Hey!  Thanks for taking a look at one of my levels.  This is in fact the smallest level I've ever released, but I hope it's just as enjoyable!

Name: DMChessboard
Type: DeathMatch
Author: NarkyBark, aka Damon Psarris (psarris@cesium.clock.org)
Created using UnrealEd, Patch 220
Suggested Player Load: 6
Date released: 2-21-1999
Version: First
Additional Credit: Musical score cut from Bach's Concerto for 2 violins, strings and basso continuo in D minor (Vivace)
Special notes: None

Remember, .unr files go in the Maps folder, .uax files go in the Sounds folder.

THE IDEA:
The way I'm doing this is a bit odd, yes, but here's the story:
My goal is to make DM levels that are different from the same old thing.  They may involve unique environments, heavy use of scripting, or else something that makes them stand out.  At least I hope!
The main gist of this was a level I'm calling DMDeity, based on a Krall Deity overseeing his different  realms, all tied together in a hub sort of way.  Originally, I was going to base the realms on the elements or some other theme, but I felt that was a bit tired and limiting, so I just tried to think of different environments.  Things progressed well until....
After pathnoding practically the whole thing and playing with a dozen bots, I realized that the darned thing is BIG.  Not only that, but I was experiencing unexpected slowdown.  I imagine that it was not only the hugeness of it all, but also my computer keeping track of so many bots (and a napalm weapon as well, which really ate up comp power I noticed).  It's taken me so long to make it up to that point (many months, granted it takes a while to learn UnrealEd) and I had already scrapped a previous level (DMCenobite... I wanted to wait
on this one and I'm glad I did, it'll be better than it was) that I figured it'd be a shame if DMDeity was too mammoth to run on people's systems adequately.  My system is nothing to get excited over; a P200 with 96MB RAM and a Voodoo2 (12mb).  It's adequate, but I know there's much better out there.  Several of you have written me and told me your system specs, and they're almost always better than mine, so that gives me hope that I can continue to push the envelope a bit- what's a bit sloppy on my system may be fine on the typical system!  That's part of the purpose of this test.  In any case, I thought that since the areas in Deity vary so much, people are bound to like some better than others.  Then it hit me- why not just seperate the hubs into their own little DM levels?  That would solve two problems instantly.  That would give me time to get feedback on areas already done, and by then I should have DMDiety done with a few new areas still unseen.
It looks like I'll be releasing a new map every week, until after 3 or 4 I should have the behemoth Deity ready.

THE LEVEL:

DMChessboard:  The simplest of the levels, it's a Morbias-style arena, and even though there is a rocket launcher to be had, it's not a rocket fest.  Weapons are limited and it's a fast pace.  I know some people excel at this type of board, I tend to get my butt kicked on it (I almost invariably come in dead last with bots).
Strategy is quite different from Morbias, which I can usually come in first in.  
I'm worried that there's a high processer load on this level, there are a LOT of movers going on.  You'll know what I mean when you see it.

The original idea for this level was to be a royal throne room, with two thrones overseeing the chessboard on opposite sides of the level.  As all things do, it evolved a bit, and I got much more involved with the chessboard, and decided to make it the focus of the level.  I got rid of the throne areas because I felt like the additional polygons wasn't worth it- all the movers (and there are a LOT) in this level slow things down.   The level got a ghostly feel all by itself.  I removed the 3 connecting tunnels which connect to Deity, and made a few modifications to make it more applicable to stand on its own.

LEVEL CHANGES FROM BETA VERSION:
1.  Changed awful "diety" typo
2.  More access to third level
3.  Changed a few textures
4.  Made the musical score 3 times as long
5.  Added secret area, rifles, rifle ammo

WHAT I'D LIKE TO KNOW:
Of course, are they enjoyable?  I know it can be hard to tell with a botmatch, and sometimes the bots just can't make a level fun like other people can.  If you have the ability to play it with other people, COOL!  I'd like to know.
Do they run fast enough?  I do push the limits sometimes, I'd like to know how bad things get.
Weapon placement good?  I shy away from the "clump the weapon with 2 of it's ammo" routines- I like to spread things out.  Do you like it this way?
And of course, anything else you'd like to tell me  :D  I'm all ears, for both good and bad!

-Damon, aka NarkyBark
psarris@cesium.clock.org
http://www.clock.org/~psarris
http://www.planetunreal.com/houseofstyle

