=================================================================================== December 19, 1998; Tef Double Pack IV - For Quake II - by T. H. Johansen QUAKE II v3.20 highly recommended. =================================================================================== Unit title : Emerald Mountain Wipeout Level Titles : Emerald Mountain Base/Lower Mountain Base Filenames : tef2.bsp/tef3.bsp Author : Tore H. Johansen Email Address : thajohan@online.no WWW Homepage: : http://www.itea.ntnu.no/~torjoh Date of release : December 19, 1998 (final version) Description : A 2-level integrated Quake II unit for quality single player gaming. Also supports DM and COOP modes. Recommended system : Minimum Pentium166 MMX, Voodoo1 or 2 3dfx card, 64 meg RAM. Quick loading setup : Put tef2.bsp and tef3.bsp in /quake2/baseq2/maps/, start Quake2, choose skill level (0 - 3), then type "map tef2" in the console (not the quotation marks). See also below. Additional Credits to: Id Software, for creating Quake II in the first place. Robert A. Duffy for his fabulous work on QERadiant (now build 135) Robert's e-mail is: raduffy@cyberramp.net Check out http://www.planetquake.com/qeradiant/ for more info. Thanks to AzrKnight (azrknight@planetquake.com), for the bridge prefab used in this unit. Also thanks to David Spurr (dave@daspurr.softnet.co.uk) for the cool turrets seen in this unit. They really fitted the scene pretty well, I think ;). Visit http://www.planetquake.com/qpp/qpp2/ or http://www.planetquake.com/prefab/ for picking your own cool stuff. Also a large credit to RUST, the game editing and design site that covers it all; check it out at http://www.gamedesign.net/. ========================================================================================= * Play Information * Game : Quake II Level Names : Emerald Mountain Base/Lower Mountain Base File names : tef2.bsp/tef3.bsp Single Player : Yes. Cooperative 1-4 players : Yes. Deathmatch 2-6 players : Yes. Difficulty Settings : Yes, all of them. New graphics : No. Anything else new: : No. * Construction * Base : New levels from scratch. Build Time : About 6 weeks Editors used : QERadiant 1.0b (build 135). Compiling utilities released by id software, modified versions by Geoffrey DeWan (the "gdd" series of utilities); email gdewan@prairienet.org. Compilation: Qbsp3 build times: 200/ 120 secs Qvis3 (full) build times: 8100/2500 secs Qrad3 -extra build times: 4500/4200 secs ============================================================================================ Platform used : PII-266 w/64 MB RAM running WinNT4.0 SP3 and Quake II v3.20 Known Bugs : None known. For system recommendations, see "notes" below. ============================================================================================ THE PLOTLINE for this unit is the following (please read to understand better what is going on before playing, this text is highly relevant and should in fact be quite useful): -------------------------------------------------------------------------------------- Reports of Strogg colonists building up their new home at the side of a large mountain-side has been worrying the USMC command central for quite a while. Intelligence satelites have revealed the structure of this new settler's base: It consists of two main parts, an upper and a lower base installation. The upper part is the main quarter of the colony, with a central hub only known as the "Emerald Base", whereas the lower base consists mainly of the Strogg command centre for the construction and development of this full Strogg mountain base. Together, these two bases constitute a new and serious threat, and most be stopped before the progress of building it goes too far. So you have been called for duty. Unfortunately, the intelligence division could not say much about the defences installed in either of the two bases. It is expected that these may be quite plentiful, and lethal. Extreme caution and a strategic approach is probably needed to survive. Especially getting to the Colonist Leader for this two-piece base installation is expected to be against all odds, but it is needed to shut down the colonist development. Now, you are landed by your command at the top part of the Emerald Mountain Base. This is what you've been training for. Get ready for some horrifying action. Welcome to the Tef Double Pack IV; enjoy! ============================================================================================ * Loading information * To load "Tef Double Pack IV": - Put the "tef2.bsp" and "tef3.bsp" in the /quake2/baseq2/maps/ directory. - Start Quake2 as you usually would do. - Pull down console, type "skill 2" (or "skill 3", "skill 1" or "skill 0"). Press enter. - Then type: "map tef2" to begin. (Do not type the quotation marks) NB! Please start with "tef2.bsp" as the unit will not play properly otherwise!!! This is important. Also, cheating will seriously screw up the line of events in this unit. DON'T CHEAT. If things get too hard, lower the skill level. They are there for a reason. *Notes* I have mainly tested and developed this pack using a Voodoo2 3dfx-based video card, and a 3D accelerator card is heavily recommended for playing this pack! Software users may experience serious slowdown on some occasions, depending on the skill level and how they play the levels. On HARD skill, which is really hard, the action can get quite over the top at times, and in the larger areas, this could slow down the game in software mode pretty much, although things should go fairly OK. I designed this for gaming with a 3dfx mode or any other compliant OpenGL 3D accelerated mode in mind. Nevertheless, I do hope that software users also will be able to enjoy this pack, but bear this note in mind while playing if that shouldn't be the case. Besides, why are you still playing Quake II in software mode? I also thought I had played Quake II until I bought a Voodoo2 card. Then I realized I had been playing something totally different...;) A note about the skill settings: HARD skill should be really hard this time. No excuses. No fuzz. It is just plain hard. It's supposed to be, so don't complain about it. I have tried to fine-tune things quite a bit, so it is clearly possible. But if it gets too wild for you, try "medium", or (god forbid) "easy". EASY is easy, and will probably only take out a few percent of the true potential in the gameplay of this pack. So try HARD skill first, then adjust accordingly. * Other levels by Tef * For Quake 1: 1. "Altar of Pain" (tef_aop.zip, v.2 Nov. 1996) 2. "Slime Ground" (tef_sg.zip, Oct. 1996) 3. "Spawn City" (tefdbl.zip, Dec. 1996) 4. "Water World" (tefdbl.zip, Dec. 1996) 5. "Into Oblivion" (tefdbl2a.zip, June 1997) 6. "Elemental" (tefdbl2a.zip, June 1997) 7. "Nostalgia" (tefdbl2a.zip, June 1997) 8. "Halls of Artemis" (tefdbl3.zip, October 1997) 9. "Apollo's Domain" (tefdbl3.zip, October 1997). For Quake 2: 1. "Red Penitentiary" (redpen.zip, February 1998) All these maps may be found on ftp.cdrom.com and mirror sites. They may also be downloaded through my homepage: http:\\www.itea.ntnu.no\~torjoh\ * Copyright / Permissions * "The Tef Double Pack IV" is (C) by T. H. Johansen (Tef) 1998. Quake II (TM) is the sole property of id software, Inc. All rights reserved. You are not allowed to commercially exploit this 2-level unit, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission. You may distribute this unit through any electronic network (internet, local BBS etc.), provided you include this text-file and leave the archive fully intact. You may not use this unit as a base for additional levels, nor can you reverse the .bsp's to .map format for further modification, or in any other way alter this work without explicit permission from the rightful author. *Archive info* Archive filename: tefdbl4.zip including "tef2.bsp", "tef3.bsp" and "tefdbl4.txt" (this file). * Where to get this archive * Through my homepage: http://www.itea.ntnu.no/~torjoh/ ftp.cdrom.com and mirror sites. Through several review sites, I guess, as time goes by. OK, thanks for reading this, and give me a comment if you like (thajohan@online.no). Tore H. Johansen, December 1998. ---------