anybody who has actually made it this far and is still interested -- check out my LiveJournal Post on the subject.
Usual story. It's DeathMatch: just kill anything with a pulse, and have fun!
It's a long way to the bottom ... watch your step! Of course, long before you reach the debris at the bottom of this garbage disposal facility, you will be vaporised by the energy field...
This level has all the standard HLDM weapons available -- and is one of my few levels to include the Gauss Cannon (aka the "Jump Gun"!) although its usefulness in that capacity is limited.
I'm particularly happy with the recharge booth design, and how they affect gameplay...
I would appreciate feedback from anybody who likes (or dislikes) this level. If you have something to say about this level, or an error to report, please contact me. Without feedback, how can I hope to improve? :-)
This level has been extensively playtested by myself and Ben, and several redesigns came out of our experiences therein.
I am releasing this after extensive testing and numerous recompiles. It is, I believe, as good as it's going to get! (I do have a couple of additional ideas I want to include, but they will need to be implemented in my PetesDM mod first...)
Thanks go to the following:
This level is copyrighted 2009 by Peter Jones.
You MAY distribute this level through any electronic network (internet, FIDO, local BBS, etc) provided you include this HTML file, and keep the ZIP archive intact.
You MAY include this level in the map rotation of a "free" internet HLDM server, but if you do so I'd really appreciate an email to let me know you're using it! You MAY NOT include it on your server if you are charging for access to play on the server!
This level MAY NOT be included with any compilation packs UNLESS you ask me first and I grant permission.
You MAY NOT make a profit from this level without direct signed permission from me.
You MAY NOT modify this level (or any of the files in this distribution) in any way, nor may you use it as a base or template for your own level.
In other words: give it to your buddies, play it as much as you like, but give credit where credit is due, and if you are going to make money from this level, I want some too!