Progetto Genoma: return to Hell It's been ten years since Hell. Ten very long years. Oh, there have been other missions, but nothing like Hell, and finally the Powers That Be in Military Command saw the wisdom of a desk job, helping get other poor shmucks ready to go off and fight the Strogg. Ready to go off and die, in other words. Meanwhile, the nightmares are beginning to taper off, maybe one a week, now. Not great, but compared to several times a night, something that can be endured, maybe, with the help of friends Johnny Walker and Jack Daniels... And now it's back to Hell. Oops, the official name is stil Hideaway. No, screw that, it's Hell, and nothing but Hell. While our attention was on other things, other battles, other planets... the Strogg took a page from our book and snuck up on Hell and took it back from us. Seems they left something behind, something mighty valuable, whatever it was. Valuable to them, at least. This was a couple of years ago, and Military Command did not have the time then to deal with the incursion. Idiots! Now the damned Strogg have had time to build new levels to their fortifications, so they can hold out against any odds, no matter how strong the invading force. They've been sneaking in troops so that their garrison is even greater than what we faced in the great battle on Stroggos. They'be been growing some new ones, too, using the data they beamed out before they got their clocks cleaned ten years ago. Tougher, more heavily armored, more powerful weapons. OK, so there are more of them, better fortified, more powerful weapons, tougher. Sounds like a job for a NovaBomb, with a few planet busters as an appetizer... Nope. The Powers That Be tried their standard infiltration of heavily stealthed intelligence troops. Same result - a little information, mostly on those new and improved Strogg, and no troops returning. Stirred up the Strogg pretty well, too, so the beast-machines are on high alert. The information was tantalizing, though, to somebody with a strong stomach, and the Powers That Be want to know more. In their desperation to get that information, they are falling back on what worked in the past: send in some poor dope with minimal weapons and equipment, in a heavily stealthed lander, and hope they get something back, anything at all. It worked before, and all things considered, it is not that much of an investment, just one poor dope. Pick a proven survivor, if possible, to increase the odds. Guess who they decided to send, who will be returning to Hell. Oh, well, if the Strogg blow my head clean off my fool body, at least the nightmares will finally stop... -------------------------------------------------------------------------------- Author : Mark Shan Filenames : genome.BSP The ancient castle 105 enemies barselev.bsp Main switch centre 110 dungeon.BSP Dungeons' laboratory 100 bridge.BSP The bridge 115 lascontr.BSP Laser control centre 120 cdtowers.BSP Cds Towers 245 enercent.BSP Energy production centre 110 transfor.BSP Energy transformers' area 140 genelab.BSP Genetic research laboratory 125 bigmass.BSP Huge massacre 300 labout.BSP The main castle 100 maincast.BSP Makron's Halls 51 makhall.BSP The Absolute Evil's core 42 total 1663 Version Date : 15.03.2001 Email Address : markshan@tin.it Home Page : http://utenti.tripod.it/shanks/mark.htm =========================================================================== c r e d i t s: play testing Jay Aiken jaaiken@nc.rr.com textures from "Zaero" by Team Evolve http://www.teamevolve.com Sean Johnson sean@dpsoft.com http://www.geocities.com/SiliconValley/Vista/5859 Adam Cooper adamc@axionet.com Jim Nobles jnobles@multipro.com Dave Bulow http://www.planetquake.com/davebulow MeanArena (Quake3 textures) http://www.planetquake.com/meanarena Models , pics new weapons new monsters The Reckoning MP http://www.activision.com/games/quake2mp1 Env. maps from The Reckoning MP http://www.activision.com/games/quake2mp1 Prefabs Scud Scud@aurum.net.au Re-fabricator william@daark.demon.co.uk ========================================================================== * New Weapons in " Progetto Genoma: Return to Hell" Ion Ripper: The Ion Ripper fires blasts of glowing energy boomerangs capable of ricocheting off walls. The Ion Ripper is the perfect weapon for launching attacks around corners and areas out of your line of sight. Phalanx Particle Cannon: The Phalanx Particle Cannon emits two quantum accelerated magnesium slugs at unsuspecting foes. This weapon delivers heavy firepower, but should be used with extreme caution at close range. Trap: Lay the Trap on the ground and watch as it sucks nearby enemies inside and turns them into power cubes for you to devour. Most marines have said it tastes like chicken. * New Military Supplies Mag Slugs: These are the magnesium slugs that are used in the Phalanx Particle Cannon. Dual Fire: The Dual Fire temporarily accelerates your weapons rate of fire by a factor of two. * New Enemies GEKK Description: A lightning-fast amphibious creature that lives and hunts in the planet's proto-swamps. Defense/Weapon Analysis: Medium Comments: Commonly found in packs, these creatures will hunt you down, leaping from the shadows to claw or bite. REPAIR BOT Description: Better left alone, these hard-working robots can usually be found repairing doors, lights, and other types of equipment. Defense/Weapon Analysis: Easy Comments: Keep you eye on these guys - though innocent looking they also have the ability to awaken dead Strogg from eternal sleep. * Modified Enemies in "Progetto Genoma: Return to Hell" RIPPER GUARD Modification: His arm-mounted weapon has been modified to accommodate a body-shredding Ion Ripper. Defense/Weapon Analysis: Easy/Medium Comments: Watch for the Ripper projectiles ricocheting off of surfaces - it may miss you the first time, but find it's target on the way back. HYPER BLASTER GUARD Modification: These troops have a modified version of the Hyper Blaster as a deadly prosthetic. Defense/Weapon Analysis: Easy Comments: Though easy to defeat, these troops' piercing blue energy rounds will make quick work of unsuspecting marines. LASER GUARD Modification: Advancing Strogg technology has given these guards the ability to mount a high-powered laser on their arm. Defense/Weapon Analysis: Easy Comments: The Laser Guards have a keen eye and an advanced ability to track their targets. Stay clear of that laser, marine. BRAINS (Beta Class) Modification: When revealed, his tentacles will pull you within range of his slashing hooked arms. When out of tentacle range, lasers from his eyes will cut his prey in half. Defense/Weapon Analysis: Medium/Hard Comments: With both a short and long range attack, this is definitely an enemy you want to take out quickly. IRON MAIDEN (Beta Class) Modification: Her arm-mounted rocket launcher has been modified with heat-seeking rockets that track their targets. Defense/Weapon Analysis: Medium/Hard Comments: This bitch is bad news. Her rockets will track your ass down, but they won't track around objects. So if she fires one off, look fast for cover. GLADIATOR (Beta Class) Modification: This mutant's shoulder-mounted weapon has been modified to fire Phalanx Particle Cannon rounds. He has also been fitted with protective energy armor. Defense/Weapon Analysis: Medium/Hard Comments: Persistence is the key in defeating this powerhouse. You must first deplete his energy armor, then you can move in for the kill. SUPER TANK (Beta Class) Modification: The ultimate combination of man and machine has been enhanced with powerful energy armor. Defense/Weapon Analysis: Hard Comments: Only one thing matters when it comes to defeating this beast: Fire-power. You can't have too much of it. -------------------------------------------------------------------------------- p r o g r a m s u s e d: QEradiant http://www.qeradiant.com Virtus DeathmatchMaker II http://hometown.aol.com/dmm2editor/index.html Wally http://www.telefragged.com/wally Ulead Media Studio 5.2 Audio editor http://www.ulead.com Paint Shop Pro http://www.jasc.com Adobe Photoshop 5.0 http://www.adobe.com ========================================================================== p l a y i n f o r m a t i o n: Game : QUAKE 2 Single Player : YES Cooperative : NO Deathmatch : NO Difficulty Settings : YES New Stuff : Includes new textures, sounds, weapons, monsters Build Time : December 2000 - March 2001 Compile machine : Athlon Thunderbird 1000 Mhz - 256 MB RAM - Ge Force 2 GTS video card Pentium III 500 Mhz - 256 MB RAM - Voodoo3 3000 video card Test machine : Athlon Thunderbird 1000 Mhz - 256 MB RAM - Ge Force 2 GTS video card Pentium III 733 Mhz - 512 MB RAM - GeForce 2 GTS video card Pentium III 500 Mhz - 256 MB RAM - Voodoo3 3000 video card Pentium II 266 Mhz - 64 MB RAM - Savage4 32 MB video card Know bugs : 1- You may occasionally experience problems restoring saved games in level "The ancient castle" 2- If you use tricks as "give all" an error message "Map overflow" may appears in some locations 3- HOM in level "Laser control centre" and "Dungeons' Laboratory" =========================================================================== How To Use This Level: You need the full registered version of Quake 2 to play these levels. You should also download the newest version of Quake 2 from id Software (www.idsoftware.com) before playing. To install this ZIP: Extract all the files into a new folder in your Quake 2 folder called: return ( ex: c:\quake2\return) Then click on : Progetto Genoma:return to Hell .bat file and choose your skill or In Quake2, bring up the console (~ key) and type in: skill % (0=easy 1=medium 2=hard) (default is medium) game return map genome =========================================================================== Copyright / Permissions: Quake 2 (C) id Software (www.idsoftware.com). All rights reserved. This level or the contents of this ZIP file MAY NOT be distributed in any form unless the ZIP archive is left intact and unaltered. This level (ZIP) may not be commercially exploited or sold in any way without my written permission.