Pak21 SPACE ODYSSEYS: part 1, part 2, part 3 =================================================================================== SPACE ODYSSEYS =================================================================================== Title : Space Odysseys Filename : sody.bsp; sody1.bsp; sody2.bsp; sody3.bsp sody4.bsp; sody.txt Author : Yuri Davidov (DYV) Email Address : dyv@users.ldc.net Date of release : August 26, 1998 Description : Single Player Quake II maps ========================================================================================= Prologue. So,we have won! The war is over. A lot of enemy ships and bases are captured. Now we are extracting magic crystals at these bases. I have been sent here to do the most peaceful job: to transport those crystals to Earth. And I have a choice: to hibernate or to die of boredom... ========================================================================================= THANKS TO: id Software Robert Duffy for QERadiant - http://www.planetquake.com/qeradiant Ravages of Radiant - http://www.planetquake.com/ravage RUST - http://www.planetquake.com/rust ========================================================================================= * Play Information * Game : Quake II Level Name : Space Odysseys; The beginning: Strogg battle cruiser; Strogg asteroid; Strogg leaders in rock File name : sody.bsp; sody1.bsp; sody2.bsp; sody3.bsp sody4.bsp Single Player : Yes. Cooperative : Yes. Deathmatch : Yes. Difficulty Settings : Yes.(medium is recommended) New graphics : No. * Construction * Base : Crystal Planet (dyv1.bsp). It's my map for CTF mainly. Build Time : sody1.bsp ~ 4-5 weeks; sody2.bsp ~ 3-4 weeks sody3.bsp ~ 1,5 weeks; sody4.bsp ~ 1 week; sody.bsp ~ 2 hours(I have used my prefabs) Editors used : QERadiant. Compilation : sody.bsp - 30min; sody1.bsp - 5hours 32 minutes 1 sec sody2.bsp - 2 30 17 sody3.bsp - 11 50 2 sody4.bsp - 6 40 35 ============================================================================================ Platform used : P2-266MMX 128MB RAM, Matrox Millenium II AGP 4 mb and Monster 3D II 8mb Known Bugs : None. -------------------------------------------------------- * Loading information * - Put sody.bsp, sody1.bsp, sody2.bsp, sody3.bsp and sody4.bsp in the /quake2/baseq2/maps/ directory. - Start Quake2. - Pull down console, type "map sody". Press enter. * Copyright / Permissions * This levels is (c) by Yuri Davidov, 1998. FOR INTERNET DISTRIBUTION ONLY Do not put this levels in any sort of commercial product. You are free to copy this file for personal use, or to make it available for redistribution in its electronic format, provided that: (1) it remains wholly unedited and unmodified, (2) no fee or compensation is charged for copies of or access to this file, and (3) this copyright notice remain attached Commercial distribution requires prior agreement by the author. =================================================================================== SPACE ODYSSEYS part 2 =================================================================================== Title : Space Odysseys part 2 Filename : sody_p2.zip containing:pak0.pak and sody_p2.txt Author : Yuri Davidov (DYV) Email Address : dyv@users.ldc.net Date of release : October 15, 1998 Description : New Quake2 Single Player levels ========================================================================================= The previous levels: "Space Odysseys": sody.zip (sody.bsp;sody1.bsp;sody2.bsp;sody3.bsp;sody4.bsp;sody.txt) cdrom.com/pub/idgames2/quake2/levels/s-u/sody.zip ========================================================================================= Story This is a direct continuation of "Space Odysseys". If you have not played "Space Odysseys", you should do it:) If you have used it already, you must have noticed that they started a chase to get me. Then there was a blast and somebody was killed... The good news is it was not me. Bad news #1: I have exhausted all my ammo. Bad news #2: there is no control gears on this damned ship I hade borrowed from Stroggos.It is directed by autopilot and it takes me to some calamity. ========================================================================================= THANKS TO: id Software Robert Duffy for QERadiant - http://www.planetquake.com/qeradiant Ravages of Radiant - http://www.planetquake.com/ravage RUST - http://www.planetquake.com/rust Pete Callaway for Qped -pete@planetquake.com Thank you for your interest to my maps. ========================================================================================= * Play Information * Game : Quake II Levels Name : Space Odysseys part 2; Space fortress; Through the fire. Single Player : Yes. Cooperative : No Deathmatch : No Difficulty Settings : Yes. Space fortress: 36 / 60 / 74 Through the fire: 24 / 44 / 50 New graphics : No. New sounds : Yes: sody.wav - Space Odysseys theme by me and scream by mam. * Construction * Base : New Build Time : ~6 weeks Editors used : QERadiant. Qped v.2.11 ============================================================================================ Platform used : P2-266MMX 128MB RAM, Matrox Millenium II AGP 4 mb and Monster 3D II 8mb Sound: Turtle Beach Pinnacle & Yamaha DB-50XG Known Bugs : None. -------------------------------------------------------- * Loading information * 1. Create a directory called "sody_p2" and place it in your \Quake2 folder. It should read "x:\quake2\sody_p2", where "x" is your drive letter. 2. Unzip the contents of sody_p2.zip into the sody_p2 folder. Do not place these files in your \baseq2 directory or your \maps directory! 3. Start Quake2 with the following command in the 'target' box of your Win95 Quake2 shortcut: C:\Quake2\quake2.exe +set game sody_p2 +skill 1 +map sody5 [or other drive] [or +skill 0 or 2] Do NOT use 'movement type' cheat codes in this map! You will mess up the sequencing of events if you do. ============================================================================================ * Copyright / Permissions * This levels is (c) by Yuri Davidov, 1998. Distribution: This pak may be electronically distributed only if all files listed above are included and at NO CHARGE to the recipient, and may not be used or modified in any way without written permission from the author. I would also like to request that anyone who reviews and/or lists Space Odysseys part2 at their site to kindly inform me that they have done so. Thanks :) This level may not be distributed on any medium including but not limited to CDs and floppy disks without the express written consent of the author. =================================================================================== SPACE ODYSSEYS 3: Lost in Universe =================================================================================== Title : Space Odysseys 3: Lost in Universe Filename : sody3.zip containing:pak0.pak and sody3.txt Author : Yuri Davidov Email Address : dyv@users.ldc.net Date of release : December 29, 1998 Description : New Quake2 Single Player levels ========================================================================================= The previous levels: "Space Odysseys": sody.zip (sody.bsp;sody1.bsp;sody2.bsp;sody3.bsp;sody4.bsp;sody.txt) http://cdrom.com/pub/idgames2/quake2/levels/s-u/sody.zip "Space Odysseys part 2": sody_p2.zip (pak0.pak;sody_p2.txt) http://cdrom.com/pub/idgames2/quake2/levels/s-u/sody_p2.zip ========================================================================================= Story This is a direct continuation of "Space Odysseys part2". Space Odysseys part2 is a direct continuation of "Space Odysseys":) Did you see how I destroyed the Space Fortress ? Did you see how I did it ? It was great !!! If need be , I'll do it again. Should I ask the boss to transfer me to the sappers' company ? I have to think it over... So, what took place later. Later I got an emergency signal. One of our ships was crashed in the zone controlled by Stroggs. I was the only one in the vicinity ! ...hmmm. Excuse me, but why are still reading these lines and not rushing along to help your brothers-in-arms ? ========================================================================================= Some note. System Requirements 3DFX OpenGL capable display adaptor.The lack of this adaptor makes game play incorrect. I used the following configuration :PII 266, 128 RAM, Voodoo II 8MB and did not have any mistakes. But when you will use slower comp this mistakes can be possible. At the end of the game you have to save 3 marines. If one of them will die the game will be over. In that case please load the last saved game and try again.Do NOT use any cheat codes in this map! ========================================================================================= THANKS TO: id Software Quake 2 is still a worldwide phenomenon Robert Duffy for QERadiant - http://www.planetquake.com/qeradiant Ravages of Radiant - http://www.planetquake.com/ravage RUST - http://www.planetquake.com/rust Pete Callaway for Qped -pete@planetquake.com Thank YOU for your interest in Space Odysseys ========================================================================================= * Play Information * Game : Quake II Levels Name : Lost in Universe; The Stroggs bridgehead ; The prison. Single Player : Yes Cooperative : No Deathmatch : No Difficulty Settings : Yes New graphics : No New sounds : Yes * Construction * Base : New Build Time : ~ 8 weeks Editors used : QERadiant. Qped v.2.11 ============================================================================================ Platform used : P2-266MMX 128MB RAM, Matrox Millenium II AGP 4 mb and Monster 3D II 8mb ============================================================================================ * Loading information * 1. Create a directory called "sody3" and place it in your \Quake2 folder. It should read "x:\quake2\sody3", where "x" is your drive letter. 2. Unzip the contents of sody3.zip into the sody3 folder. Do not place these files in your \baseq2 directory or your \maps directory! 3. Start Quake2 with the following command in the 'target' box of your Win95 Quake2 shortcut: C:\Quake2\quake2.exe +set game sody3 +skill 1 +map sody8 [or other drive] [or +skill 0 or 2] ============================================================================================ * Copyright / Permissions * This level is copyright 1998 by Yuri Davidov. Permission to use, copy and distribute unedited copies of this file -- sody3.zip -- is hereby granted, provided that no fee is charged for the use or availability of this file (other than the normal connection costs for on-line services, if applicable). The above copyright notice and this permission notice must be left intact in all copies of this file. Commercial distribution of this file, in whole or in part, requires prior agreement with the author. Commercial distribution includes any means by which the user is required to pay either for the support (e.g. book, newsletter or CD-ROM) or for the file itself. Unauthorized commercial distribution is prohibited. ///// ///// ///// ///// ///// ///// ///// ///// Pak22 : The Bloodshrine Filename : bshrine.bsp Author : James Parkman aka "gloom" Email Address : stdjhp@unx1.shsu.edu WWW Homepage: : http://www.shsu.edu/~stdjhp/Quake2/ Date of release : Description : This is my latest SPQ2 map, with a few new sounds, and some new/Quake classic textures. The map is designed as a Strogg "Temple" of sorts. I began playing with the religious Ideas presented in Quake I and carried over to Quake2 by the use of some of the "Q" symbols present in the later Q2 levels. The story is a semi-sequel to my map "Abandon all Hope", ... in that level you assassinated a Strogg Baron vying for the Makron title. The current story is continued below. As usual, let me know wheth4er you a)like it, b)think it's ok or c)want to rip out your hard drive and burn it ;) Carry on marine Additional Credits to: id - the best of the best. Robert A. Duffy for QERadiant http://www.planetquake.com/qeradiant/ RUST, the guys with the best Q2 entity ref on the net so far: http://www.planetquake.com/rust/ Felicia, my wife, for putting up with hours of non-stop editing oblivion. Everyone who takes the time to play and write feedback on my maps! ========================================================================================= * Play Information * Game : Quake II Level Name : The BloodShrine File name : bshrine.bsp Single Player : Yes. Cooperative : No. Deathmatch 2-8 Players : Yes (8 DM starts, all SP entities removed) Difficulty Settings : Yes (easy, medium, hard) New graphics : Yes - textures from wizard.wad and metal.wad converted to Q2 .wal, A couple of new textures created by yours truly. Anything else new: : Yes - sounds - Player sounds, weapons, and tank steps echo effects, "whisper" ambient whispering taken from track 4 on the Quake1 CD. * Construction * Base : new level Build Time : ~2 weeks Editors used : QERadiant 1.0b (builds 44-45 ) Compilation: Qbsp3 build time: 65 secs Qvis3 (full) build time: Too damn long. Qrad3 -extra build time: Way too damn long. Brushes: 1890 Entities: 487 ============================================================================================ Platform used : P-200 64MB RAM, Matrox mill. 4mb and 3dFX 4mb Known Bugs : None. Note- I had a chaingun spit up by a tank commander, but it would crash the game when I shot it, so I removed it... error of *INDEX: overflow* anyone have a clue what this is all about? -------------------------------------------------------------- The Story: -------------------------------------------------------------- "We've begun picking up strange transmissions from deep space, light-years behind Strogg held territories, in the unexplored void. The transmissions are only filterable through the most sensitive scanners. The signal consists of a strange repeated frequency, and after several months of study, we've managed to decode a fragment of the message. What we have discovered appears to be a series of scematics describing a "Psionic Nullification" device which the Strogg have manufactured in a bid for a new era of mental warfare. The weapon disrupts the flow of neural activity over extended periods of time, rendering it's victims near unconcious, in a comatose state. This device has been constructed on Charon 6, a rock in shallow orbit around a remote star on the far fringes of Strogg space. Deep scans pick up muted energy signals from this installation, which recon probes have determined to be an ancestral religious site, perhaps devoted to some primitive Strogg war-god. Simultaneously, we have discovered that the funding for this little project is being supplied by a certain Strogg Warlord, the newest candidate in the continual struggle for the Makron title. This warlord has evaded all attempts at negotiation and diplomacy. Unlike the late baron you so conveniently disposed of on Acheron, the new candidate is cunning and shrewd. He has thus far relied upon trickery as opposed to brute force, but rest assured, he is rumored to hold an entire contingent of Tank class troopers in his back pocket, and will not hesitate to deploy them liberally. Soldier, once again we need you to embark on a recon sweep of the area, and alert us to the threat offered by this situation. Good luck marine, we're counting on you." You've made your way from a remote LZ and find yourself staring at a small maintenance hatch outside the menacing Strogg temple... you can already hear the mindless drones heavy breathing as you grab your machinegun, take a deep breath, and wade into battle... the BloodShrine awaits. -------------------------------------------------------------- * Loading information * To load this Q2 map: I've distributed this in a pakfile so you don't need to screw around with all the sounds and textures. Just make a new directory under your Quake2 dir: Example: D:\Quake2\bshrine\ Then copy the file pak0.pak and this to the new directory Run Quake with the parameter +set game For example I would run this level as such: cd Quake2 quake2 +set game bshrine Once inside Q2, set your skill: skill 2 (or skill 2 or 3) (easy, medium, hard) Then load the map with: map bshrine at the console If you need help just email me at ebonshade@unx1.shsu.edu and I'll help you get it going. * Copyright / Permissions * This level is (c) by J. Parkman, 1998. Don't put this level on any sort of commercial product please. That would be uncool. If you want to pay me alot of money, feel free to drop me a line :) You MAY distribute this BSP through any electronic network , provided you include this file and leave the level in it's original form. Don't use this map for a basis of another level, please, or at least tell me what you want to do with it. *Archive info* Archive filename: bshrine.zip * Where to get this archive * ftp.cdrom.com and mirror sites http://www.shsu.edu/~stdjhp/Quake2/ * Other levels by JHP * "AWF1 - Infiltration" - awf1.zip "Abandon All Hope" - abandon.zip --------------- JHP aka gloom March 12, 1998 --------------- ///// ///// ///// ///// ///// ///// ///// ///// Pak23 *===================* *===============================* + Face The Slayer + + presents + + + + DEAF, DUMB AND BLIND + + + + for Quake ][ + *===============================* *===================* *===============================================================================* + Title: Deaf, Dumb and Blind + + Description: 5-map single-player unit for id Software's Quake 2. + + Release Date: Saturday 14th August '99 + + Author: Geraint Wynne-Davies, aka Face The Slayer + + Email: geraintwd@freeuk.com + + HTTP: www.geraintwd.freeuk.com + *===============================================================================* +++ BEGIN TRANSMISSION +++ USS Dreadnaught Stroggos Orbit 21:30 hours ship time Mission Briefing +++ CLASSIFIED INFORMATION +++ Ok Bitterman. There's a dropship leaving orbit in 2 hours time for Stroggos' moon, Arkaros. Read the attached intel. report for more detailed information. Over the past few days we've been picking up power spikes from the surface. A recon mission yesterday revealed the source to be a power plant, probably nuclear, providing power to a critical portion of a system-wide comms network. Tac-com have identified this plant as a primary target for air strikes, but this has proved impossible, due to heavy air defences. Of three Vipers sent in on the recon flight, only one returned. It's possible the crews survived. If they did, I'm afraid you'll probably find them in a state of babbling insanity, as we have already seen from our first strike against the Strogg. A squad of marines will be dropped into the vicinity of the power plant. You will lead the team. Infiltrate the complex and find a way to shut down the reactor. You will encounter Strogg resistance, which you should meet with all necessary force. If you are successful, the Strogg will be left with a big hole in their comms net. They will essentially be rendered deaf, dumb and blind - ripe for a series of airstrikes. Get suited up, marine, and good luck... +++ INTELLIGENCE REPORT +++ Location: Arkaros Description: Natural satellite orbitting Stroggos Climate: Dry atmosphere with thick, apparently permanent, cloud cover. Temperatures rarely exceed 0'C due to lack of sunlight penetrating clouds. Terrain: Flat tundra plains. Some mountainous regions. Some volcanic and seismic activity detected. Military: Strogg outpost located to East of target area. No other activity noted. Target: Nuclear power plant. Lighting and other systems are powered by geothermal energy, harnessed from the active volcano into which part of the plant is built. Central reactor powers significant portion of enemy communications network. SitRep: Recommend you find a way to overload the reactor, causing it to go critical. This will destroy the plant and probably trigger a volcanic eruption. Expect there to be several safeguards against this, as in any power plant. +++ END TRANSMISSION +++ ------------------------------------------------------------------------ USS Insurrection Arkaros Orbit 01:07 hours ship time "Recon niner charlie what's your status?" "Couple fighter patrols to the north, but DZ looks clear, command." "Roger that recon. Initiating pod release procedures. Baydoors open, releasing pods. Pods 1 thru 6 released" "Roger that. Pods clear." "Alright marines, listen up. Your target DZ is in the outer perimeter of a Strogg power plant on Stroggos' moon. This facility powers a large section of their communications network. Get in there and shut it down. Command out." "Roger that command! Let's get down there and kick some... AAARGGH!!!" "Incoming ground fire! Evasive man... AAAIIIIEEEEEEEE!!!" "Oh shit, where'd that triple-a come from? Vipers 1 and 2, escort those pods and provide covering fire!" "Vipers 1 and 2 breaking formation sir!" "We're taking too many hits, I don't think she can take it much..." "Viper 2 is down! Repeat, we just lost Viper 2!" "Triple-A neutralised command, but we only have one marine left." "Dammit. Bitterman, shut off your jets and await retrieval." "Negative command! I'm on target for the DZ, I'll be there in 5." "Alright Bitterman, hit 'em fast and hit 'em hard. If you can shut that place down, the Strogg'll be deaf, dumb and blind, and wide open to airstrikes. Good luck Bitterman, and God speed. Command out." ------------------------------------------------------------------------ *===============================================================================* + New Stuff: 1 new sound, 1 new sky. + + Skill Levels: All. + + Multiplayer: No. There are no starts for this and none of the maps + + are really suited to it. + + + *===============================================================================* + Play Info: Extract pak0.pak into a subfolder of your Quake 2 + + folder called DDB. Do NOT put it in your \baseq2 + + folder or you will overwrite most of the game! + + + + Then go to Start-->Run and type: + + + + c:\games\quake2\quake2.exe +set game ddb +skill x +map ddb1 + + + + Where "x" is 0, 1 or 2. + + + *===============================================================================* + Build Time: Several months of designing, redesigning, rebuilding + + and completely starting again from scratch. + + + + Compile Times: QBSP3 QVIS3 Arghrad + + + + DDB1: 00:01:05 03:31:29 04:39:17 + + DDB2: 00:00:28 00:02:42 00:44:47 + + DDB3: 00:01:45 00:27:31 01:15:31 + + DDB4: 00:00:37 00:17:41 01:36:09 + + DDB5: 00:00:48 00:16:16 05:11:40 + + + + General Map Info: Title CD Track Brushes + + + + DDB1: Infiltration 7 2172 + + DDB2: Inside 2 1313 + + DDB3: Prelude To Meltdown 4 3279 + + DDB4: Deaf, Dumb and Blind 10 1582 + + DDB5: Extraction 11 2085 + + + *===============================================================================* Acknowledgements: id Software ACD Systems (Worldcraft) Geoffrey DeWan (modified QSP3 and QVIS3) Tim "Argh!" Wright (Arghrad) David Hyde (Gensurf) David Hyde and Tony Ferrera (Mapspy) Merzone Software (Q2BeaVeR) Metacreations (Bryce 2, used for the sky) CSDD (Winpack) Wasabi Software (Skypaint) JASC (PaintShop Pro) Irfan Skiljan (Irfan View, invaluable for viewing screenshots) Brian Griffiths (metaltear.wav sound) Syntrillium (CoolEdit, used to modify the above sound) Everyone on the gamedesign.net forums and all the people that wrote the Rust tutorials. Everyone else who helped to make this project possible. Known Bugs: HOM coming down the spiral staircase in DDB5. I'm not telling you exactly where to look, because you might not notice it. I'm not about to redesign my magnificent staircase either. In the pump room in DDB3, when the water rises, you might notice it suddenly pops up instead of rising up slowly. The reason for this is that I used 2 func_walls instead of a func_water so that I could have transparent water in that area. If this spoils your enjoyment of the map, let me know, but just so you know it's not a bug - I chose to do it that way. Not really a bug, but bad design on my part. r_speeds in some areas are 700-800, and in one or two areas (the circular control room in DDB4 and the Security room in DDB4) this is combined with quite a bit of combat, so things might slow down just a touch, especially if you have a low spec machine without a 3D accelerator. Towards the end of DDB5 there is a gladiator on normal who is merged with an enforcer, due to me setting the skill levels wrong. DOH! I forgot the minlight value for the first secret door in DDB1. There is no target_goal or target_help near the power controls in DDB4. There should be. Sorry. The radiation shields in DDB4 look really bad because they overlap other brushes when they are open. This is the most glaring error in the whole set, and I am ashamed to release this map with such an error, but I have worked long enough on DDB, and if I don't release it now, it will be another week or two before it is done. So I released it with errors. So sue me. Other Points to Note: These maps use Phong shading to simulate curved surfaces. I think it's pretty cool. Check out the pipes in the pump room in DDB3, and the cliffs in DDB5. This unit can be completed in all skill levels. Please don't cheat. If it's too hard, try a different skill level. If you can't figure out what to do next, mail me for help. I chose the CD tracks specially for use with the Quake 2 CD. Take time to look around. There are a few secrets which will help you in your mission, though none of them are essential to completing the unit. HINT: At the end of DDB4, after blowing the reactor, you have 60 seconds to get out. If you have the Quad Damage, you might want to take on the tanks near the exit, but you'll probably just want to leg it, as a fight will only slow you down and waste ammo. Jumping into nuclear reactors is a stupid thing to do. This is not a shortcut to anywhere, and you will only have to restart the map. PLEASE email me (geraintwd@freeuk.com) to tell me what you think of DDB. Any comments and criticisms are very welcome. Don't just say "this map rules" or "this sucks" - tell me why! One last thing, I consider this unit unfinished. DDB4 and 5 especially still need work, but I have been working on DDB for so long that if I don't release it now, I never will. I promise the next map will be better. This is my FIRST EVER released work for any game, and it contains some errors. I hope you will still enjoy playing it and appreciate the months of hard work I put into it. Thanks. Copyright etc: Quake 2 isn't mine. It belongs to id Software. Deaf, Dumb and Blind IS mine, so don't try and pretend otherwise, and don't mess with it and try and pretend it's your own work, and don't distribute it on any media that people are expected to pay for without getting my permission IN WRITING first. None of the other software mentioned above was made by me. Just the 5 maps in this zip file, plus the sky. Where to get DDB: The mere fact that you're reading this suggests you already have it. If for some bizarre reason you don't, point your browser to http://www.geraintwd.freeuk.com ///// ///// ///// ///// ///// ///// ///// /////