================================================================================ * QUAKE II LEVEL INFORMATION * -------------------------------------------------------------------------------- TITLE : Burial at Sea FILENAME : water.zip .ZIP CONTENTS : pak0.pak water.txt AUTHOR : Jed Kirchner E-MAIL : hkirchner@conknet.com HOMEPAGE : www.angelfire.com/nh/rdp DATE : 12/01/1999 GAME PLAY TYPE : SinglePlayer -------------------------------------------------------------------------------- * LEVEL DESCRIPTION * -------------------------------------------------------------------------------- Somethin' I've been working on for a loooong time. A nice 5-map spq2 unit for y'alls (see STORY for more info). This is my first Q2 level so feel free to email me and tell me what you think. -------------------------------------------------------------------------------- DIFFICULTY SETTINGS ? : Yes NEW TEXTURES ? : Yes NEW SOUNDS ? : Yes CD TRACK # : 9? -------------------------------------------------------------------------------- * PLAY INFO * -------------------------------------------------------------------------------- Unzip water.zip TO YOUR QUAKE2 DIRECTORY. >>IMPORTANT<< Remember to check "Use Folder Names" in WinZip. The contents will then be unzipped to /quake2/water. Now create a shortcut to Quake2 and add to the command line: +set game water +map water +set skill x (where x=0,1,2, or 3) -------------------------------------------------------------------------------- * STORY * -------------------------------------------------------------------------------- A hand grasps your shoulder, awakening you from your troubled sleep. You open your eyes and see the Stern, cold visage of Lieutenant Zick leering at you. "Listen Bitterman," he barks "we'll be arriving at 17:00 hours so try and get some sleep, huh?" "That sounds like something I was doing before you woke me up, jackass." you think to yourself as you settle back into your seat. Something pointy jabs you in the back. You reach behind you and find your F1 computer, on which all of the mission data is stored. You decide that there's no way you're going to get any sleep now now so you might as well review the mission one more time. You hit the button and the screen flickers to life, displaying the details of the task that awaits you... Mission Briefing +++ CLASSIFIED INFORMATION +++ As you may or may not know we lost contact with the Sector 1 Shipping Facility located on Oceana (a watery planetoid that is actually a moon of the planet Selenus) about 3 days ago. We had received reports of Strogg activity in this sector prior to this occurance so immediately we assumed the worst. The aforementioned location is a small offshore shipping port on a sparsely populated planet and it seems like an unlikely target for a Strogg attack so it occured to us that there might be something else that the Strogg are after... You see, located in the lower levels of the shipping facility is a secret government laboratory where experiments were being conducted on a device (the nature of which is highly classified and needn't be disclosed here) that could prove to be very dangerous were it to fall into the wrong hands. In the event of an attack on the facility personnel at the lab were instructed to encode the data from the experiments onto a Data CD and use the aforementioned device to hide the CD somewhere the enemy would be unable to reach it. We can only hope that this procedure has been carried out because it is the basis of your entire mission. Your objectives are as follows: 1. Enter the Sector 1 Shipping Facility undetected. 2. Find the Data CD containing all the data from the experiments. 3. Decode the Data CD using the main computer in the com center 4. Secure the landing area so a dropship can come pick you up. Intel reports show that aside from a few outer buildings that lost their structural integrity in the attack most of the facility is undamaged although you may need to restore power to a few areas. There also exists the possibility that a few scientists have survived the attack and have taken shelter inside certain areas of the lab. You must protect them at all costs as their cooperation may prove vital to the success of this operation. After the preceding has been (hopefully) carried out we will nuke the facility from orbit thus completely destroying any useable data or equipment contained within the lab. No matter what the outcome of your mission destruction of the facility will commence at 21:00 hours so in other words if you value your life failure is not an option. General Woodsy Mcmoses +++ END TRANSMISSION +++ -------------------------------------------------------------------------------- * CONSTRUCTION * -------------------------------------------------------------------------------- BASE MAP USED ? : No, New Map PREFABS USED ? : Sewerpipe prefab by Face the Slayer, Mine door prefab by AzrKnight, and some computer prefab by Jack Davis EDITORS USED : Qoole 2.5 (map1) Worldcraft 1.6 (maps 2-5) UTILITIES USED : ArghRad 2.01 GenSurf 1.7 Beta Wally 1.39H Beta Qped 2.0 .txtGen Mapspy 0.7 KNOWN BUGS : In map3 it is possible to see other parts of the map thru the sky if you run to this one window before a certain areaportal closes. A bunch of console errors at the begining of map3 caused by my use of target_actors. None of them affect the game in any way, though. Alright, this one is kinda IMPORTANT. In map3 when you are escorting scientists (you'll know what I'm talking about when you get there) if one of them gets hit by a monster that is aiming at you there's about a 40% chance that it will screw him up so if you see one of the scientists wandering around aimlessly or following a monster around then just tell yourself "I am not lucky" and reload a (hopefully) saved game. The best way to avoid this bug is to clear out all of the monsters in the scientist's path ahead of time. The are some monsters that are supposed to attack the scientists but due to my mad point_combat placing skillz a hit from them shouldn't screw the scientists up. You may occasionally have to gib some of the bodies in their paths, though. Skies 1 and 3 don't look all too great in software mode A few tiny brush misalignments in map1 caused by a certain Quake Object Oriented Level Editor. -------------------------------------------------------------------------------- * CREDITS * -------------------------------------------------------------------------------- id Software : they did make Quake2 didn't they? Xatrix Interactive : for making a kickass mission pack for Quake2 (which I may have used a few textures from) David Hyde : for making Gensurf & Mapspy, letting me use his textures, and answering so many of my questions at RUST Face the Slayer : beta testing and sky1 Rechurch : Lots of the custom sounds are from his Levelsfx pack. I really like the exploding spikes in Awakening, too! aDarcjedi : I got lots of the custom textures and the other 2 skies off his site at www.telefragged.com/soup Neil Manke : Used one of his sand textures from CM3 biG bOppA : Actually, I'm not sure WHAT he did... Anyone else who helped me at the RUST forums -------------------------------------------------------------------------------- * COPYRIGHT/PERMISSIONS * -------------------------------------------------------------------------------- Authors MAY NOT use this level as a base to build additional levels. You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH NO MODIFICATIONS. If you don't co-operate, then DON'T DISTRIBUTE IT IN ANY FORM. This LEVEL may be distributed ONLY over the Internet and/or BBS systems You are NOT authorized to put this LEVEL on any CD or distribute it in any way without my written permission. Quake II © 1998-99 id Software. All rights reserved. [END OF DATA]=========================================================[.txt|Gen]