Pak33, Pak34 ::Belly of the Beast:: *File Info* Type of File New Single Player Unit for Quake2 Title Belly of the Beast Author Jason Fink (Elfinko or Finko) Files Included Botb.txt, Pak0.pak, Pak1.pak, install and run.txt, and design info.txt Email Address elfinko@earthlink.net Filename Botb.zip *Play info* Read 'install and run.txt' for installation Cinematics The End cinematic will play from the Quake2 CD if it is in. Levels 13 new levels in all Sounds Yes, new sounds. None replaced though. Mostly ambient. Art Yes, lots of new stuff. Quake1 textures and some of my lousy excuse for textures :) Demo Yes, New opening demo Env. Map Yes, But I don't know who made it. Got it from Deconstruct.terrafusion I think. The site is down now :( *Other maps by Finko* Nailbomb-SPQ2 Deadline-SPQ2 Hell's Kitchen- Q2 deathmatch Hell's Kitchen for Q1 All can be found at my homepage http://home.earthlink.net/~elfinko/index.html * Copyright / Permissions * Authors may not use this unit as a base to build additional levels or units. This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission for any amount of money. So, in other words, if you want to use it, just ask :) ***** THANK YOU!! ***** Thanks go out to id software for an amazing game. Robert Duffy for a usable QERadiant. All the software developers who had anything to do with the software that is mentioned in design_info.txt. And thanks to Tron for helping to ensure this was done right :) **Programs Used** Map Editor Used: QERadiant Compiling Utility: Q2Beaver Sound Editor and Recorder: Voyetra Audio View Graphics Editors: Paintshop, MS Paint and Wally Demo editor: Keygrip obviously, what else is there? Pak editor: Qped Compiling Machine Specs: P-400, 96Ram **Music Used** Megadeth- Take No Prisoners for the opening demo Megadeth- In My darkest hour at the beginning of Strogg Outer Storage Facility Overkill at the beginning of Stroggos Crossing Faith No More at the beginning of Nav Alpha Assorted cuts from the Half-Life cd made up music in Helpless, Nav Alpha and PassThru Two cuts from the Tool album Aenima were used in Refinery(part2) and the beginning of Bossman **Compiling Times** Sorry, no compiling times. I do know they were all under 2.5 hours for the entire BSP, Vis, and Light process though, With the exception of Doorway to Jorg, which was in the 5 hr range. ///// Miscellaneous Info \\\\\ **Map PlayThru Sequence** Start - Start Intro -demo (dm2.file along with .bsp) Outstore - Outer Storage Area Gorge -Stroggos Crossing Alpha -Nav Alpha Operations - Operations Facility Alpha -Nav Alpha Ride01 -JoyRide Ride02 -Doorway to Jorg (very short passthru, youll be back later) Glpg -Gladiator's Training Ground Ride02 -Doorway to Jorg FlyBy -FlyBy Comm1 -Refinery Comm2 -Refinery Ride02 -Doorway to Jorg Bossman -Bossman End cinematic **Brush Counts** //Note-Comm1 and Comm2 were originally one level\\ Demo Map: 899 bruses Outer Storage Area: 2034 brushes Stroggos Crossing: 1249 brushes Nav Alpha: 612 brushes Operations Facility: 2526 brushes Joy Ride: 629 brushes Gladiator's Training Ground: 1976 brushes Doorway to Jorg: 1865 brushes Flyby: 392 brushes Comm1: 1311 brushes Comm2: 1480 brushes Bossman: 981 brushes ***Installation*** Place Pak0.pak and the batch files into a c:\quake2\botb folder. You will have to create the botb folder first. ***Running and Playing*** Suggestions: Put the Q2 cd in, but keep music off. You can play the music if you want but it will interfere with the new ambient sounds here and there. The Q2 cd is needed to play the end cinematic when the unit is completed, otherwise the unit will end fairly ubrubtly when completed. **Use the batch files to start the game. Easy.bat, Medium.bat, Hard.bat, Nightmar.bat **The game starts off in the start map, which is basically a launching point into a demo. Just do as it says. Count to 6, then press your 'jump' key. This will launch the demo. Try not to press any keys during the playback of the demo, as it will pause the demo while the music continues to play and will throw things out of whack. **The demo will end and the next level will be loaded. This is where you can actually start playing. A known issue pops up here. Read below! **One Known Issue (at least on my system). When the first level(Outer Storage Facility) starts your handedness is changed to center. I guess this is because of the demo that was played just before it. Small price to pay for a cool demo. Just drop down your console and type 'hand 0' for righty, 'hand 1' for lefty. **Your crosshair is also missing, so just type 'crosshair 1' at the console to get it back. That should be about it. Enjoy!! ///// ///// ///// ///// ///// ///// ///// ///// Pak35 ================================================================== C A S T L E S O F S T R O G G O S 2 : S T R O G G S H I P ================================================================== Filenames : grinspq2.BSP COS2:Stroggship grinsp2b.BSP Deep in the Hold grinsp2c.BSP Phase 3 Version : 16.10.98 Author : Brian Griffith AKA Grin Reaper AKA Grin (in DM/IRC) Email Address : grin_reaper@geocities.com Home Page : http://grc.quake2.com/grin http://www.geocities.com/timessquare/alley/9812 Other levels by author : Castles of Stroggos (Q2 SP) The Cryogenics Facility (Q2 DM) (it sucks :) Description : COS2: Stroggship is the sequel to my popular Castles of Stroggos level set. There are three levels, which continue where COS left off. You will not complete the objectives mentioned in the story, the concluding level set, COS3 is in the works. I recommend that you play Castles of Stroggos before playing COS2: Stroggship, but it is not necessary. ------- I hope you enjoy this level set! ----------- -------Please send me feedback to grin_reaper@geocities.com----------- BTW, I am looking for a sound person, and texture person for COS3 and maybe my future projects. If you think you can help, please email me. In the meantime, you have to put up with the sounds I made =) ======================================= STORY: Continued from GRINSPQ1 - Castles of Stroggos I don't know how long it has been since I first heard the sound of the mammoth ship's engines engulf me, as the take-off began. My last recollection is of collapsing on cool steel, my legs aching and my head pounding. I guess it must have been hours that I spent traversing the metallic innards of the Strogg ship before I gave in to my urge to rest. The duct which I used to enter the ship, now closed to the harsh vacuum of space, has led me somewhere into the belly of the mothership, miles of unrelenting metal and alloys surrounding me. The far-off hum of the engines seems to have subsided to some extent, which means that the ship must be well into its journey towards Earth's solar system. I stare down at my USMC computer, and read my mission briefing one more time. -------MISSION BRIEFING: (Soldier 59666-1)------- Updated Mission Brief: The Strogg Mothership you have boarded is now en route to our solar system. The ship is armed with a weapon of mass destruction that could effectivly leave Mars Colony and Earth in shambles, defenseless to the Strogg attack. The total Strogg population on the ship is over 100,000. Luckily for you, almost all of the crew is sealed in cryogenic containers in order to save foodstuffs for their journey. New Strogg are periodically thawed to serve staggered 20-hour shifts. Remember that what is behind glass has no functions of sight, smell or movement until it is completely thawed. The ship has many lines of defense. We cannot attack from space because a massive Steedium-powered field surrounds the ship, deflecting anything we can dish at it. Even if we could shoot the thing, the explosion and impending fallout from the weapon would kill billions. Force fields cover almost every deck of the ship. High-security doors are sealed from within and cannot be opened without proper authorization. Your first objective will be to locate a data CD containing the blueprints of the ship. Your USMC computer is set to automatically download the contents of the CD to our mainframe on the nearby USMC Flagship 1. Flagship 1 will analyze the data and prompt you of your future objectives via your computer. Once you have ejected the weapon's core into space, and lowered the Steedium drive, we will wage an attack at the ship from space. It is up to you to get yourself off the ship. We will show no mercy. Good luck." The true severity of my situation astounds me. I am but a lone USMC marine, and they expect me to bring this Strogg ship down?! So far, I seem to still be undetected by the Strogg populous; at least I have that advantage. END STORY ==================================== CREDITS level design Brian Griffith grin_reaper@geocities.com new/modified textures skins & models Brian Griffith (mostly modified id stuff) new sounds Brian Griffith (and a few modified id sounds) playtesting Kevin "Akak" Hall kachall@fidnet.com Computer computer@asby.keme.co.uk David Hyde rascal@magnolia.net creative/violent infulence PurpleButtMonkeys, Inc. alexsayshi@hotmail.com Special thanks to: Rust (www.gamedesign.net), Quake Workshop (www.quake2.com/qworkshop) Q2 Green ribbon campaign (grc.quake2.com) Ben Morris for Worldcraft (www.worldcraft.com) Everyone who emailed me with feedback for COS, All the regulars at the Rust message board Pepsi for stimulation and id Software for obvious reasons. =) All original Quake 2 and modified Quake 2 texs, skins, etc. are copyright id Software. OTHER STUFFS ==================================== * Helpful Tips * - Always read the Strogg monitors (you'll know em when you see them), they will help you understand your mission and whats going on around you. - Hard skill is meant to be HARD. If you haven't perfected your L33t Skillz yet, then play it on medium or easy. - Secrets are very difficult to find. Can you find them all? Always inspect dark corners, most you have to shoot or climb something to get at. - The ladder texture found in the tube is used for all other ladders (including secret ladders) in all the levels. Look for it in the medical bay! * Play Information * Game : Quake 2 Single Player : YES Cooperative : NO Deathmatch : NO Difficulty Settings : YES New Sounds : YES New Graphics : YES Demos Replaced : NO * Construction * Base : new maps from scratch Build Time : 5+ months Editors Used : WC 1.6b Registered Computers : 200 MMX, 96 MB RAM, 2.3 gig hd, Pure 3D 1 Known Bugs : I hope not =) oh, yeah, uhh... new forcefield texs look odd in software * How to use this level * Extract all the files into a directory in your Quake2 dir called "grinspq2" In Quake2, bring up the console and type in: "skill %" (0=easy 1=medium 2=hard) "game grinspq2" "map grinspq2" Or use the batch files uncluded in the grinspq2 folder in your Quake 2 dir. * Copyright / Permissions * This level is (c) copyright by Brian W. Griffith 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. Just to make it CLEAR: To use this level on any medium other than the internet or BBS, you must email me and get my permission. I don't mind letting non-commercial publishers use my levels, just ask me first. You MAY distribute this BSP through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive intact. Oh and there's nothing I hate more than CD publishers who promise to send you a CD with your level but you never recieve one! grrr. * Where to get this map * You probably have it already =) ftp.cdrom.com and its mirrors visit http://grc.quake2.com/grin for download links. Two thumbs up to anyone who actually read all that. Grin salutes you =) ///// ///// ///// ///// ///// ///// ///// ///// Pak36 ========================================= C A S T L E S O F S T R O G G O S 3 : T H E F I N A L O B J E C T I V E ========================================= ::s t o r y:: (written by Neil "Kneel" Harrott) "Psssst............Marine........." The voices again....whispering, taunting. You flinch, as neural boosters flood your battered system and the automated bio-scan begins it's round of daily pain. How long now? How long...... Damn, It's the mind probe again.....won't these beasts leave anything untouched? Your school........mother........the first contact........Black Tuesday, the day they blasted the crap out of the White house.... the day the President was eaten on national TV............the fightback......basic training.... THE CRASH................ "MOTHER!!!!!!!!!!!!!!!" Sharp reality cuts in.......a retreating face.....Urgh, One of those hunched Medic things. It stinks of burnt flesh and fetid damp. Seem's the tests are done..... Why are they keeping me alive? How did I get here? "UUUhratah" You know that call and so you avert your eyes. Feeding time at the zoo, the crunch and slurp of feeding Strogg fill your cramped and stale holding pen. Out there, beyond the forcefield and lasers the deamons recycle the essence of your comrades, small fights breaking out as grunts and gunners squabble over meagre drops of foul fluid...........a few days ago you actually saw one of the gunners mow down four of the grunts. No reason, he just seemed to snap and you had laughed and whooped as crimson sprayed the bulkheads. Then you had vomited as the remaining crew turned upon the fallen and began to gnaw on the remaining flesh... A ship! You are on a ship! "Marine.........hey......." The voices are back but ignore them, concentrate.........A ship. You remember planetfall upon Stroggos.........the fire fight.... screams and burning skin. A base, huge gates....Tanks. Oh yeah, Tanks.....loads of the mothers. Huge stomping hydraulic feet, organic fright masks ripped from the bodys of the fallen. And then a ship........You were captured..... You are in a holding cell.....You may be mad..... "Marine!"..........oh, go away voices..I'm thinking.... Out there the lights fade and pulse as the ship judders through hyperspace. We hit them bad. This ship could be one of the last assault craft, you've noticed the lack of supplys, the increasing tension amongst the bio-mechanical freaks and the failing consoles and sparking wires. "We you next eat".....you jump as one of the grunts leers through the forcefield. The rough English, remembered from a pre-Strogg life taunts you. The gutteral laughter drowns out the insistent beep from the corner.... Your field computer! Damn but the freaks left it in here...highlighting once again that It's the flesh they desire, not the technology..... You roll onto your side and cry out, faked pain drowning out the soft beep of updating orders: ""MISSION BRIEFING: (Soldier 59666-1) Updated Mission Brief: Get yourself free from that cell. The blueprints show a control panel just above your head in a duct. You have to find some way to deactivate the force fields from that switch! Your location is almost the dead-center of the ship. From our readings, you should be close to one of the secoundary cryogenics bays. Navigate the cryodecks, and find your way to the main weapons bays... from there you have to deactivate the ship's defense systems...blow the crap out of the two large anti-spacecraft guns found on that level,that should effectively fry the ship's entire grid of defensive guns. We can't get our ships close to that thing until you do. There is a massive impenitrible Steedium powered forcefield surrounding the ship. The generator powering the forcefield is on the main deck. Be warned that Strogg security will be highest there. You MUST deactivate the field before our attack on the ship can commence. After the field is deactivated, get your ass into an escape pod. Our strike will hit the ship 60 secounds after you lower the field..you wont have much time before the ship's hull collapses. Save the world, marine, we're counting on you! --END BRIEFING--" Damn yes..........the ship. The huge ship flying earthward on a mission of destruction and assimilation. Now you remember.... ......you remember it all!!!!! "Marine....up here....." Upwards......above your head.........and now you can see him. Crouched and bleeding, another Human. Battered and bleeding but a Human... And he's pointing to a panel........... Damn you're not mad!!!! You're not alone! You're a marine Goddamit and you've got a new mission........... Carry it out........... ================================================================== Castles of Stroggos 3: T H E F I N A L O B J E C T I V E ================================================================== Author : Brian "Grin Reaper" Griffith Filenames : grinspq3.BSP Specimen Containment grinsp3b.BSP Cold Dissolution grinsp3c.BSP Poisoned Hopes grinsp3d.BSP The Final Objective grinsp3e.BSP The Main Deck grinsp3f.BSP The Makron Situation final2.BSP The Conclusion (end demo) Version Date : 11.19.99 Email Address : grinreaper@gamedesign.net Home Page : http://grinreaper.gamedesign.net Other levels by author : Castles of Stroggos (Q2 SP JUN98) COS2 - Stroggship (Q2 SP OCT98) Cryogenics Facility (Q2 DM JAN98) ::d e s c r i p t i o n:: COS3: THE FINAL OBJECTIVE is the final episode of my Castles of Stroggos Trilogy of level sets for Quake 2. I'd like to thank my awesome beta testing team (look below in the credits for names), and everyone involved in any way in the production of this level set for all their help. Everybody listed in the credits made their own large contributions to the final product, and without them COS3 would never have been released. Whooo! So...I hope you enjoy it...be sure to read the cool story, written by my bud KneeL before playing. Thanks to those of you who waited patiently (or otherwise) for so long for this. And if you have fun, run into any problems, or have comments, questions, etc., please email me at grinreaper@gamedesign.net . Have fun! ::c r e d i t s:: b y Brian Griffith (grinreaper@gamedesign.net) p l a y Jay "Animal" Aiken (jaaiken@ibm.net) t e s t i n g Jon "Flight" Asby (fligher@barrysworld.co.uk) Ben "Divine Comedian" Barker (divcom@choice.net) Chris "Guf" Cummings (cummings@ionstorm.com) Tim "tOm" Friesen (tom@westman.wave.ca) Kevin "Akak" Hall (akak@ravengames.com) Morgan Parry (morgan@gagames.com) Stephen "eXodus" Peterson (exodus@gamedesign.net) Jiang "Ja Monkey" Pi (jiang_pi@hotmail.com) Eric "Igor" Sutton (suttoneh@norwich.net) s t o r y Neil "Kneel" Harrott (yello@lineone.net) m o d i f i e d c o d e Morgan Parry (morgan@gagames.com) v o i c e o f m a r i n e Chris "Guf" Cummings (cummings@ionstorm.com) .****MEMBER OF THE FUGUE STATE*****. |http://fugue.terrafusion.com/state| .**********************************. ::t h a n k s:: R U S T (www.gamedesign.net) and everyone who hangs out there, Everyone who emailed me with feedback for COS 1&2, Pepsi for stimulation, id Software (who? =). And (in no particular order) Kneel and Yello (www.marlinproductions.com/yello) for bringing humor to an often dull internet (come back dammit!). My family, Laddie the incredibly smelly dog......and these twisted freaks: Alex, Derek, Michael, Robert, & very, very special thanks to everyone I forgot to mention. ::p r o g r a m s u s e d:: Worldcraft (www.worldcraft.com) Wally (www.telefragged.com/wally) Sky Paint GE (www.wasabisoft.com) ArghRad (www.planetquake.com/arghrad) Quake 2 Modeller (martinp1@topaz.cqu.edu.au) ::h e l p f u l t i p s:: (1) Ladders use a new bright red texture. You can't miss them. (2) Some slowdown may occur on lower end software rendered machines in areas with lots of transparency. Blarg. (3) The voice dialogue sequences in the first and last levels are quite important to understanding what's going on around you. If you play with CD music, turn down the CD volume in Window's audio mixer. (4) If you find the levels overly dark, try turning down/off of the lights in the room you're playing in,this will greatly increase contrast so things will be easier to see. If this isn't enough try increasing the brightness settings on your monitor, and in Quake 2. ::p l a y i n f o r m a t i o n:: Game : QUAKE 2 Single Player : YES Cooperative : YES Deathmatch : NO Difficulty Settings : YES New Stuff : Includes new textures, sounds, : and environment map by me. Modified Makron code by Morgan Parry. Also includes modified textures, sounds, and models from Quake 2. Prefabs Used : none Base : my twisted imagination Build Time : Oct. 20/98 - Nov. 19/99 ::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 "grinspq3" ( ex: c:\quake2\grinspq3\ ). In Quake2, bring up the console (~ key) and type in: "skill %" (0=easy 1=medium 2=hard) "game grinspq3" "map grinspq3" Or simply double-click on one of the .BAT files included. ::Copyright / Permissions:: All original material (C) 1999 Brian W. Griffith. 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. Just to make it CLEAR: To use this level on any medium other than the internet or BBS, you must first get my written permission. I don't mind letting non-commercial publishers use my levels, just ask me first.You MAY distribute this BSP through any electronic network (internet,FIDO, local BBS etc.), provided you include the entire ZIP unaltered. ::Where to get this map:: Visit http://grinreaper.gamedesign.net for download links and worldwide mirrors. That's it! Have fun!