the Veldt
technical notes: maps

1 INTRO • 2 ENV_BUBBLES • 3 FOLIAGE • 4 LIMITS • 5 MAPS

The maps were generated randomly using David Hyde's GENSURF program (http://tarot.telefragged.com/gensurf). Like all of Mr. Hyde's work, Gensurf is a fantastic easy-to-use program. Gensurf automatically generates terrain for Quake-engine games. As such, there was relatively little manual-mapping done for The Veldt, with the exception of the occasional tower or bridge.

If someone can successfully integrate Merl's ZHLT Compiler tools' "maxdistance" feature, that would be great. My attempts to implement it ended up with the hall-of-mirrors effect. The Veldt uses liberal amounts of Brown Fog (located within CL_DLL\TRI.CPP), but it is not fully taken advantage of.

There is a rudimentary single-player mini-game included. Upon defeating a "wave" of enemies, the player will progress to the next "wave." Each successive wave has more enemies. Think something like Smash TV.

Maps for The Veldt include:
WEAPONS
A brief description of player weaponry:

RIFLE: An automatic rifle with a 30-round clip.
    Primary fire:   pulls the trigger
    Secondary fire: toggles sniper scope.
GRENADE: a 3-second fuse handgrenade.
    Primary fire:   prime and throw.
    Secondary fire: prime and drop.