///// ///// ///// ///// ///// ///// ///// ///// Pak28 : NailBomb Filename : NailBomb.pak Author : Jason Fink Tuesday 28 April, 1998 Email Address : elfinko@earthlink.net Pak description : Pak with 3 levels, and some new sounds. ================================================================ * Play Information * Single Player : Yes Cooperative : No Deathmatch : Yes (to some extent) Difficulty Settings : No (maybe too damn easy though) New Sounds : yes New Graphics : yes (console graphic) New Music : No Track No. : No track selected (there's a reason for this) * Thanks * Of course, many thanks to id software for a great game. And a big ol' thanks to Robert Duffy for making QERadiant what it is today......usable and free. Even on a P150 with 40Ram it was very easy to use. Thanks again. * Construction * Base : New levels from scratch Editor used : QERadiant for 99.9%, Worldcraft for a very small part of the first map. Build Time : 3 months Compile machine : P150(overdrive), 40M RAM * I have no idea how long the levels took to build. I was too lazy to write down the times. I know the third map took almost a day though :) * How to play this PAK * 1. Place the nailbomb.pak under the quake2/nailbomb directory 2. Start Quake2 as such: quake2.exe +set game nailbomb +map nail1 * My Two Cents * First of all, these maps may be too easy. I blow through pretty well. But, then again, I built them and played them countless times. These are my first Quake2 maps. I have a couple Quake maps, but they weren't so hot. Deathmatch is doable but I didn't spend a ton of time tweaking the maps for it. I love feedback. Who doesn't? I want to know that my time was well spent and that people are actually checking out the pak. And of course I'll listen to any negative feedback also. It's part of the learning process. The best kind of feedback you can send me is a demo. I love demos of people playing my levels. This pak can also be found (hopefully) at http://home.earthlink.com/~elfinko Also feel free to email me with any questions: elfinko@earthlink.net * Copyright / Permissions * QUAKE(R) and QUAKE II(R) are registered trademarks of id Software, Inc. These maps, nail1.bsp, nail2.bsp and nail3.bsp are (c) by Jason Fink, 1998. You may distribute this .BSP freely via internet, provided you include this .TXT file and leave the archive intact. If you'd like to use this .BSP file in any other way, please contact me via E-Mail. If you let me know and give me a credit, I'll probably give you the permission to use. ///// ///// ///// ///// ///// ///// ///// ///// Pak29 Fatal Invasion Saturday night, August 1998 ================================================================ Diary of the Destroyer: FATAL INVASION ================================================================ Title : Fatal Invasion Author : Bizgan Sorin aka Cyber Angel Email Address : cybera@freemail.it Internet Address : http://www.geocities.com/broadway/booth/4420 Description : A 9 levels episode for Quake 2 ================================================================ * Play Information * Single Player : Yes! Cooperative : Yes Deathmatch : Nope (designed for sm only) Difficulty Settings : No (but it ain't easy, man!) New Sounds : yes New Graphics : yes (console graphic) New Music : No ================================================================= Thanks to : id Software for the greatest game in the Universe : John Carmack for all... : Adrian Carmack for those meravilious textures Credits to : Yooshin Yang, Ed Cope, Matthias Worch ================================================================== * Construction * Base : I don't know. Maybe a nightmare. Editor(s) used : Deathmatch Maker2, Q-ped and Wordpad°° Build Time : 2 months Compile machine : My poor P166MMX with 16Mb RAM ! °°I have a BIG error at my q2 editor, so I used this only to make the architecture.Monsters, lights, sounds, doors I've put them all manually with Wordpad. ================================================================= * How to play this episode * 1. Unzip those files into the Quake2 directory. It will create a new dir called 'dod' 3. Then : a) Start q2 with the following command: Quake2.exe +set game dod +map dod1 ================================================================ * My Two Cents * I have in mind another big episode (15-20 maps) for Quake 2 but I'm looking for other authors of levels, weapons and mods, to make an unofficial Quake 2 Mission Pack. I love feedback. Who doesn't? I want to know that my time was well spent and that people are actually checking out the pak. And of course I'll listen to any negative feedback also. It's part of the learning process. The best kind of feedback you can send me is a demo. ================================================================== * Copyright / Permissions * I don't have any copyright, we all know that id had them all... I just don't want you to steal those levels and pretend that are yours. Feel free to e-mail me, maps available at request. ================================================================= * Check out my web page for screenshots and further information. * ================================================================= MCMXCVIII A.D. - Cyber Angel - ///// ///// ///// ///// ///// ///// ///// ///// Pak30 : The Ulysses Project Filename : PAK0.PAK, the game directory is "Ulysses" Author : Dennis Katsonis Tuesday, November 10, 1998 Email Address : rotflol@hotmail.com Homepage : The Dk Shrine Home Page. This is the homepage of the 20 level DOOM II wad I made, and my other levels, visit it! http://www.geocities.com/TimesSquare/Ring/5078 Description : My third Quake II production. It is a multi level unit consisting of 4 large levels and 1 smaller one. See the Story section for details. You must carry out a mission to diminish the strength of the Strogg resistance. Please read the story section. It's long but contains important info about how to play the game. It will also enhance the playing experience of you know exactly what is going on. Additional Credits to : I don't know who made the WAL's, but thanks a lot. (This does not include the WAL's in the Dktex directory, in the texture directory) * Special thanks go to Tony Ferrera and David Hyde for their *Error: Index Overflow* solution and for MapSpy. Without their help I would still be trying to get rid of the problem, or you would have maps that are somewhat bare. Beta Testing Crew : How to Load the Ulysses Project: Make a folder or directory (whatever they're called now) in your Quake2 directory called 'Ulysses'. Unzip this into the Ulysses directory and start Quake2 with this command "Quake2 +set game ulysses", alternatively you can make an icon. If all goes well, the console background will be replaces with the Ulysses one. At the console type skill X, where X is the skill level you want. 0=Easy 1=Medium 2=Hard and 3=Hard+ Then type 'map ulysses'. Alternatively you can just type 'exec easy.cfg' for easy, 'exec medium.cfg', 'exec hard.cfg' or 'exec realhard.cfg'. This will set the skill level and start the game. ======================================================================================= Other Levels by Author : For Doom II DKSHRINE.WAD (20 level WAD for Doom II) HOLYCOW!.WAD For Doom 1 (Boom) BORAX4.WAD For Quake I DMHAUS.BSP (Den's Haus) DMHAUS2.BSP (Den's Haus 2) MEDLAB.BSP (Med Labs) ASTRUS.BSP (Astrus Base) BORAX.BSP (The Borax Factor) BORAX3.BSP (Borax 3) For Quake II BORAX2.BSP (Borax II) HEAVYIND.BSP (Heavy Industry) ----------------------------------------------------------------------------------- THE STORY BEHIND THE ULYSSES PROJECT ------------------------------------ Your stint on Stroggos has left you with a few scars, a few bad memories and a really bad attitude. Your last fight with the Makron seems like years ago, but you are still on Stroggos, and there is still the distant sound of gunfire and explosions in the distance. Commander Rosenthal, a man you greatly respect has assumed command of a group of soldiers who banded together when thier platoons were disentegrated. You are in that group that Commander Rosethal refers to as "The Eagles of Fire". The Eagles of Fire have made many attacks on Strogg resistance centers and have built up a lot of experience. In your makeshift military base, made mostly of canvas, steel tubing and wooden poles, Commander Rosenthal takes you and walks you out into the hot sun, away from your fellow soldiers. "I've got something important to tell you", he says. "You have a mission for me, don't you? Why did you single me out though?" Commander Rosenthal looks at his watch, his expression does not fill you with confidence. "Yes, I do have a mission for you, an important one." "Hmmm", (not another solo mission, geez!) "Remember your briefing before the invasion?" "Vaguely" (not at all really) "Well, in that briefing you were told that wiping out the Makron would put the Strogg in a bad situation, in turmoil if you will. That has come true, but there is something that we have not anticipated. Strogg manufacture themselves, they can build a gunner from spare parts, a technician from a coke can and they can build a Makron too. It appears that the Strogg have seperated themselves into clans after the last Makron, Jorg was killed, and one of the larger clans is in control of a multi-purpose facility" "Building a Makron?" "They are carrying out a project that the head honchos call the Ulysses Project. The Ulysses Project is an attempt to build a Makron and then take over Stroggos and kick our collective asses. With this Makron, they can reorganize thier armies and make this happen. Intelligence indicates that this is no ordinary Makron though. They have the head of one of our greatest military minds, John Carmack" "The computer programmer?" "Yeah, he was a computer programmer, programming violent game's involving soldiers fighting monsters. When he got the opportunity to carry that out in real life, he enlisted in the army. He rose in the ranks quickly. The Strogg plan to download his military skills into the Makron. Now, the Strogg aren't smart, in fact thier downright stupid, they only get anywhere by force and fighting. Now imagine what would happen if they were under command of an INTELLIGENT leader" The gravity of the situation slowly sinks in. You grow weak at the knees and fall gently to the ground. Looking up at Rosenthal, you then ask "I guess I have to shut down that place. This is serious, they could reorginise an attack and wipe us out if that Makron gets in charge" "Fortunately, the Makron is still under construction, and that means he can be terminated easily. The entrance to the facility is a Military Base, possibly set up to protect the secret area where the Makron is. There is also a troop detainment center where flesh and bones, um,... sorry,... soldiers are dissasembled for parts. Ahem. Also in this facility is a Command Center where this project is being run from, probably where all the controls are and where John Carmack's head may be. These three area's are linked by a storage facility. This storage facility is the only way to get from one part of the base to another, it seems as if it's the central point of the base. Where not 100% sure where the Makron is being constructed, but troops who escaped described a palace, heavily guarded where the project is being carried out. We can't bomb it, because it's fortified." "I have to go in and stop the project. You said that he can be terminated easily, I beg to differ, going through the Strogg bases is no piece of cake" "I guess your right, it probably won't be easy to get to him, security would be tight. Here's the field briefing" He hand's you a piece of paper outlining the mission. "Good luck soldier, I will infiltrate into the base too and see if I can get the head. We may meet up in there" "Am I going alone?" "The Strogg seem to have difficulty dealing with just one person. They are so adapted to fighting armies, they have difficulty dealing with just one man. This mission is too important, we must make sure we get every advantage we get." "O.K. Good luck, I won't let you down" You look at the field briefing, it seem's short and to the point. * * * * * * * * * * * * FIELD BRIEFING: Shut down of Project Ulysses Issued by: Commandant James, Army of the Terran Coalition of Man. Deimos division. In the Strogg facility located at 34 22' 32" S and 12 21' 33" E, is a clan of Strogg who are well equiped and creating a Makron, with supernormal intelligence. If completed successfully, this could give the Strogg a strong sense of direction and re-assert their position. This would have dire consequence's not only for the force on Stroggos but aslo for Earth. The facility consists of a Militaty Base, Human Processing Plant and a Strategical Command Center. The site of the Makron is unknown. Survivor accounts tell of a 'hidden palace'. We have infiltrated the computer system's and been able to upload a language converter. Computer screen's with text scrolling on them actually have text in English. This will allow you to read them, possibly giving you vital information on the working's of the base. If you can't read the text, the information is not important. If you see a monitor with scolling text, we recommend you read it. The center of the base, codenamed "Waypoint" provides the only known means of going from one part of the base to the other. This allows the strogg to easily monitor personnel going from one part of the facility to another. This does not make it any easier for you. The mission involves infiltrating the Military Base and reaching Waypoint. Then go to the Human Processing Plant and shut it down. This will hinder the construction of the Makron and buy you time you will definetely need. We also need you to point the satellite dish there to ComSat 2 so we can scan the base for the location of the Palace and anything else you may need to get to the Makron. You will almost definataly need to infiltrate Strategical Command to get John Carmack's head and to open the entrance to the place where the Makron is. They may have already taken his head to the Makron for download. When you infiltrate the 'hidden palace', find a way to stop contruction and turn off the ion particle generator. The ion particle generator is giving this strogg clan control over other clans by supplying power. If they can't supply power, their position in the Strogg social struction will be degraded, again making the possibility of that clan taking control over Stroggos by the Makron less likely. Also it may well be supplying power for Makron construction. The facility is also getting power from an outside source. You are only issued with a blaster. Guns are scarce and we cannot give you a gun when we know you will find one in the base. There are guns in the military base, so you will have to requesition one yourself. Sorry about that, but there is an aresenal there and we need all the guns we can get here. Your field computer will be updated with the particulars of the mission, check it whenever it is updated. Also, we believe that all key cards, buttons etc that are required to open doors are located in the base so you will not run into a dead end. Good luck and goodspeed. * * * * * * * * * * * * You turn on your field computer and take a jeep to the military base. You give the dusty jeep a rev and drive off over the hot brown sand to the base. The sound of distant combat explosions can be heard from Cerberon, which lies in the horizon in ruins. After being scorched by the Strogg sun, hot sand and wind, you enter the base. You can hear guards breathing just around the corner. It time to kick ass, and I've got really big boots on.. ---------------------------------------------------------------------------------- * Play Information * Single Player : Yes Cooperative : Yes, Quite a few starts. Deathmatch : Yes, Quite a few starts. May actually be good deathmatch play but primarily dessigned for single player. Difficulty Settings : Yes. Easy isn't too easy though. I have to admit the skill setting are not implememted perfectly, but hard skill level is fine. New Sounds : Yes New Graphics : Yes New Music : No Demos Replaced : None * About the level * Base : New level from scratch Editor(s) used : QERadiant, Quark, Wordcraft. Paint Shop Pro. Build Time : Don't know. About 4 months on and off. Don't know the hours. Known Bugs : None I know of. Possible Error:Index Overflow when playing Co-op Compile machine : AMD K5-PR100, 32 MG RAM. * ULYSSES.BSP * :Military Mayhem QBSP3 Time : 210 seconds ARGHLITE (-extra -bounce 32) Time : 4541 seconds VIS (-level 4) Time : 5105 seconds Brushes : about 1100 * DENB4.BSP * :Waypoint QBSP3 Time : 81 seconds ARGHLITE (-extra -bounce 32) Time : 1902 seconds VIS (-level 4) Time : about 1100 seconds Brushes : about 800 * DEN2.BSP * :Human Processor QBSP3 Time : 241 seconds ARGHLITE (-extra -bounce 32) Time : 5506 seconds VIS (-level 4) Time : 4579 seconds Brushes : about 1100 * DEN3.BSP * :Strategical Command QBSP3 Time : 81 seconds ARGHLITE (-extra -bounce 32) Time : 4580 seconds VIS (-level 4) Time : 8 hours! WAAAYY too long! Brushes : 2165! * ENDGAME2.BSP * :Palace of Torment QBSP3 Time : 302 seconds ARGHLITE (-extra -bounce 32) Time : 5926 seconds VIS (-level 4) Time : 27304 seconds (nearly 6 hours) Brushes : about 1200 * Additional Information * * Copyright / Permissions * Copyright Notice: 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 and the following disclaimer remain attached. Disclaimer: THIS LEVEL MAY NOT BE DISTRIBUTED FOR COMMERCIAL PURPOSES. IF YOU PAID IN ANY WAY TO GET THIS LEVEL, YOU ARE BEING RIPPED OFF AND SO AM I - REPORT THIS TO rotflol@hotmail.com This file (ulysses.zip containing pak0.pak,and ulysses.txt),or any derivative works thereof, may not be sold or redistributed for profit in any way without express written permission of the author. This includes, but is not limited to, mass archival as on a cd-rom and inclusion in commercially published compilations (books and/or magazines). 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 and the following disclaimer remain attached. Disclaimer: This file is provided by the author "as is", and any express or implied warranties, including, but not limited to, the implied warranties of merchantability and fitness for a particular purpose are disclaimed. In absolutely no event shall the authors be liable for any direct, indirect, incidental, special, exemplary, or consequential damages (including, but not limited to, procurement of substitute goods or services; loss of use, data, or profits; or business interruption) however caused and on any theory of liability, whether in contract, strict liability, or tort (including negligence or otherwise) arising in any way out of the use of the information herein contained, even if advised of the possibility of such damage. Please respect my position as to not allowing distribution on a cd-rom of any and all type. Certain companies (Actura and Head Games) tend to 'net scrape' and then profit from the work of others without obtaining permission. Stop reading this. Are you still reading? I told you to stop! ///// ///// ///// ///// ///// ///// ///// ///// Pak31 : Structural Mechanics Filename : pak0.pak (smd1.bsp, smd2.bsp) Author : David Hyde August 22, 1998 Email : rascal@magnolia.net hyded@ex1.wes.army.mil Updates : http://www.magnolia.net/~rascal Description : Structural Mechanics Division at the Waterways Experiment Station in Vicksburg, MS. This is a map of my workplace, with a few extra traps thrown in. The monsters are real. This is a modification of a not-ready-for-prime-time map originally posted to cdrom.com in April '98. Story : While the Marines were off fighting on Stroggos, we had a few visitors here on Earth. The Strogg have taken over the Structural Mechanics Division (guardians of the free world), and captured their stores of new, high- performance binary explosives. Intelligence reports indicate the Strogg are conducting final tests on these explosives before distributing them to their field commanders for use against humanity. Your mission is to detonate all explosive testing devices within the SMD before the Strogg obtain useful performance data, and re-capture the explosive technical manuals and mixing instructions stored on a data cd. Of course, killing all Strogg would be a nice touch, too. Bugs/Problems : The work area of the building is too large and too detailed to be much fun on a software-only system, unless you have a hotrod CPU. It runs exceptionally well on a P300 w/256Mb and a Monster 3D II (duh), and pretty darn good on a P200/32Mb and a Monster 3D. I can't vouch for anything else. Installation : 1) Create a directory \smd below your Quake2 directory. 2) Unzip pak0.pak to the \quake2\smd directory. 3) Play by using the command line quake2.exe +set skill X +set game smd +map smd1 where X = 0, 1, or 2 Credits : Knifeswitch prefab modified from that found at BadMonkey Prefabs (http://www.rcip.com/badmnky/prefab/prefabs.html) I have no idea who the original author is. Thanks to Matt (Tron) at 3D Gamer's Edge (http://members.harborcom.net/~solosoul) for posting a review of this map, for his sage advice and playtesting. Thanks also to Tony Ferrara for a thorough critique and many excellent suggestions. Other : All of the explosive devices and testing equipment depicted in the map are real, and are fairly accurate representations of the real thing. However, we perform the majority of our explosive tests at remote test sites rather than in-house, for obvious reasons. The exception to this is the large Blast Load Generator (the large cylinder on rails), in which we frequently detonate charges up to about 50 lbs. The only inaccuracy with the BLG is the exaggerated earthquake. This info is provided for those of you who might get the wrong impression that we are completely insane... no, we don't detonate large quantities of explosives just outside the restroom (usually). ======================================================================== Play Information ---------------- Single Player : Yes Difficulty Settings: Yes... 0,1,2 Cooperative : No Deathmatch : No way Construction ------------ Base : Nothing Editor(s) used : qED Build Time : Way too long Textures used : Original Q2 textures, plus custom textures included in pak0.pak Copyright / Permissions ----------------------- Do whatever you want with it, but include this .txt file. If you make any money from this, have a beer on me. You are welcome to extract and use any textures from the PAK file, but if you release the map please mention the original source. ///// ///// ///// ///// ///// ///// ///// ///// Pak32 **Retaliatory Strike** **MAP PACK** Custom maps for Quake 2 by Tim Elek Custom textures/environment maps/ console images for Quake 2 by: Darc Jedi http://www.telefragged.com/soup ------------------------------------------------------------------------------------------------- Three bsp's DRAIN.BSP/INV_TST.BSP/WEAPON_1.BSP ------------------------------------------------------------------------------------------------- Email: Tim Elek: 4tim2@ameritech.net Darc Jedi: adarcjedi@ameritech.net ------------------------------------------------------------------------------------------------- Special thanks go out to our testing team!! Testing team: Red Knight http://www.planethalflife.com/wavelength Mr.Shambler http://www.planetquake.com/teamshambler ------------------------------------------------------------------------------------------------- Features: New Environment Map: YES Deathmatch: NO Single Player: YEPPER Skill settings: NO, IT'S JUST HARD! New Textures:YES New Sounds:NOPE New Monsters:NEGATIVE New Images:Yes/Conback.pcx Victory.pcx ------------------------------------------------------------------------------------------------- Map Editor used: WorldCraft v1.6 Quake Pak file editor used: Pak Explorer ------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------- Story Line: ------------------------------------------------------------------------------------------------- Following the attack on the planet Stroggos, the Strogg have struck back at human civilization. Mankind at this point has built a base on the surface of the moon. Instead of mounting a manned invasion of Earth, and attacking hordes of humans, the Strogg have decided to attack mankinds moon base. Once on the moon the Strogg began construction of a weapon of mass destruction. After completion, this weapon will be capable of destroying all civilization on the surface of the Earth, from the moon base. If the Strogg manage to get the weapon up-and-running the fate of Earth, and all mankind is sealed. While you are working deep inside the bowels of the moon base, checking on machinery in the waste pumping facilities, a loud set of explosions tears through your eardrums. You turn around only to see your closest friend blown to bits by a large explosion. You swear harshly under your breath. Suddenly your personal computer comes to life with instructions from Earth. Turning the corner you happen upon another dismal sight, your superior officer is down; leaving you with his only weapon, a machinegun. YOUR MISSION: to escape to the surface of the moon, reprogram the Stroggs weapon of mass destruction, and flee the moon before Earths retaliatory strike arrives! ------------------------------------------------------------------------------------------------- Getting Started: ------------------------------------------------------------------------------------------------- Create a new folder in the Quake2 directory, and name it lunar. Unzip the contents of Strike.zip into this folder. To start playing Retaliatory Strike click the start button and choose Programs/MS-DOS Prompt. Next type cd\quake2 *enter* quake2 +set game lunar +map drain *enter* ( DO NOT TYPE *enter* in the ms-dos prompt this simply tells you where to press the enter key. ) Or you can simply drop the lunar strike.bat into your main Q2 folder and click on it to launch....make sure the pak file is in a folder caller lunar though. Don't worry about the skill settings, because there are none, just expect pulse punding action! ------------------------------------------------------------------------------------------------- **DISTRIBUTION** ------------------------------------------------------------------------------------------------- You may distribute this map pack by any electronic means. You may not add these maps or the images contained in the pak file to any cd without prior permission from Tim Elek and Darc Jedi. All custom images including textures/environment maps/console images created by Darc Jedi. All maps created by Tim Elek. Thanks, -TIM ELEK ------------------------------------------------------------------------------------------------- End of line.......... ///// ///// ///// ///// ///// ///// ///// /////