Pak40 09.12.99 ================================================================ Title : Mel Soaring 3: Tomb of the Makron God BSP Name : alk04.bsp Author : Shaun Ross aka [Kona] Release Date : December 1999 Email Address : alkali@ihug.co.nz Home Page : http://render-seed.cjb.net Ethereal Hell: SP Map Reviews http://etherealhell.cjb.net Map Description : Control galactic villain Mel Soaring smash his way into the great Strogg palace of LLallik and destroy the tomb of the Makron God. This level is more Quake than Quake2 - dark, spooky and atmospheric with all new textures. Storyline : Your name is Mel Soaring. A couple of years ago you stole a pod and escaped Earth where you were wanted for the murder of Commander Tokay and one of histories greatest hero's, the man who defeated Makron. Since then you have lived on a planet named Meeylark with a small population of Iron Maiden. Having defeated Meeylark's ruler they took your side now that you had the power. You have fought off the ravages of the Strogg, Humans and even some unknown race of alien that you recently discovered, which the Humans are calling Xen. Every few months a starship will fly by and perhaps even try to land on your planet, or an airstrike will try to get close enough to cause some damage. After much planning you have decided to hit them back - both the Human's and Strogg. Your plan is not to win a war on your own, or even help win - it is to simply mark your name in history. After murdering one of the highest ranked men on Earth, and the living legend Private Bitterman, you have already become the greatest villain in history. Now it is time to hit the Strogg and become their worst nightmare too... After much thought between you and the Iron Maiden, you come up with a great plan. On a planet named Llallik there is a great palace which stores the dead bodies of past Strogg leaders. Most importantly, right in the heart of this palace lies the tomb of the Makron God who was defeated by the very man you murdered two years ago. Because of the war, there are not many Strogg left to guard this palace, therefore you are to enter alone, kill everything in your path until you reach the great tombstone. There you will set a bomb and escape! In doing so you will destroy what is probably the most important palace of the Strogg race, and perhaps even earn your name in both Human and Strogg history books as the greatest villain of the great war... Other maps by Author : Dec 99 - On A Dreary Night (Quake2 Deathmatch) Nov 99 - Pillars of Pain (Half-Life) Oct 99 - Mel Soaring 2 - Star Rancor (Half-Life) Sep 99 - Mel Soaring - Hear Me Roar (Quake2) Mid 98 - The Alkado Adventure (Quake Partial Conversion) Other Info : Please email me if you liked this level. Warning: At the console there will be a long list of errors. They won't make much sense unless your a mapper. These have absolutely no effect on on the level and should be ignored. They are simply entities that Q2 does not recognise (Half-Life entities that weren't washed away originally... see below) I was halfway through Mel Soaring 3 and was sick of it, I liked Q2 designing better. Therefore, I started work on a small Quake style level for Half-Life. But I got bored with it when it came to scripting and gameplay. Compared to Quake and Q2, the Half-Life monsters simply are not enjoyable enough to fight (except for the human grunt). So over halfway through 'On A Dreary Night' I stopped working on it. Here two excellent levels almost complete... after much thought about how I could convert them to a different game, it just wasn't going to work so eventually I just left them alone and started up this level for Quake 2 - my favourite game :) I had no idea of what the theme of this level would be. And with no ideas on layout or design I just started making a level. However, then I struck a new idea... how about a Strogg graveyard :P With this idea I was able to, with a little work, convert the Half-Life level 'On A Dreary Night' to work with Quake2! Many of the textures were replaced and more detail was added. This was level was halfway done using Half-Life, and already had some monsters present. When I converted it to Q2 all monsters were taken out. I finished the level, then the last thing I went to do was put the Q2 monsters in it. But to my surprise (and horror) the Q2 entities are MUCH smaller than Half-Life's! Sadly I did not notice it without monsters running around, but half of this level ended up being much too big! So I spent many hours pretty much rebuilding alot of it so it isn't like your a Smurf. Unfortunately parts are still too big, but I fixed most of it. Additional Thanks to : Ben Morris for Worldcraft, ID Software for Quake Ty Matthews for Wally Jay Aiken (jaaiken@ibm.net) for beta-testing Brian Griffith (http://grinreaper.gamedesign.net) for beta-testing OgrO_FiX (aka FragOnizer) for his textures available at http://www.fondation.com/pandemonium Christopher Buecheler of The Texture Studio - http://www.planethalflife.com/studio/ for his textures Iikka "Fingers" Keranen - www.planetquake.com/ikq/ for his textures, and of course his incredible levels J.F Gustafsson for his great levels too ================================================================ * Installation * Unzip into the Quake2 Directory, a directory will be created called alk04. Then either run alk04bat (medium skill) or type quake2 +set game alk04 +map alk04 +set skill # * Play Information * Game : Quake 2 Single Player : Yes Cooperative Play : Is there a nightmare skill level? NO Deathmatch Play : There is a dm version of the large and vertical tomb section (near the end). It is named 'On A Dreary Night' (alk04dm.zip) Difficulty Settings : Easy-93 Medium-120 Hard-131 * MAP Information * Solids : 1736 Faces : 10072 PointEntities : 718 SolidEntities : 113 New Textures : All new (some by me, the rest by Ogro, Chris or Fingers - see above) New Enemies/Sounds : Mostly new ambient sounds used New Weapons/Quakec : No * Construction * Base : From Scratch Construction Time : Started 25.11.99, finished 05.12.99 Build programs : Qbsp3, Qvis3, Qrad3 Build Time : QBSP3 - 36 sec QVIS3 - 2579sec/43min (level 4) QRAD3 - 2458sec/41min (-extra) Total - 1.4hrs (strange... my last level took 14 hrs!) Compile machine : P3 450mhz, 128mb RAM, Riva TNT2 Editor used : Worldcraft 1.6a Known Bugs : * Copyright / Permissions * You may NOT use this level as a base to build additional levels! You may distribute this BSP in any electronic format (BBS, Internet, PC/Game Mag cover-CD, etc) but you MUST inform me before you do this. ///// ///// ///// ///// ///// ///// ///// ///// Pak 41 01.02.01 ================================================================ Title : Machine Reborn BSP Name : alk09.bsp Author : Shaun Ross aka [Kona] Release Date : February 2001 Email Address : Alkali@ihug.co.nz Home Page : Ethereal Hell: SP Map Reviews http://ethereal-hell.telefragged.com *** Map Description *** A unique combination of some of the best base texture packs around - Ikbase, Gentex and Poxwad. Machine Reborn is a futuristic base level with hints of rusting. A mix of dark grey against blue lighting with browns and metal trims. But the gameplay is the strong point, 150 modified monsters much more deadly than ever before to bring you a fierce battle that'll take a lot of work to complete. *** Story *** The year is 2084. The wars with Quake and Strogg are now a part of history. Earth won both. It was the most difficult period of human history with two different wars within the same century. Now it is a new millenium, and human civilisation has advanced greatly, having stolen many technologies from Quake and the Strogg. A highly advanced machine had recently been constructed which could bring your memories to life. It can only work inside a specially designed room, named Dreamscape. Dreamscape was supposed to read your most happy memories, recreate and re-tell them in a different order and story. It can use small sections of other memories to build into your Dreamscape experience. Unfortunately, Dreamscape can be quite dangerous, as it is so realistic that you can die inside. However, no dangerous situations should be created by it. One day you decided you would try out Dreamscape. You had no idea what it would re-create for you, but according to statistics there is a 99% chance of a safe and happy experience. Only 1% risk, 'no problem', you thought. The Strogg was one of your oldest memories. As a child you had seen many. Never, would you have realized that the small 1% chance of disaster in Dreamscape would happen to you, and that your most terrifying memories of the Strogg would be recreated. And worse, this is a world that defies the laws of physics. A Gladiator could suddenly appear in front of you out of nowhere. You're against an army of Strogg, and you have no idea how to get out of this horrific world... *** Other Info *** May 2000 I joined a team of mappers working on a Q1SP partial conversion named Operation Urth Magik. However, shortly after I had joined my map was done, but I decided I did not want to release it as part of OUM because it was not up to the standards of the rest. I was not satisfied with the level, but I didn't want to fix it up for Q1 anymore either. So half a year later, having finished several deathmatch levels since then, I decided to convert it to Quake2. But the level got a makeover with a mix of new textures, a totally different layout, new rooms built, and a slightly older level which I stopped building, also integrated into it (the Gentex section). Upon starting to re-texture the level with Poxwad, there weren't many possible combinations without getting too repetitive, so some of the Ikbase stayed while Gentex was also used to create a quite unique but great looking base level. *** What's New *** There are some new weapons and monsters in this level. Ion Ripper: The Ion Ripper fires blasts of glowing energy boomerangs capable of ricocheting off walls (#8 twice to use) Phalanx Particle Cannon: The Phalanx Particle Cannon emits two quantum accelerated magnesium slugs at unsuspecting foes. (#9 twice to use) BRAINS (Beta Class) Modification: When revealed, his tentacles will pull you within range of his slashing hooked arms. When out of tentacle range, lasers from his eyes will cut his prey in half. IRON MAIDEN (Beta Class) Modification: Her arm-mounted rocket launcher has been modified with heat-seeking rockets that track their targets. GLADIATOR (Beta Class) Modification: This mutant's shoulder-mounted weapon has been modified to fire Phalanx Particle Cannon rounds which will kill you with one hit. He has also been fitted with protective energy armor. GUARDS: replaced with new stronger Soldiers. OTHER: there is also a tougher Tank Boss, while the Infantry and Icarus are slightly better. Other maps by Author : Single Player: Jan 01 - ChantHood (Q1SP/Q1SM) Jun 00 - Egyptian Myth (Q1SP) Apr 00 - Mel Soaring 5: Ancient Rigby (Q2SP) Feb 00 - Mel Soaring 4: The Savage Sanguine (Q1SP) Dec 99 - Mel Soaring 3: Tomb of the Makron God (Q2SP) Oct 99 - Mel Soaring 2: Star Rancor (HLSP) Sep 99 - Mel Soaring 1: Hear Me Roar (Q2SP) Mid 98 - The Alkado Adventure (Q1SP PC) Deathmatch: Dec 00 - Sinda Legend (Q3DM) Sep 00 - Until The End Of Time (Q3DM) Oct 00 - Devonaire (Q3DM) Dec 00 - GrindMill (Q3DM) Jul 00 - The Devil Deranged (Q3DM) May 00 - Evergem (Q1DM) Apr 00 - Tusk and Bone (Q3DM) Feb 00 - Ravages of Sanguine (Q1DM) Dec 99 - On A Dreary Night (Q2DM) Additional Thanks to : Jay Aiken of Ten Four - http://www.tenfourmaps.com/php/main.php for his great playtesting Dav for his monster spawn effects Xatrix for the great new monsters and weapons from The Reckoning Stecki, Fingers, Gen, the guys behind The Stand and Pox for all the great textures ================================================================ * Installation * Unzip into the Quake2 Directory, a directory will be created called alk09. Then run Alk09.bat in that directory. Choose the skill level at the prompt. Otherwise type - quake2 +set game alk09 +map alk09a +set skill # * Play Information * Game : Quake2 Single Player : Yes Cooperative Play : Yes Deathmatch Play : No * MAP Information * Solids : 2088 Faces : 12598 PointEntities : 1214 SolidEntities : 121 New Textures : Ikbase, Gentex, Poxwad New Enemies/Sounds : Modified monsters New Weapons/Quakec : 2 new weapons * Construction * Base : From scratch Machine : P3 450mhz, 128mb RAM, Riva TNT2 Editor used : Worldcraft * Copyright / Permissions * You may NOT use this level as a base to build additional levels! You may distribute this BSP in any electronic format (BBS, Internet, PC/Game Mag cover-CD, etc) but you MUST inform me before you do this. ///// ///// ///// ///// ///// ///// ///// ///// Pak 42 ================================================================ Title : Satyr Author : Shaun [Kona] Ross Release Date : September 2001 Email Address : Alkali@ihug.co.nz Home Page : Ethereal Hell: SP Map Reviews http://ethereal-hell.telefragged.com *** Map Description *** Another new style introduced to Quake2, mixes of hellish dark designs, rockery and strong wood supports outlining a rather stylish norse/medieval fortress with all new textures. Your biggest threat yet with nearly 200 standard ID monsters. *** Story *** Human civilisation did not begin on Earth. It began in another world, named Satyr. We were a thriving but fairly new race to have evolved on that world. But our home was not to last, for soon our entire civilisation was forced to move. The world of Satyr was dying. Through the arts of witchcraft and wizardry, a dimensional portal had been crafted. And so our race moved to a new world. We had no idea where, but the magicians believed it to be a world much like our own but many millions of years healthier. But not long on this new world there was a huge natural disaster which stunted the growth of human civilisation for hundreds of years. Some say it was the iceage, some believe an asteroid. All records of our previous world Satyr were lost, and over time its complete existence had been forgotten. The only evidence remaining was the portal back to Satyr, buried deep within the ground. Until now. As part of an archeology team, you had found the gate. It was very simple - a square rock about half a foot high with carvings on it was sitting in the clay and mud. Hovering above it was liquid, just moving like water with no gravity affecting it. In excitement that you had just made such a huge discovery, you touched the glowing liquid. Suddenly your surroundings changed. All the cave walls had transormed into a small cramped corridor. It took you a second to realize that they had not changed, but you were now in a totally different place. You were now the first human to return to Satyr in thousands of years, your old forgotten homeworld that was supposedly dead. But after the humans left, the world did not die. It lived on with a new race of hostile creatures... *** Other Info *** Additional Thanks to : Jay Aiken of Ten Four for his reviews and testing Necros and Vigil also for testing Undule for his Flamel and Maggot textures Other maps by Author : Single Player: Sep 01 - Rapture (Q1SP) Aug 01 - The Looming Madness (Q1SP) Aug 01 - Permutations of the Rotten (Q1/NehSP) May 01 - Grisly Manifest (Q1SP) Feb 01 - Machine Reborn (Q2SP) Jan 01 - ChantHood (Q1SP/Q1DM) Jun 00 - Egyptian Myth (Q1SP) Apr 00 - Mel Soaring 5: Ancient Rigby (Q2SP) Feb 00 - Mel Soaring 4: The Savage Sanguine (Q1SP) Dec 99 - Mel Soaring 3: Tomb of the Makron God (Q2SP) Oct 99 - Mel Soaring 2: Star Rancor (HLSP) Sep 99 - Mel Soaring 1: Hear Me Roar (Q2SP) Mid 98 - The Alkado Adventure (Q1SP PC) Deathmatch: Jul 01 - Butchered Creatures (Q3DM) May 01 - Offworld (Q3DM) Apr 01 - Impaled (Q3DM/HLDM) Feb 01 - Early Settlers (Q3DM) Dec 00 - Sinda Legend (Q3DM) Sep 00 - Until The End Of Time (Q3DM) Oct 00 - Devonaire (Q3DM) Dec 00 - GrindMill (Q3DM) Jul 00 - The Devil Deranged (Q3DM) May 00 - Evergem (Q1DM) Apr 00 - Tusk and Bone (Q3DM) Feb 00 - Ravages of Sanguine (Q1DM) Dec 99 - On A Dreary Night (Q2DM) ================================================================ * Installation * Unzip all files into the C:\quake2 directory. A new directory named Alk14 will be created. Load quake2 with the command Quake2 +set game alk14 +map alk14 * Play Information * Game : Quake2 Single Player : Yes Cooperative Play : No Deathmatch Play : No Skill levels : All supported Demos : Alk14.dm2 (can be found out my website) * MAP Information * Solids : 1656 Entities : 778 Textures : Rune, Flamel, Maggot, Quake * Copyright / Permissions * You may NOT use this level as a base to build additional levels! You may distribute this BSP in any electronic format (BBS, Internet, PC/Game Mag cover-CD, etc) but you MUST inform me before you do this. ///// ///// ///// ///// ///// ///// ///// ///// Pak 43 ================================================================ Title : Amari Aliquid Authors : Shaun [Kona] Ross alkali@ihug.co.nz http://ethereal-hell.telefragged.com/ John 'Metlslime' Fitzgibbons johnfitz@u.washington.edu http://students.washington.edu/johnfitz/ Release Date : November 2001 * Description * The combined efforts of Metlslime and [Kona] bring a large traditional Quake2 base map. Amari Aliquid is a waste themed level but with a fresh look with all new textures by Metlslime, as seen in Oblivion. Your mission is to raid the Strogg fortress and fight your way into the basement of the complex where you'll battle the cloned second Makron. Additional Thanks to : Nate, Necros and Scragbait for testing ================================================================ * Installation * Unzip all files into the C:\quake2 directory. A new directory named Amari will be created. Load quake with the command Quake2 +set game amari +map amari * Play Information * Game : Quake2 Single Player : Yes Cooperative Play : No Deathmatch Play : No * MAP Information * Solids : 3071 Entities : 511 Textures : Some Q2base, mostly Oblivion * Copyright / Permissions * You may NOT use this level as a base to build additional levels! You may distribute this BSP in any electronic format (BBS, Internet, PC/Game Mag cover-CD, etc) but you MUST inform me before you do this. ///// ///// ///// ///// ///// ///// ///// ///// Pak 44 ================================================================ Title : Nightmare Orchards Author : Shaun [Kona] Ross Email Address : Alkali@ihug.co.nz Home Page : Ethereal Hell: http://ethereal-hell.telefragged.com Release Date : April 2002 * Description * Nightmare Orchards is a new Q2SP taking on from Satyr and Ancient Rigby the huge interweaving layouts throughout a unique medieval/castle design. Daikatana and Rune textured, the castle is wood and brick supported by metal beams. But this Strogg fortress is still being built into the rock and terrain, with an underlying swamp. The usual gameplay with plenty of monsters (around 150) and alot of variety. Action is tough and fast! Originally for Quake, this was to be one of five levels myself and Tronyn were making as the sequel to Rapture. But as I started having compiling problems and running it in Quake, I decided to convert to the superior Quake2 engine so that it could be finished. Therefore this is a very Quake themed level. Additional Thanks to Jay for beta testing and the gold award at www.tenfourmaps.com! * Other maps by author * Quake: Necrobrood, Brumal Quest, Rapture, Permutations of the Rotten, Fearcraft, Egyptian Myth 1/2 and more... Quake2: Machine Reborn, Amari Aliquid, Nightmare Orchards, Satyr, Ancient Rigby and the Mel Soaring series Quake3: GrindMill, Devonaire, Until The End Of Time, Early Settlers, Offworld, Journey and many more... Visit http://ethereal-hell.telefragged.com to download my levels ================================================================ * Installation * Unzip all files into the C:\quake2 directory. A new directory named Nightmare will be created. Load quake with the command Quake2 +set game nightmare +map nightmare * Play Information * Game : Quake2 Single Player : Yes Cooperative Play : No Deathmatch Play : No Difficulty settings : All supported * MAP Information * Solids : 2513 Entities : 701 Textures : Mostly Rune, HexenII & DKT * Copyright / Permissions * You may NOT use this level as a base to build additional levels! You may distribute this BSP in any electronic format (BBS, Internet, PC/Game Mag cover-CD, etc) but you MUST inform me before you do this. ///// ///// ///// ///// ///// ///// ///// ///// Pak 45 23 June 1998 ======================Quake2 mission pack===================================== Name: The Production Complex. Filename: bariosp1.zip Version: 1.1 (name of previous version b_q2_sp1.zip) Author: Andrea D'Intino (aka BARIO) e-mail bario1@yahoo.com Story and fixing help: Tron e-mail solosoul@harborcom.net Check tron's review page at http://members.harborcom.net/~solosoul Changes since first release: - Added map "The landing" - Improved console help (now navigation has drastically improved) - Fixed texture misalignment in map "The revenge" - FIxed HOM errors in map "the warehouse" - Minor architectural and gameplay modifications - Added story Thanx to: my betatesters: Tron,MEXX,McBaggio,Painmaze,Ilnegro Very Special thanx to: Laura,for very,very kind support. Including: my quake2 deathmatch map (extra bonus !!!),for hours of fun with bots (read the txt file included) ============================================================================ -What do I need to run ? Quake2 3.14 or higher (I used some textures from the id dm maps) 32 mb RAM higly recomended: I didn't have chances to test this very much,I think it would run on a 16 MB system,but however,32 is better. Play Info. Single Play: YES DM: NO COOP: NO Difficulty settings: YES New Graphic: YES New Sounds: NO About the map bariodm1.bsp,in bario/maps subfolder,please read the bario_dm1.txt file ------The Story------- You lean back, swallow the last of your beer, (good old '33'), and sigh,letting the sounds of Bach's Toccata and Fugue in D minor wash over your mind... It's been four months. Three spent in the hospital. Taking a deep breath,you stretch and flex your freshly healed muscles. God, it feels good to be back in a healthy body again. Getting up, you walk over to your PC, and check the mail. 42 messages. All of them from people you've never met,wanting to say something to the guy who saved humanity. "Oh man... time to change my address again." But wait... One of then has a name you recognize. Bruce Hartman... Intel. Subject - "Urgent!". What the... --10 hours later-- You exit the jet which took you here from your home in Sutton Colorado,halfway across the country to Washington D.C. An hour later, after a minor problem convincing security just who the hell you were, you enter Hartman'soffice. "Have a seat!" You take one. "How you feel?" "Not bad" you reply...'What does he want?' you think. "Lets cut to the chase... we've got trouble." Hartman leans back, crushing his cigar into an Ashtray badly in need of emptying. Your eyes close involuntarily, and your head spins...'Now what?'. --One week later-- >SKREEEEEECHUUUNK< The pod releases from the Transport. Deja Vu overwhelms you, but this time it's different. It seems that during the chaos of theEarth invasion on Stroggos, a Strogg transport managed to leave the planet's orbit. Intel has learned that it landed on The planet known simply as TMHGX-1128386370, previously believed to be uninhabited. But, as happens so often in life, pre-conceived notions proved wrong. The planet, now known by the nickname 'Bariolorn' is indeed inhabited, by a peaceful race. TheStrogg have apparently seized control of a Production Complex. Details are sketchy at best, but it is known that the Strogg have shut down several areas of the Complex vital to the survival of Bariolorn's inhabitants.Your job is to enter the Complex, eliminate all opposition and restore power to the Complex. In addition, the Strogg have re-built a section of the Complex in order to suit their own needs. We're not sure just what they are doing in there, but each day hundreds of Bariolornians enter the facility and never return. Are they constructing new life-forms? Or perhaps indulging in some even more sinister activity? Whatever it is they are doing, it must be shut down. Sensors have also picked up energy fluctuations typical of Strogg transport technology. The transport seems to be linked to a structure in orbit around Bariolorn. A great deal of communications between the Complex and the structure in orbit are taking place. It is possible that the orbiting station is housing the command structure of the Strogg installation. If possible, locate the transport, infiltrate the orbiting station, and cleanse it of Strogg life. This time it'll be easy. No asteroid belt. No EMP. No crash landing. AndLt. Dan promised a safe clear landing on Bariolorn. 'What could possibly gowrong?' Yeeeehaaaa cowboy, get ready for a bumpy ride. ------------------------------- The story is by TRON. Check his cool review page at http://members.harborcom.net/~solosoul Gameplay: a tried to maintain a gameplay quite close to the id maps,I mean NOT TOO HARD,so I think you could try playing it at skill 3. Due to massive people asking (or complaining,if you prefer)the console help is drastically improved,and I removed any way to go back to maps,and also some ways are now closed to player when he's not required to get there.The gameplay now results semi-linear,yhis means that u don't have just to go on and kill Stroggs,but nearly that.It's very hard to have serious navugation problems now.However,if u get lost and want a hint to get out,feel free to mail me. Tip: some doors are a bit "lazy",means that they could take a while to open when triggered (if working),this due to the a particular structure i used...so,be careful. Bugs. Now,just some high R_speeds areas,but not so high values,and not so big areas...gameplay is not seriously affected. Please report me any other. How to use: Unzip -d in your quake2 directory,and launch the bat file. the bat file sets the skill at 2 (hard),so if you want another value,just change the number. Or launch manually quake2 with the line: quake2 +set game bario + skill X +map bario (where X is a number from 0 to 3) All maps are compiled with: gddqbsp3.exe,gddvis3.exe and qrad3.exe (id original executable),escept map bario.bsp "The landing" compiled with gddqrad3.exe. Thanx to Geoffrey Dewann for his tools. Other stuff by me: Quake sp: bario.zip jilted.zip bario3.zip (4 levels pak) Quake2 ba_dm1.zip (Contents dm map included in this pack) Copyright / Permission. You're allowed to distribute this file in any electronical format,(internet,BBS) and for no profit,provided you include this txt file.For any other kind distribution / use,you MUST ask me for full permission,or full legal action will be taken. Enjoy it.