Pak37 : My Last Flesh Filename : ysp6.bsp Author : YooShin Yang August 7th, 1998 Email Address : yooshin@rmdsoftware.com Description : a Quake 2 single player map. I tried to incorporate classic Quake feeling into Quake 2. Although somd sounds and restrictions in texture selections made the map look a little unbalanced, I think I succeeded in bring back the good old key-searching, if-it-moves-shoot-it kind of weak storyline. :P Blah : This will be the last of the long line of boring maps from me. Thus, feedbacks are quite precious to me, you know. :) SiN rocks, BTW. Other maps by me : For Classic Quake - Sadistic Blue (sblue.bsp) SP For Empires TC for Quake - Into the Empires (start.bsp) SP/DM - Before Technophobia (emp1c4.bsp) SP - Technophobia (emp1c5.bsp) SP For Quake 2 - The Hideout (hideout.bsp) SP - Death Is Not Worth Trying (deathis.bsp) SP - Fatal Opportunity (fatalop.bsp) SP - Mutated! (mutated.bsp) SP/DM(/CO?) - Blood-red Sunset (yspq5.bsp) SP * All maps can be downloaded from the appropriate directories of ftp.cdrom.com and its mirrors. Additional Credits to : id Software Yahn Bernier for BSP Greg Barr for his great maps and help Stecki for cool 'snow2' environment map Someone created (or recorded?) the 'crows' sound Dave "HotFat" Biggs for last minute testing Thanks to : All the RMD guys (www.rmdsoftware.com) All the great level makers out there who have provided me lots and lots of good levels and inspirations. All the SPQ/SPQ2 Reviewers who've reviewed my humble levels. All the people who've played my levels (especially who've sent me feedbacks on them). ============================================================================= * Background * Shining light comes through your closed eyes. You feel uneasy and open your eyes. A bad omen, that the holy Lava Shrine is polluted, is surrounding you. The guardian of the Shrine, you awaken from your long deathlike sleep and smells the fresh blood of the creatures that are going to be slaughtered soon. Now the purification is near. It should be done by yourself, till your last flesh burns out... ...till no enemy flesh is left untorn. ============================================================================= * Installation * 1) Create 'ysp6' directory under your Quake 2 directory like this: \Quake2\baseq2\ \ysp6\ 2) Unzip ySP6.zip to ySP6\ directory and start Quake 2 like this: quake2 +set game ysp6 +set skill 2[0 or 1] +map ysp6 ============================================================================= * Play Information * Single Player : Yes Cooperative : No Deathmatch : No Difficulty Settings : Yes New Sounds : One. You'll hear soon. :) New Graphics : New environment map by Stecki Demos Replaced : None * Construction * Base : New level from scratch. Editor used : BSP 0.93b, Notepad and DOS Edit Known Bugs : There's one entity that's quite 'mislighted'. Sorry. Build Time : A week Texture WALs used : Quake 2 .WALs Compile machine : P166, 32M RAM BSP Size : 1384 brushes ----- QBSP3 : 60 seconds QVIS3 -level 4 : 3613 seconds QRAD3 -bounce 40 -extra : 1896 seconds * Copyright / Permissions * QUAKE(R) and QUAKE II(R) are registered trademarks of id Software, Inc. Empires TC is (c) by Empires TC Team, 1997. This map, ysp6.bsp is (c) by YooShin Yang, 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. ///// ///// ///// ///// ///// ///// ///// ///// Pak38 ============== Vostok Rising ============== CAUTION: Unusual installation!!! See instructions below. Do not place the new pak0.pak file into your Quake2/baseq2 directory. ==================================================================== Filename : vostok.zip Version : 1.0; 1-24-98 Author : Ed Cope aka Scope E-mail : scope@wt.net Homepage : http://web.wt.net/~scope/ Description : Single player Quake2 level Beta testers : Paul Taylor, Per 'Ellusion' Nyhaug Other levels by author : QUAKE LEVELS: Cope's First The Locks Mines & Mayhem Introducing the Blarg Gib Factory MALICE LEVELS: D3 and D12 from the commercial release Testosterone DM level QUAKE2 LEVELS: Gib Me Liberty ==================================================================== The Story: June 12, 1850 ... somewhere near San Francisco Having spent the last three nights sleeping in the office, the last thing I needed was a rude awakening at six in the morning. A sharp staccato knock on the door penetrated my dreams and gradually roused me from a deep sleep. I stumbled across the floor and slid the door open, groggily propping myself up against the doorjamb. Squinting against the morning sun streaming over the main street rooftops, I recognized the all too familiar forms of Jeb and Cooter. "What is it this time?" I sighed, too tired to yell. "You didn't wake me up this early to talk about visitors from outer space 'gain ... did ya?" "We saw what we saw Skeet" Jeb pleaded. "I ain't got time for this. We've had 'bout 5,000 more folk take up residence in this county in the past six months and it's still just me and deputy Scroggins trying to uphold law 'n order ... and the two of you know as well as anybody that Scroggy is better at catchin' ill than catchin' crim'nals ..." "But Skeet, we got proof this time." Cooter cut in. Too tired to argue with them, I flung the door open, turned around, and sat down on the edge of my desk. "Ok. Make it quick." Jeb and Cooter crowded around. Cooter reached into a saddle bag he was carrying and pulled out a shiny looking device; it almost looked like a pistol but it was too fancy for a shootin' stick. "What the hell is that Coot?" "Near as I can tell it's some kinda' gun" Cooter replied. "That's right" Jeb cut in. "We found it while prospectin' up in the mountains." "Well ... what's it do?" I said, finding my interest peaked. "Dunno yet. We ain't got up the courage to try it." "Well, I ain't got all day. Try to shoot it 'gainst the wall or somethin'." "Uh .... ok" Cooter replied after a few seconds pause. With a shaking hand he slowly raised the weapon and caressed the smooth trigger with his finger. Pointing it towards the wall of one of the cells, he paused again, glancing and both Jeb and I as if looking for an excuse not to pull the trigger. The only reply he received was a curt nod from both of us. Taking even himself by surprise, Cooter pulled the trigger and a flash of greenish light shot from the muzzle with a sharp hiss. We all instinctively brought our hands up to cover our eyes as the bright light flashed across the room and impacted the wall with a splash, leaving only a charred black mark on the wall. Speechless, we all stared at each other. Jeb was the first to get up the courage to walk over and inspect the char mark on the cell wall. "Damn" I muttered, now fully awake. "Lemme see that thing Coot." As if in a stupor, Cooter walked over and gently set the gun down on my desk. I picked it up and admired the gleaming metal and streamlined look of the weapon. It felt warm and comfortable, almost as if it were designed for my hands alone. "Well Skeet ... do ya' believe us now?" Cooter said with a crooked grin on his face. "Ya ... and watcha gonna' do about it?" Jeb chimed in from the other side of the room. "Dunno .... guess I could go take a look. Where exactly did you find this ... this ... blaster?" "'Bout a half mile up-slope from where 'ol man Jones found that mother load last year." "Alright" I replied. "I'll head up and take a look this morning. I'll have to confiscate this weapon as evidence you know." "Yah, ok ... but we got dibs on it ...." With my mind already planning out the day, I ushered Jeb and Cooter out the door, completely oblivious to their exited chatter. As I shut the door behind them, a plan solidified in my mind. This was the perfect opportunity to visit that secluded valley up in the mountains that I had stumbled upon a few months back. There just had to be a rich vein of gold hidden somewhere in that valley. As I started to gather together my mining supplies, gold fever began to seep through my bones and dominate my thoughts. Why should I spend all night protecting the residents of this shanty town just so they can spend their days searching for gold in the mountains? I know these mountains better than any of the thousands of prospectors who had streamed in over the past year. Lord knows I deserve it more than anybody ... and today would be my day. Filling out my saddle bag with several sticks of dynamite, I strapped on my holster and badge and opened the door to leave. Almost as an afterthought, I removed my six shooter and slid Cooter's blaster into the holster. Then, slinging the saddlebag over my shoulder, I began the two hour journey up the mountain. ==================================================================== * Boilerplate information * single player : Yes cooperative : No deathmatch : Sorry, this level just wouldn't work as a DM level difficulty settings : Yes demos replaced : None new graphics : Yes, a few new textures new sounds : Yes, five new sounds new monsters/weapons : No new Code : No music : No track pre-selected * construction * base : new level from scratch editor(s) used : Worldcraft 1.5b, Qoole 2.3 shareware, Quark, and notepad build time : About 40 hours number of brushes : 1015 compile time : On a P150 w/ 32 Megs RAM QBSP3: 104 sec. QVIS3: 4505 sec. QRAD3: 2030 sec. known Bugs : None ==================================================================== * installation * Due to the use of some new sounds and textures, the easiest way to package this level was in .pak form. The new .bps, .wal, and .wav files are all in the pak file. If you're using Winzip, simply extract the pak file into your Quake2 directory and it will set up the "Quake2/Vostok" subdirectory. Or, if you're using a zip utility that doesn't support a directory structure, you can create a subdirectory called "/Vostok" directly under your Quake2 directory and extract the .pak file into that directory. Then, type "quake2 +set game vostok +map vostok" at the command line to start the level. Or, simply place the vostok.bat file into your Quake2 directory and run it. ==================================================================== * Credits * - id for an awesome game! - Paul Taylor from AWOQ2(http://www.quake2.com/awoq2/) and Ellusion from Lotus Look(http://www.planetquake.com/lotus/) for beta testing and running two of the best Quake2 level review sites out there. - All the other Quake2 review sites who pimped Gib Me Liberty: Akuma's SPQ(http://www.btinternet.com/~akuma/index1.htm) - the most under-rated and useful level review and resource site out there. SPQ2 Level Heaven(http://www.planetquake.com/spq2/) - the Grandaddy of review sites! Crashes SPQ2(http://www.quake2.com/crash/) Talon's Strike(http://www.planetquake.com/talon/) - Some good editing sites who's examples helped me along the way: Quake Workshop2(http://www.quake2.com/qworkshop/) LevelEd(http://www.planetquake.com/leveled/news.shtml) Rust(http://www.binarydreams.com/rust/) - Too bad Fishman doesn't answer e-mail - Team Epochalypse(http://www.planetquake.com/epoch/) - Clan Napalm Killers(http://www.napalmkillers.com/) ===================================================================== * Additional babbling * I welcome any feedback on my levels. For those of you that have some knowledge on the history of space travel, you probably figured out where the name came from after playing the level. I'm curious how many people will figure it out and how many will have no clue ... guess I'll never know. No critique on my writing style please. I don't pretend to be an author. I only hope that the story was interesting enough that you got some idea of the plot. This level is intended as the start of a two to three level series, although it stands on it's own quite nicely. We'll see if I ever get around to finishing the series and bringing Cooter and Jeb their new toy back. Once again, I found myself creating a Quake2 level using Worldcraft with no Quake2 support. Fortunately, the only surface attribute that I really had to edit was the ladder, so it was just a matter of cut and paste. I tried using Qoole to start out the level but found myself switching back to Worldcraft after I realized that the learning curve just wasn't worth it. As unhappy as I am with the lack of support, I am a slave to Worldcraft's ease of use. This is the first level I've done in which I finally realized how powerful a tool Worldcraft's clipping function is. It probably saved me several hours in the creation of this level. For those of you who don't use it, learn. I was worried when I started work on this level that the architecture would be too bland. The concept was to have what appeared to be a hastily constructed base simply for the processing of gold ore. This doesn't lend itself to a lot of grand architecture but it's funny how you can make even the simplest hallways look good with just the right lighting and a few well placed brushes. Atmosphere is everything. * Secrets * There is only one secret in this level. Go into the dark mine by the machine and shoot against the far wall to open up a small cavern with the quad in it. ===================================================================== * legal stuff * This level is copyright 1998 by Ed Cope. Permission to use, copy and distribute unedited copies of this file (vostok.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. By using this file, you have agreed to the terms and conditions set forth in this document. If you do not wish to abide by these terms, you must delete this file from any and all storage devices (regardless of the specific media involved) immediately. 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 has to pay either for the support (e.g. book, newsletter or CD-ROM) or for the file itself. Unauthorized commercial distribution is prohibited. If you wish to commercially distribute (see definition above for the explanation of "commercial distribution") this file, note: (1) This file contains intellectual property (including, but not limited to, textures and other artwork) owned solely by Id Software (http://www.idsoftware.com), and is subject to any and all copyrights held by them. This author does not have the authority to grant usage of Id's copyright, and, by granting permission to use this level in a commercial release, does not waive their rights thereby. By commercially distributing this file without the express written consent of Id Software, the publisher faces the risk of potential legal action from Id Software and has been so advised by this author. (2) Permission is granted by this author for the one-time commercial distribution of this file if all of the following conditions are met and agreed to by the publisher: (a) The author is notified by email or conventional mail PRIOR to the file's inclusion on ANY commercial release. (b) The author is provided with one (1) "contributor's copy" of the finished product upon it's release. This copy is to be mailed to the author using the shipping address specified by the author in his/her reply to the publisher's initial email notification, and is to be provided at no cost to the author. (c) The author's file (including this copyright notice) is not to be modified in any way, and shall be distributed as the author intended. (d) The author recognizes that copyrighted material is present in the file and is aware that said material is not copyrighted or copyrightable by the author. The author also recognizes that this file is a Permitted Derivative Work when freely distributed, and that, by commercially redistributing the file, the publisher agrees to bear the entire legal burden, should it become necessary. (e) The author retains all copyrights to this work both prior to and subsequent to the commercial release of this file. (3) By requesting a shipping address from the author, the publisher signifies acceptance of, and agrees to abide by, these conditions. By returning a valid shipping address to the publisher, the author thereby grants the publisher one-time usage of the author's copyrighted work for commercial purposes. ===================================================================== * Where to get this level * ftp.cdrom.com and it's mirror sites ///// ///// ///// ///// ///// ///// ///// ///// PAK 39 06/19/97 SLTRSHIP.TXT [ 2 New Quake2 Single Player Levels] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ TITLE: "SLAUGHTERSHIP" * sltrship.zip 3,440 Kb containing: pako.pak 6,700 Kb sltrship.txt 4 Kb ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Author/Editor/Mapper: Neil Manke Email: neil@wkpowerlink.com Web Page: http://www.wkpowerlink.com/~neil/ New World Sounds: Magnus Jansén Strogg Pilot Voices: Paul Taylor [yes, he really sounds like that!] Military Dialogue: Dale Suggs ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ SETTING: "Deep space in orbit around a binary star system" STORY: Command has captured a small Strogg supply shuttle. The shuttle was on automatic pilot destined for a undeciverably coded unknown destination in deep space? Captured Strogg strongholds have not yeilded clues to the whereabouts of hundreds of missing POWs... could this be a lead? What are the Strogg up to? What is this supply shuttle destined to rondezvous with? They assign you!....the highly decorated and valient Lieutenant Eddie Armadillo to this 'clandestine' mission. The supplies are removed from the supply shuttle and you are put in their place...it is released on it's way....you're on your own! Your orders: You are to cleanse and take control of whatever ship this shuttle rendezvous with. The element of surprise will be on your side! Do not destroy the ship as it may contain vital clues as to the whereabouts of the missing POWs. Contact Command once you have control of the target ship and a crew will be sent to relieve you and pilot the captured Strogg ship to base. ***************************************************************** ***************************************************************** Remember, you must own a copy of the full retail version of QUAKE2(r) in order to play this add-on level pak. For additional information on how to purchase your very own copy of QUAKE2(r) please contact Id Software (http://www.idsoftware.com/) or visit you local computer software retail store. Please read this text file for complete installation and play details for this extra level[s] "pak" file. QUAKE2(r) is a registered trademark and the Q2(TM) logo, Id Software (TM) and the Id(TM) logo are trademarks of Id Software, Inc. Quake(r) (c)1997 Id Software, Inc. All Rights Reserved. ***************************************************************** ***************************************************************** * Thanks to * Ben Morris for 'Worldcraft' * Id Software of course! * Wasabi Software, Inc. for Skypaint http://www.wasabisoft.com/ * Geoffrey Dewan for very useful compile mods * Special Thanks To the testers :] * Justin "Mosquito" Richardson * Eric Sutton * Dennis Plester * Aceplayer * Einar Saukas * Gene Spinks * Magnus Jansén * Paul Taylor * Dale Suggs * Sebastian Croon [aka SPAWN] ***************************************************************** * Play information * *Single Player Map* : YES Deathmatch : No Co-op : 4 starts [untested] New Graphics * New sky/enviro by me and a few new textures New Models/Skins/Code : nopers New World Sounds : Yes...most by Magnus Jansén Base : new level from scratch Tools used * Worldcraft 1.6, qART, Paint Shop Pro, PakExplorer, QPed, Wally, SkyPaint * By Trey Harrison - pcx2wal, wal2pcx * By Tim Wright - Q2towad * By Geoffrey DeWan, compile mods -gddQBSP3, gddQRAD3 & gddQVIS3 Known Bugs/nonbugs : The max kill rate will be off a bit because of 3 'maintenance droids', see below. Max Kills Possible : Part1 Part2 Skill 0 37/39 27/28 Skill 1 45/47 35/36 Skill 2 56/58 40/41 Distribution : This pak may be electronically distributed only if sltrship.txt is 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 anyone who reviews and/or lists "SLAUGHTERSHIP" at their site to kindly inform me that they have done so. Thanks:) This level may not be distributed on any medium, such as, but not limited to, CDs, floppy disks, etc, without the express written permission of the author. Property: * The custom textures, space enviro and sounds are the property of their respective authors and ARE NOT to be used in any other add-ons levels/paks/etc. without the written permission of the appropriate author. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ * Do NOT use 'movement type' cheat codes in this map! You will mess up the sequencing of events if you do. *** HOW TO RUN "SLAUGHTERSHIP" map *** *Registered Version of Quake 2 is required!* *Follow these directions EXACTLY and it will work for you. If you have probs running please email me, but first please be absolutely sure you have followed exactly and read all in this section. Thanks:] As per the following diagram, create a directory in 'Quake2' parallel to 'baseq2' named 'sltrship' and extract [using WinZip] pak0.pak directly into the 'sltrship' directory. *** DO NOT extract into the 'baseq2' directory! *** C:\QUAKE2 | +--- BASEQ2 | | | +--- MAPS | +--- SLTRSHIP-+-pak0.pak | Start quake with the following command in the 'target' box of your Win95 Quake2 shortcut: C:\Quake2\quake2.exe +set game sltrship +skill 2 +map slot1 [or other drive] [or skill 0 or 1] ----------------------------------------------------------------- NOTE: if the above doesn't work properly you could try ... C:\Quake2\quake2.exe +game sltrship +skill 2 +map slot1 [or skill 1 or 2] ----------------------------------------------------------------- *make sure you enter the above command exactly and with proper and single spaces *for those who like to make their own .bat command file; it may not work! Since Q2 Ver. 3.14 it hasn't for me, but maybe I'm just doing something wrong? I've been too busy to fiddle around with it to really evaluate. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ SPOILER WARNING! Read no further if you don't want hints! -at the start area landing bay if you look up you'll see a vent on the wall. You can jump from the ship's upper fins to the boxes and then shoot the vent and it will open. In that area you will find 2 secrets. -don't waste good ammo on soldiers, use your blaster! -when you come to the lower warehouse room [with the mini-forklift], look under the elevator thereand you will see a crack[?] in the floor. A grenade or a buncha blaster shots will open it to reveal a secret area. -the blue key is in the aquarium, break the aquarium glass -check all 3 computers in the Captain's room. One opens the Cloaking Device's door. Then use the Data CD you find in the Captain's room on the computer in the Cloaking Device room. -look for a different looking panel on the walls of the Captain's room. Shoot it to reveal a secret room. -when the Cloaking device is going to 'blow' you must crouch behind the red display panel or get blown to bits. -*remember some smaller diameter 'pipes' can be climbed -to get to the control platform, overlooking the 'prisoner cells', look for a horizontal ladder above the top left cell door. Shoot it's red latch and the ladder will drop. -the red key is in the de-boner room by the window...it is sometimes easy to miss especially with all the blood everywhere:] -to get to the secret items on top of the boxes in the 'de-boner room' you can do an 'exploding barrel jump' if your daring..of course you need enough health in the first place to attempt such a feat. Or you can also jump up onto the top of the uprights of the forklift and jump to the boxes from there. -one secret in level 2 that can be hard to find and contains many goodies you may need...when you get to the elevator that goes to the bridge you must push the button then get off the elevator real quick... you'll then see a secret door open. -the fight on the bridge can be very difficult, but it is designed so you can run circles around the monsters and get them to hurt each other enough that you can finish the job. In this sense, it may not prove to be a good strategy strategy to pick of all the lesser monsters there first. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Thanks to all in the Quake Collective! ///// ///// ///// ///// ///// ///// ///// /////