Pak0, Pak1, pak2 Quake II ///// ///// ///// ///// ///// ///// ///// ///// Pak3 1964-echos of the past By J.F.Gustafsson In december 1943 when the world was on fire a strange force arrived to central Europe just a couple of mile south of Berlin. The ship they arrived in was a big black metal box in the shape of an egg. There it stood, silent, for five days. Then the ship took off. 19 hours later a huge earthquake stroke the entire world and about 80% of mankind became victims of the disaster. two weeks later the black ship returned with a fleet of smaller ships, probably about a thousend of them landed on different places on our planet. The world was now in the hands of Quake forces. Their technology and weapons was too much for the human soldiers. Most of them turned into slaves or just ended up dead. But some of them was able to hide into the caves created by the big earthquake. Life could go on into those caves for years and a resistence movement was created. Now, 20 years later the quake forces are determined to erase all of the resistence forces. You are one of the human soldiers, trapped in a cave after a hard attack. All of you friends are dead and you will need to get out of the area to warn people on other places. GOOD LUCK! 1964com.txt 9/09/98 Play information: A Quake2 single player episode including 8 levels. : Levels are: 1. 1964-Echos of the past (you have probably seen this before) 2. Fuga da installation 3. The area turns red 4. Los tubos 5. En svensk tiger 6. The wet spot 7. Reflected by time 8. El lider superior Single Player : Yes DM : Yes Difficulty set : Yes New Graphics : Yes (By Iikka "Fingers" Keranen. Check out credits.) : Some posters and stuff added by myself as well. : (You will know them when you see them). How to Play : Unzip the pak.0pak into a new directory. : Name it 1964 : Ex. C:\quake2\1964 : Run the .bat file and begin your quest. : If you use the compability mode, use the : 1964Cm.bat file Construction: Worldcraft v 1.6 reg, new levels built from scratch. Known bugs : None known? Construction : About 8 weeks on and off. Designer : J.F.Gustafsson Soulcrusher@swipnet.se Add. Credits : Iikka "Fingers" Keranen (ikeranen@mail.student.oulu.fi) : For creating the wonderful new textures. Read his Iktex01.txt file : for further information : EutecTic (jfgrol@cam.org) for creating the Turret : prefab I used in the 1964e level. : id software for quake2 : Worldcraft : BeZon for lending me his p300 to run the full vis. * Copyright / Permissions * This levelpack is by J.F.Gustafsson 1998. You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission! You MAY distribute this .0pak through any electronic network (internet, local BBS etc.), provided you include this file and leave the archive intact. ================================================================ Title : IK texture pack for Quake2 levels Date : 1/4/1998 Filename : iktex01.zip , ik/*.wal, iktex.bsp Author : Iikka "Fingers" Keranen (use ä instead of a in "Keranen" in html..) Email Address : ikeranen@mail.student.oulu.fi Home Page : www.planetquake.com/ikq/ (visit there!) Snail Mail Address : Iikka keranen (send me your money!-) Kiiskitie 4 FIN-93400 Taivalkoski Finland Description : This is my first released texture pack for Quake2. It contains 110 textures made from scratch, originally for Quake1 as ikbase.wad. I will probably update this pack with new textures if/when I do some... Additional Credits to : Who ever wrote Deluxe Paint on 80's. It's still the best paint program for 256-colour modes. ================================================================ * Information * This is a set of textures that can be used in add-on maps for Quake2. These textures are required on your hard disk if you play a level that uses these textures. (I might do some, and at least one guy who forced me to release this pack had better to do too :) Place the .wal files in quake2/baseq2/textures/ik/ . If they are in any other directory, they won't work with my possibly upcoming maps... * Construction * Base : from scratch Editor(s) used : Deluxe Paint (the oldest version, 1985 or so..) Imap (my own program) Image Alchemy shareware v1.9 Pcx2wal (my own) Known Bugs : Bugs in textures? Hmm.. I don't think so. (Though not all these textures have been used/tested yet..) Build Time : 2 minutes to convert from ikbase. 30 minutes to figure out the stupid winblows zip compressor. * Other Info * Get IKSPQ5 level for Quake1 to see these textures in action. It is available at http://www.planetquake.com/ikq/levels.htm . * Legal Stuff * These textures may be freely used and distributed, under the following conditions: - My name (Iikka Keranen) is mentioned. With single levels, the "Additional credits" section is where you put my name. With conversions and level paks, or projects involving several people, I would be in "authors". - No money is charged for distributing this texture wad or ANY PRODUCT USING THESE TEXTURES. I am the only person who has the right to get money for selling these textures. You use them for free, you distribute them free! - These textures are not modified without my permission; Modified textures remain my property. - This text file (iktex01.txt) is included in the product (.zip file or other) and is mentioned in the product's own text files. - Commercial distribution is prohibited. Or ask me, $10k could be enough to change my opinion. :) ///// ///// ///// ///// ///// ///// ///// ///// Pak4 DOOM: The first 9 Episodes First, I would like to thank the following people for helping me out in this labor of love. I met all of them on PlanetQuake's Q2Mapping List. They are responsible for answering the many problems I encountered during this endeavor. They are: Jeff Kieke, Trance, Thomas Aseylum "Escapee" Lees, Gordon White, and KoolMidX. Additional thanks belong to Robert Duffy, QERadiant's author, without which, this task would have been much more difficult. Thanks to Tim Wright, for ArghRad!, a beautiful program. A special thanks to David Hyde, creator of GENSURF, which I used to create some of the outdoor landscapes Thanks to all the iD Software computer nerds, who made it all possible. The original DooM, including textures, music, and levels are all theirs, as is, of course, Quake 2. Without these guys 'n gals, none of this would have been possible. -------------------------------------------------------------------------- Shortly after slogging through Quake 2, I was bored and decided to re-play the original DooM. The step back into Time reminded me how far computer games had come in only a few short years. The cartoon graphics and 2-and-a-half dimensional world of DooM was a far cry from the finely rendered world of Quake 2. As of this writing, the Quake 2 standard is becoming passe. I reasoned that there must be more people who may want to reminisce, but with all the fast machines and video accelerators, wouldn't it be much better to re-experience Phobos Moon under the Quake 2 engine? ENTER THE STORY LINE: The Stroggs, having had their butts kicked, decide to flee to the ancient moon of Phobos. They land there and begin to re-build and take over the complex. It's your job to return to Phobos and do it all over again. Deja Vu... That's it. Who reads story lines anyway, except game magazine editors? -------------------------------------------------------------------------- Technical Notes: 1. In maintaining the exact dimensions of the DooM world, I found that the Quake 2 player was a little taller. Occasionally, you'll find yourself having to crouch to get under a doorway. In most cases, I modified these low spots. You'll still find a few here and there though. 2. Don't expect to find any of the original DooM monsters---I couldn't find any modelers willing to help me out in this area. For me to learn modeling would have added another year to this project. 3. Switches "blink" on and off instead of changing from "off" to "on" when you press them. Not all of the original DooM switches were used, only the ones with lights. Some switches that were set into angular walls disappear into the wall, no matter what I did to change the lip pixel size. 4. The Doom textures were all converted to the Q2 palette, since I also used some Q2 textures. Most of them converted well, while others required a lot of manual re-sampling (most notable was DooM's 'Exit Door' texture.) None of the TekWall textures converted well, so I replaced these with some similar textures already found in Quake 2. 5. I gave a lot of thought to taking advantage of Q2's capabilities. I wanted to maintain the original feel of DooM as much as possible. There are a few levels where I augmented the levels. E1M5, for example, had all the slime pits replaced with interconnected water pools, complete with lights and killer fish. In other areas, I used David Hyde's GenSurf to add rolling landscape and water ponds. 6. Lighting was an important consideration while I was making these levels. Some of the DooM levels were quite dark, and I was loathe to maintain this murkiness. Therefore, you'll find most of these levels a little brighter than their originals. One thing you'll notice is the liberal use of spotlights. I had to avoid replicating some of DooM's blinking areas where there were heavy concentrations of monsters, as they drastically slowed down game play. I tested the levels on 3 different machines: a vanilla 200 in software mode, a PII 300 with a Voodoo 2 card, and a 450 mhz professional graphics workstation using a $1,200 32-meg Oxygen 402 card. The first machine displayed acceptable graphics, while the Voodoo 2 machine displayed the levels brighter than I liked. The NT machine showed the levels as dark and hard ot see in some places. 7. Doors and keys: Q2 only has blue and red keys, so the yellow doors in this DooM use Q2's other keys and passes. I took liberties with door movement. Some doors go down, some so sideways, and so on. Since keys are "used up" in the Q2 engine, all keyed doors remain open once unlocked. 8. Placement of health items, weapons, etc: I carefully duplicated DooM's placement of these items, although the two games differ. Since Q2 allows the player to maintain item inventory when changing levels (DooM started you at the bottom each time you moved to the next level), savvy players will find there may be too many health bonuses or weapons. In DM play, there may not be enough. 9. Monsters: I initially tried to replace DooM's bad guys with one-for-one swaps using Strogg monsters. This proved to be an impossible task, since the DooM creatures were much easier to knock off than the Stroggs and there really are no comparison between the two games. So I gave this up and used my imagination. One note here: none of the monsters re-spawn in these levels. 10. Deathmatch and Team play are duplicated, with the orignal spawn points found in DooM. Sorry, no CTF. 11. Any Quake mapper will tell you, "Don't make large, open areas!" since they slow down game play. Unfortunately, DooM had a few of these large areas, especially outer courtyards. I kept monsters to a minimum in these areas. You may experience some Z-buffer problems in a coupla of levels where there is a lot of distance. 12. Strategy: The Quake2 player can jump, whereas the Doom grunt could not. This will change the way a level is solved and in some cases, trap the player inadvertently. You have been warned. -------------------------------------------------------------------------- Software used: Editor used: QERadiant Graphics: Wally, PhotoShop, WinTex, Graphics Workshop, Corel PhotoPaint, and SkyPaint_GE Other: WADAuthor, WadED (These were my reference programs), GenSurf, ArghRad Author: Terry J. DeLaney (www.homestead.com/ricebug) If you want the CD, contact me. It includes re-recorded music of the original DooM. These tunes rock! No charge, of course. ///// ///// ///// ///// ///// ///// ///// ///// Pak5 : Mel Soaring 5: Ancient Rigby BSP Name : alk06a.bsp, alk06b.bsp Author : Shaun Ross aka [Kona] Release Date : March 2000 Email Address : alkali@ihug.co.nz Home Page : http://render-seed.cjb.net Ethereal Hell: SP Map Reviews http://etherealhell.cjb.net Map Description : Ancient Rigby is one of the very few Quake style castle levels for Quake2. Using all new textures, this gigantic level (split into two) uses unique design and curves, along with over 150 enemies in a blast-fest style. Storyline : Your name is Mel Soaring, a war criminal who escaped Earth and now lives on a planet named Meeylark. With you is a small popular of Iron Maiden who are your followers. With them you have defended your tiny planet against the Strogg and Humans, however recently there has risen a new threat. Only two planets away is a small moon, which just recently you have detected Strogg are building forces on. Apparently, there are very few there, but are mostly situated in an ancient castle known as Rigby, while new bases are built. It is your job to shut it down! You must enter Rigby Castle, annihilate Strogg forces and murder the leader. Other Info : Please email me if you liked this level. Nearing completion of this level, I pieced it all together and found that it was too big and qvis3 couldn't handle it! I ended up spending over 10 hours cleaning it all up, and deleting over 1000 brushes. The difference between this map and my others (which never had a problem) is that most of the rooms are bigger and there have been many curves used. Unfortunetely, making it all one level was not going to happen without many more hours work. So I decided to split the level up into two, which is a great pity as I had taken great care in making everything link up nicely. So, my advice is to try and think of this as one big level, with a bit of a loading section in between :P You end up back on the first level at the end. Other maps by Author : Mel Soaring series: Feb 00 - Mel Soaring 4: The Savage Sanguine (Q1SP, Alk05) Dec 99 - Mel Soaring 3: Tomb of the Makron God (Q2SP, Alk04) Oct 99 - Mel Soaring 2: Star Rancor (HLSP, Alk03) Sep 99 - Mel Soaring : Hear Me Roar (Q2SP, Alk02) Other: Mar 00 - Operation Urth Magik (Q1SP PC) Nov 99 - Pillars of Pain (HLSP) Mid 98 - The Alkado Adventure (Q1SP PC, Alk01) Deathmatch: Apr 00 - Abhorrent Bone (Q3DM Alkdm03) Feb 00 - Ravages of Sanguine (Q1DM Alkdm02) Dec 99 - On A Dreary Night (Q2DM Alkdm01) Additional Thanks to : Ben Morris for Worldcraft, ID Software for Quake The guys who made TexMex and Quark4 Hexen2 and Praevus for the textures! Also thanks to whoever made the sky Thanks to Jed and Auhsan for testing it ================================================================ * Installation * Unzip into the Quake2 Directory, a directory will be created called alk06. Then run Alk06.bat in that directory. Choose the skill level at the prompt. Otherwise type - quake2 +set game alk06 +map alk06a +set skill # * Play Information * Game : Quake2 Single Player : Yes Cooperative Play : No Deathmatch Play : No Difficulty Settings : Easy-122 Medium-141 Hard-156 * MAP Information * Solids : 1699, 1822 Faces : 10619, 11231 PointEntities : 510, 569 SolidEntities : 87, 81 New Textures : All new, from Hexen2 and some from Praevus New Enemies/Sounds : Several new sounds (mostly different spooky winds) New Weapons/Quakec : No * Construction * Base : From scratch Construction Time : About a month Build programs : Qbsp3, Qvis3, Qrad3 Build Time : QBSP3 - 38, 40 QVIS3 - 3404, 2960 QRAD3 - 1224, 543 Compile machine : P3 450mhz, 128mb RAM, Riva TNT2 Editor used : Worldcraft 1.6a Known Bugs : monster_boss2 stuck in solid at console, do not worry as the solid is gone by the time the boss teleports in. * Copyright / Permissions * You may NOT use this level as a base to build additional levels! You may distribute this BSP in any electronic format (BBS, Internet, PC/Game Mag cover-CD, etc) but you MUST inform me before you do this. ///// ///// ///// ///// ///// ///// ///// ///// Pak6 AGE OF PANIC By J.F.Gustafsson Age of panic.txt 4/17/98 Play information: A small Quake2 single player level pack. Single Player : Yes DM : Yes, except for the ...end level. (wouldn't work) Difficulty set : Yes How to Play : Unzip the files into a new dir. called quake2\Age. Then just run the Age.bat file Construction: Worldcraft v 1.6 reg, new levels built from scratch. Known bugs : None known? Construction : About 4 weeks, on and off. Designer : J.F.Gustafsson Soulcrusher@swipnet.se Credits : Roman Fierek, thanks! : id software for quake2 : Worldcraft : Quake2 Workshop * Copyright / Permissions * This level is by J.F.Gustafsson 1998. You are NOT allowed to commercially exploit this levelpack, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission! You MAY distribute this .pak through any electronic network (internet, local BBS etc.), provided you include this file and leave the archive intact. ///// ///// ///// ///// ///// ///// ///// ///// Pak7 : "Defiance" Description: : Single Player 6 map Unit for Quake II Filenames: : Defiant1.bsp "Landing Zone" Defiant2.bsp "Installation" Defiant3.bsp "Blackhole" Defiant4.bsp "The Axial Phenomenon" Defiant5.bsp "Metamorphosis" Defiant6.bsp "The Great Escape" Author : Dave Waters, Long Beach, CA, USA Alias : Homer[CK] E-mail Address : baseman@msn.com Authors Homepage : http://www.gibbed.com/clan-kevorkian Authors Other levels : Homersq2-1 thru homers20 for Q2 DM. "Covert Operation" (SP) filename-covertop.zip Credits :Special thanks to Worldcraft, and Id Software. Quake 2 rules ! Thanks to Ali...kings@cypronet.net for the cool atv I used in the end map. (I altered it some for my use). Here we have a nice little night time mission for your fragging pleasure. This unit is just a little shootem-up for you people who like sp. There is nothing really fancy, but a lot of bad guys to gib. The second map, Defiant2, serves as a hub. After going to several of the other maps, you will go back to it where you will connect to the next map. Travel back and forth between all maps is possible, so you can go back to get that health or ammo that you passed up before. There are secrets to search for in all the maps, except the last map, which is the ending. The secrets are important to find, as they will help you to survive to the end of the unit. I only play on hard+ skill setting, but made it a little easier for those who want medium skill. There is no easy skill setting. Medium skill setting is probably too easy already. I was generous with ammo, so you won't need the pee shooter. All weapons except the hyperblaster and bfg are available. Some of the more powerfull weapons come early in the game, but ammo for them is limited, so don't be foolish with them. If you find yourself picking up ammo cells and don't know why, it's because you missed the secret that has the power shield. There is plenty of health if you are not too gun-ho, maybe even too much but oh well. Your mission computer will tell you where to go and what to do so you don't wander around aimlessly (so use it !). There is a lot to do and a lot to see in this unit, so enjoy it and don't be too critical of it. I made the maps small to make it easier for me to compile them, and easier for you to go back and forth between them without traveling long distances. The pace is very linear, and there are a few small areas to explore that are not critical to the game goals. Enjoy ! 10/30/98 *** Installation Instructions *** DO NOT PUT THE PAK FILE IN BASEQ2 !!! Make a new folder in your Quake 2 directory and name it "Defiance". Extract ALL files in this zip to the Defiance folder. Use one of the shortcuts in the Defiance folder to run the game: Defiance1.bat for medium skill, or 2 or 3 for hard or hard+ skill settings, respectively. The easy skill setting is the same as medium for this unit. I only play on skill 3 myself, so you may find it kind of easy on skill 1. *** Hardware *** This software was designed for users with 3dfx (or equivalent) acceleration. If you don't have it you may experience some slowdown or faded areas in certain parts of some of the maps. Overall, it should play ok on any decent system, even in software (UGH !) mode. I recommend a MINIMUM system of: CPU-200 mhz.; 32 megs. RAM; and 3dfx 4 megs. If your system is better, that's great, Enjoy ! ====================================================== * Play Information * Single Player :Yes Cooperative :No Deathmatch :No Recommended players :1 DM Starts :0 CTF :No New textures :Yes New Sounds :Yes Difficulty Settings :Medium and Hard Exits :Yes Demos Replaced :None * Construction * Base :Scratch Build time :8 weeks Compiler :AMD K6-2/300; 128 megs.PC-100SDRAM / Viper330 / 3DFX VOODOO II Bugs :The monster kill count for defiant5 "Metamorphosis" will be incorrect due to one of the special effects on the level. Just follow the mission computer orders, and kill all the baddies you find and move on and don't worry about it. Please forward any comments to Homer[CK] about this map, and report any other bugs found to the E-mail address above. Thanks ! ======================================================= * Permissions * This unit may be used and distributed freely, as long as the archive remains intact. You must get my permission to put this map on a CD or any other type of electronic media if you intend to sell it. Quake and Quake 2 are registered trademarks of ID software. * My Stuff * Homer is a member of Clan Kevorkian, where our motto is: " Let us put you out of your misery " Check out our websites at : http://www.gibbed.com/clan-kevorkian http://home1.gte.net/mortus Homers maps are available for download from either website, or cdrom.com. If you live in the greater Los Angeles/Orange County area, you are free to join in on one of our Death Tour LAN parties. Contact us through our websites. Thanks and happy fragging.......Homer[CK] 10/30/98