///// ///// ///// ///// ///// ///// ///// Pak 49 ===================================== The Movement of Heaven (4/17/2000) by Chris Druckenmiller (a.k.a. Sven) ===================================== "I wanna play it. Right NOW!" OK, OK already! ===================================== INSTALLATION ===================================== 1 -- Unzip the files into your main Quake 2 directory. 2 -- Double click on one of the three .bat files "YSPQ-Easy," "YSPQ-Medium" or "YSPQ-Hard" depending on your skill preference. 3 -- Have a good time and send comments or questions to cdrucken@digitalriver.com ===================================== THE STORY ===================================== The team of doctors discussing things in hushed voices, occasionally turning to look at you and shaking their heads does not lift your spirits. No matter how much you pester them to explain things, they seem to ignore you. One person in the room does acknowledge your existence, however. He's dressed in a light-colored business suit and carries a dossier under his left arm. With his right arm, he extends his hand to shake yours. "Good day! Name's Ed. Ed Singleback, I'll be representing you," he says, while shaking your hand with a weak grip. "Uh, hi," is all you manage to say. Ed Singleback shuffles through his papers a bit, smiling when he comes across a photo of you from High School. "Joined the corps fresh out of HS, I see," he says. "Well, yeah, the recruiter-" "That eager to kill, eh?" "Um, I don't think I'd say." "Heh heh. Don't worry, kid, I won't hold it against you. I see this kind of thing all the time." "What kind of thing?" You notice Ed Singleback is engrossed in his dossier again. He suddenly jerks his head up quickly, saying, "Hmm? Oh, you know, youth wasted by war and dreams of glory. All that sappy crap." "Hey, I'm a soldier, and I was given-" "Yes, yes, you were given orders which you gleefully carried out. It's all right here." "What's all right where? I mean, what's this all about?" "Oh, you don't know?" You shake your head. "I'm terribly sorry. I thought you'd have figured it out by now. Don't worry, perfectly normal. Hey, happens to thousands of people every day. It's the most natural thing." "What's the most natural thing?" "Well, death, of course," said Ed Singleback with the kind of grin only a fool and his money could love. "Death?" "Death." "But, I can't-" "-Oh, yes you can!" "But, I didn't" "-Oh, yes you did! You remember that last Gladiator strogg you encountered. The one with the railgun?" "But, I dodged it. The slug just grazed-" "-your medulla oblongata, yes. Unfortunately, it hit just about everything else up there. Those doctors over there are trying to determine how to find out who you are because, woo boy! Are you a pretty sight with your brains all over the place!" "Well, what's all this about you representing me. I mean, if I didn't know any better, I'd say you were a lawyer." "Close. I'm an angel of death. But, let's stop talking business for a moment. Come on, I'll show you your new place for the time being." Ed Singleback doesn't strike you as someone who's really interested in helping people. Whenever you try to tell him something it takes great effort to get his attention on you instead of his dossier. Eventually, you reach a small cubicle room. "Well, here's your new home for now," he says. "For now?" "Yes, for now. In just a couple days, if everything goes right, you're being shipped off to Reincarnation City, where you can have your choice of any life you want to live next." You swallow hard, and ask, "And, if everything goes badly?" Ed's horrible grin actually sank for a moment, only to be replaced, amazingly enough, by an even more fake one. "Well, kid, we'll just try not to think about that. Everything will turn out OK." "That's it!" You throw Ed against the wall, disappointed that his grin hasn't flinched. "Tell me what's going to happen if everything doesn't work out. NOW!" "Ahem," said Ed. "Uh, well, you'll be taken to a different place." "I'm listening." "And that place..." "Yes?" "Uh ... it's Zhong." If this had been some farcical melodrama, you would have heard some over-the-top theme music after he said the word "Zhong." However, the word fails to impress you. "Go on," you say. "Well, according to Taoism, the universe is held together by various forces. Those forces are in constant struggle against and with each other. And, well, sometimes they need dead people to act out these struggles." "Sounds fun." "Uh, not from what I've heard. But, it gets worse. See, in addition to humans, many Strogg have died in this war. Because of our contact with them, they've developed a way to exist with us in our own afterlives..." "Afterlives? There's more than one?" "Oh, come on. You don't seriously believe there's just one afterlife, do you? Well, there is, and you've gone to the Taoist afterlife. Unfortunately, the Strogg feel this is a very influential dimension and are trying to take it over." "What have I got to do with it?" "The powers that be have been sending a lot of dead soldiers in to fight the dead strogg. If you go, and I'm sure that's not a concern, you'll be one of those soldiers. You'll either defeat the Strogg and return balance to the universe or your soul will be lost." You finally let Ed Singleback go. He straightens his tie and adds more starch to his smile. "All right," he says. "So, you see, it's all good. You won't really have to worry about going to Zhong because everything's going to go just smoothly tomorrow." The next day everything doesn't go smoothly, and you knock out two of Ed Singleback's ethereal teeth. ===================================== CREDITS ===================================== Story: Chris Druckenmiller Level Design: Chris Druckenmiller Game Engine: Quake 2 by ID Software Level Editor: QuArK (http://www.planetquake.com/quark) Makeup: Chris Druckenmiller Mr. Druckenmiller's Wardrobe provided by: Target. The word: A bird Voice of Ed Singleback: Chris Druckenmiller Female voice: Amazon Play testers: Pappy (not related to Pappy-R) Jay "Animal" Aiken Brendon "Citizen Abel" Cheung Philfox D.A.D. System(s): Most work done on a Micron Millennia Mme, 200Mhz MMX, 32mb of RAM (now upgraded to 96) and VooDoo 3 2000 3D card, Windows '98. Some work done on a Dexus machine, 300Mhz PII MMX, 256 mb of ram, NO video card :( and Windows NT (only on my lunch break, boss!) Build Time: From concept to what I have so far = approximately 6 months. Part of that time was spent learning how to design levels. ===================================== GAME TYPES SUPPORTED ===================================== Difficulty settings: Yes Deathmatch: Yes Cooperative: No ===================================== SPECIAL THANKS ===================================== To my girlfriend Dove for being very, very, VERY patient with me when this level design thing turned her into a computer widow :). Actually, she's been more than just patient, she's helped me work through some problems I've had along the way making these levels (problems with the levels, not personal problems). That's why her name also goes here: ===================================== COLLABORATORS ===================================== My girlfriend Dove. ===================================== NAZI COLLABORATORS ===================================== Johnathan Swift (only my best friends may get this one). ===================================== Inspiration ===================================== J.F. Gustafsson -- This guy is the reason I got into designing my own levels. I enjoyed both his Age of Panic and 1964 Quake 2 Units very much and learned a few things about making challenging single player games. Brendon "Citizen Abel" Chung -- He wrote back to me the very next day when I sent him an email saying how much I liked his maps. Seems like a decent fellow, and he can write a good story, too. I can only guess he's play testing these maps as I write this, since he said he would :). Dove -- She's the one who's really been into the I Ching and Feng Shui lately. Because of that, I came up with the idea for using that as a theme. Big Trouble in Little China -- Kurt Russell's finest role. Myst and Riven -- Especially evident in the Chen level. I forsee a day when we'll have an intense, puzzle-solving game with breathtaking scenery just like what you see in those games but with full movement like today's 3D shoot-em-up. Single player missions are just the first step. ===================================== NOTES ON THE MISSION ===================================== The whole occult thing has been done to death in ID software games. Everything now has a gothic or satanic look to it. As far as I'm concerned, the whole skull and crossbones look to maps has gotten a little played-out. Also, it's getting harder and harder to make unique-looking stuff for Quake2. So, why not theme the map after a different view of death? So, I chose Taoism. Rather than fighting through a European idea of hell, you could fight through an Aisian one. The rest is now history (if you can call 6 months history, that is). The I Ching and all the symbolism that goes with it were central to the themes in each map: ===================================== Zhong. The Central Realm. ===================================== The name pretty much says it for this one. Indeed, the names say it for just about every realm. Zhong is the center, or Earth or anything that is everything. It's the beginning, the end, the middle, the second-to-last... This is where you have the doors to the various realms of Metal, Fire, Water and Wood. These realms are all based on the corresponding trigrams on the I Ching. Of course, there are actually eight total trigrams on the I Ching. So, where are the other four realms? I'M GETTING TO IT, OK!!! :) ===================================== Tui. The Metal Realm. ===================================== A few of you out there (a VERY few of you) may remember my first ever offering to Quake2 SP titled "Tui. Metal." A couple of map reviewers got ahold of it and published great things about it like "...goes to prove that 9-year-olds whith knowledge of 3 Ninjas moves are not qualified to design levels for Quake2," and "Sorry, Sven, but single player has to be more than that." That first map was supposed to be the first level of this mission, but I scrapped the whole thing because, well, it BLEW. The map that takes its place is a refurbished DM map of my own. It looks a hell of a lot nicer and the playability is much better, too. One thing you'll notice in this map is it has a small area with a pipe full of water. This is part of the symbolism of the whole mission: each realm has a piece of the other realms in it. Just as in the yinyang, each side has a piece of the other in it. The next realm is water, so the metal realm has a little water in it. Get it? ===================================== K'an. The Water Realm. ===================================== In this level you'll find lots and lots of water. But, the water in this level doesn't behave like normal water. It can stand on its own, a trick I'm taking from The Abyss. Remember the cool-looking water tentacle in that movie? Well, that's the image I tried to envoke in this level. This level also has a piece of the next level. Pay close attention to the rooftop you end up at and how the big, square air ducts are located with a soldier behind just about every one. It helps set the theme for the next level. ===================================== Chen. The Wood Realm. ===================================== This level does get a little heavy on the r_speeds in a couple of places, but that's the price you someties pay for innovation. I've used some Quake1 textures here to make wooden tree trunks for this forest scene. I've worked and worked at making a playable forest scene because the Q2 engine doesn't do it that well. Still, I'm quite pleased with how it turned out. I also set the scene for this being the final resting place of Sun Tzu, author of The Art of War. He has a small cabin nestled into this tranquil forest setting. The underground area in this level foreshadows the next one, The Fire Realm. ===================================== Li. The Fire Realm. ===================================== The monsters are far between in this one, but they are all very strong and a lot of them are beast-like. In addition to fire, the Li trigram represents most things that are animal like. I also tried to work in a dragon theme here. ===================================== THANKS FOR PLAYING! ===================================== Hope you enjoy this offering, and let me know if you do. Send comments to cdrucken@digitalriver.com. If people like it enough, I may actually make the sequal and include the other four realms. - Sven ///// ///// ///// ///// ///// ///// ///// ///// Pak 50 ============================================================================= DATE: December 26, 1998 ============================================================================= Title : "Aliens among us" Files : "Alien4.bsp Alien5.bsp Alien6.bsp Alien7.bsp Alien.txt Jump.zip" Author : Scott Kraus AKA Skeetree, SoftShoulder Email Address : sftshldr@cybertron.com Date of release : 12/25/1998 Description : four maps, single player Quake2 maps for id Software's Quake2. ============================================================================= --ADDITIONAL CREDITS-- Playtesters: Kevin T. Kraus Prefabs used: The Enviroment - Jump by stecki. The Alien containment tubes used in Alien5.bsp. Q2mutate.zip by Michael Welter. The Big Door in Alien4.bsp. bigdoor.zip by Tom Cleghorn aka Murgatroyd murgatroyd@geocities.com www.geocities.com/TimesSquare/Castle/8568 Visit the Quake Prefab Park II for these and other fine prefabs: http://www.planetquake.com/qpp/qpp2/ --THANKS GO TO-- id Software Robert Duffy for QERadiant - http://www.planetquake.com/qeradiant Ravages of Radiant - http://www.planetquake.com/ravage RUST - http://www.planetquake.com/rust ============================================================================= --PLAY INFORMATION-- Game : Quake2 (NOTE: you must have Quake2 v.3.15 or higher to play this unit, as of this release current version is 3.20) Level Name : "Aliens among us" Files : Alien4.bsp Alien5.bsp Alien6.bsp Alien7.bsp Jump.zip Alien.txt Single Player : YES Cooperative : No DeathMatch : No Difficulty Settings : Sorry, No. I'm lazy and haven't figured it out yet. Construction: Base : New Editor used : QERadiant by Robert Duffy Map info : Platform used : PII 400, SE440BX, 160MB PC100 ram Compile time : 8 Hours 53 minutes Known bugs : None known. The previous bug in alien5.bsp has been fixed in this release. New sounds/textures/entities/etc. : The Environment; Jump ============================================================================= This is my first released map. All my other maps were only learners ( As if this one is any different! ) but I think you might enjoy these ;) ============================================================================= --LOADING INFORMATION-- Copy the .bsp file to your quake2\baseq2\maps directory. Copy all the Jump.* from the jump.zip file to the quake2\baseq2\env directory. If the \env or \maps directories don't exist just create them. The alien7 map needs the end.cin file from the Quake ][ CD for best FX. In the Q2 console type 'map alien4' to start. Feedback/Comments on this map are welcomed and greatly appreciated. ============================================================================= THE STORY You have been awakened by "Mother" the DSRV command computer from cold sleep due to major systems malfunctions aboard the Deep Space Research Vessel "Carmack". It seems that the ride home to Earth from your last Strogg campaign isn't going to be a free ride. You are a "Hero" after all, Right? Sector command said the only immediate ride home was this DSRV doing "Alternative Combat Entity research". Just what ACE might be you have no idea but, as long as it wins the war faster and you don't end up in the hole, ACE is GO with you. Shaking the cold out of your bones you notice that "Joker", the other veteren, didn't come through so well ... "Hell, I never wanted to live forever." you mumble standing over his corpse trying to get "Mother" to give some current headsup info ... ============================================================================= --LEGAL-- These Quake 2 levels (alien*.bsp) are (c) 1998 Scott Davis Kraus >>>>>>>>DO NOT put these levels on any sort of commercial product.<<<<<<<<< You MAY distribute these BSPs through any other means, provided you include this .txt file (unaltered) and it is free of charge. Do not modify this BSP. Plz do not use as a basis for other maps unless with my written approval. /////// ////////// ///////// ///////// Pak 51 ================================================================ Title : CryptR's Single Player Quake2, MAP01: Outpost Date : 5/4/1998 Filename : crspq01.bsp Author : Lari Muuriaisniemi aka CryptR E-Mail Address : lmuur@dlc.fi (Send me comments if you like ;) Web Page : www.dlc.fi/~lmuur <- Get all my released stuff here Description : This is the first level of my new Quake2 Single Player Unit. While I'm playing with various ideas what rest of the levels would look like, I decided to release this one now. Full episode will be released when it's done. This is "Preview version" Additional Credits to : RUST and Quake2 WorkShop for Quake2 Mapping tutorials How to install : Since there are new textures in CRSPQ01, PAK2.PAK comes along with those textures. PAK2.PAK must be located in root of your BASEQ2 -dir and CRSPQ01.BSP goes into it's subdir MAPS like other maps as well. ================================================================ * Play Information * Single Player : Yes Co-Op 2-4 Players : Yes Deathmatch 4-10 Players : Yes, and this is damn nice in Deathmatch! New Graphics : Yes, new textures New Sounds : No * Construction * Base : New level from scratch Editor(s) used : Worldcraft 1.5 (+ my Q2 stuff) Known Bugs : No. If you encounter any, then please E-Mail me. Build Time : I built this in one week. Textures used : E1U1, some misc. and my own textures Compile machine : P2/233MHz with 64M QBSP Time : 21 sec QVIS Time (level 4) : Abt. 25 min QRAD Time (extra) : Abt. 30 min Brushes : Around 1200 * Copyright / Permissions * Authors may NOT use this level as a base to build additional levels. You MAY distribute this BSP, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, etc) as long as you include this file intact, and all others that comes along as well too. If you're going to distribute this in CD's then please just let me know first by E-Mailing me to my E-Mail address. You may NOT distribute this BSP file in any format. You may NOT modify these files in any way. * Where to get this BSP * WWW: My web site at: www.dlc.fi/~lmuur FTP: ftp.cdrom.com (+ mirrors), but not sure about this preview though. =======* CR Texture Pack *======== Author : -CryptR- (lmuur@dlc.fi) Web site : http://www.dlc.fi/~lmuur ---------------------------------- --------------------- Legal Issues All textures in this .PAK under textures/crtexs dir are copyrighted material by L.mR-SOFT. Level authors may NOT use those textures in their levels. Modifying or distributing these textures separately of the BSP's archive is forbidden. See text file that comes along with map for more information. /////////// ///////////// //////////// /////// Pak 52 INSTALLATION Put this file into quake2\rr\ (you will have to create the directory first) To run the game double click one of the included shortcut This pak file contains; LEVELS Name: Q2PABC1 Rampant Rockfall Single player: Yes DM: No Skill levels: Yes New sounds: Yes New textures: Yes Comments: Medium sized level. Built from Scratch Known Bugs: None Name: Various.wav Comments: All necessary .wav files needed by the incorporated levels Name: Various.wal Comments: All necessary .wal files needed by the incorporated levels This file may be distributed freely as long accompanied by this readme file. This file may not be put onto cover CDs without my consent. Other included files are Eraser.bot route data for the DM levels. (If installed) These go in quake2\eraser\routes\ Phil Abbott. philfox@bttb100.freeserve.co.uk ///////// ///////////// //////////// /////////// Pak 53 ***************************************************************************************** * Date: 09/16/2001 - HEverest.txt - ***************************************************************************************** ========================================================================================= *Title: "HOT EVEREST" *HEverest.zip 3.94 MB containing: - Pak0.pak.................. 9.90 MB - HEverest.txt.............. 7.57 KB - HEverest.bat.............. 261 Bytes ========================================================================================= * Author/Contact Info ========================================================================================= Author : SilverChip Site : http://planeta.clix.pt/silverchip Email Address : silverchip@clix.pt Review sites : PLEASE send me an email saying where I can check the review of this map. ========================================================================================= * Location Info ========================================================================================= -Location : Everest Planet. -Distance from Earth : 25000 light years. -Atmosphere : Similar to Earth but with higher levels of oxygen. -Landscape : Rocky landscape with some big lagoons. -Gravity : Very similar to Earth's gravity,due to the help of some heavy underground machines that keep the gravity constant. ========================================================================================= * STORY (letter from Everest Human Colony Captain): ========================================================================================= Hi,marine! Since Stroggs had discovered the human colony at Everest Planet,they don't stop to conquer more and more humam territory as they are receiving lots of logistic reinforcements from the planet original people, the Evernecros. Because of this we asked reinforcements to the near human colony but they will take at least one or two months to arrive,so we need to do something to delay the Stroggs final and massive attack to our colony,to accomplish this we must get access to the place in the abandon park where stroggs are keeping the Data CD with vital information about the next attack. Once you get the Data CD you should find a way to escape on your own, you could try to use their escape boat... You will be droped in the park installations near a little wood house.. Good luck! The Everest Base Captain ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ *Objectives resume ~ ~ - Catch the Data CD ~ ~ - Eliminate all resistence ~ ~ - Get back alive preferably ~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ========================================================================================= * HOW TO RUN "Hot Everest" ========================================================================================= - Registered Version of Quake 2 is required (version 3.20, it may work with other versions but i didn't test). - Follow these instructions: 1st)-Extract HEverest.zip (using winzip ) to your Quake2 directory (ie,c:\quake2), using folder names (this option must to be activate). 2nd)-To run the level, open up the HotEverest directory and double-click the HEverest.bat file. - Note: Don't use cheats, you will lose some important actions! - Gameplay note: Some levers cause damage to the player. ========================================================================================= * Play Information ========================================================================================= Single Player : Yes Cooperative : No Deathmatch : No Difficulty Settings : No, just a standart difficulty level (+hard) New Sounds : Yes [all sounds in sound\manke\*.wav, by Neil Manke ] New Graphics : Most by me,some Kingpin textures, Soda vending machine textures by Steven Marcus Evil textures pak by Yves Allaire and Environment by the Mighty Pete New Monsters : No New Demos : No New Models : No ========================================================================================= * Construction ========================================================================================= Base : New levels from scratch Editor(s) used : Worlcraft 1.6 Other(s) used : gddqbsp3 1.09 gddqvis3 1.03 ArghRad 2.0 Q2Beaver 4.0.0 (beta) MapSpy 1.0 Wally 1.52B QPed Paint Shop Pro 6.00 Prefabs used : None Known Bugs : In the second map there is an untidy texture due to a editor bug. Construction Time : Some months, on and off. Construction Machine : Pentium 150MHz, 16MB RAM. Compile Time : Less than 1 hour. Compile Machine : AMD K7 1.1GHz, 256MB RAM. Beta testers : - DAV - DarkAngel Comments : Don't forget to send me your comment about the level. ========================================================================================= * Special Thanks ========================================================================================= Just to say thanks to DAV for the help he gave me in my introdution to the world of level editing, answering many questions that i did during the construction of this level and some previous maps i made to learn the Quake2 engine. ========================================================================================= * Legal Info ========================================================================================= The Kingpin textures were converted from the original Kingpin textures which are copyright Interplay. This level may be electronically distributed only if HotEverest.txt is included and unaltered at NO CHARGE to the recipient, and may not be used or modified in any way without written permission from the author. This level may not be distributed on any medium, such as, but not limited to, floppy disks, CDs, DVDs, etc, without the express written permission of myself. All the content of pak0.pak are the property of their respective authors and ARE NOT to be used in any other add-ons without the written permission of the appropriate author. All this stuff just to say that if you want to make something with the content of HEverest.zip you will need to ask me first. ========================================================================================= ============================================END========================================== =========================================================================================