tefdbl2a.zip: Absolute last update of tefdbl2b.zip; please remove old version. Contains lighting and brush fixes for "tef_no.bsp". Also, "tef_no.bsp" is now compatible with the Hipnotic Reaper-bot patch (the version in tefdbl2b.zip is not). -TJ =================================================================================== IMPORTANT: THE MAPS IN THE TEF DOUBLE PACK #2 REQUIRE REGISTERED QUAKE V.1.06 OR HIGHER, AND QUAKE MISSION PACK #1, "SCOURGE OF ARMAGON" (BY HIPNOTIC); DOS or WIN95 NB!NB!NB! =================================================================================== Title : Into Oblivion/Nostalgia Filename : tef_io.bsp/tef_no.bsp/???.bsp Author : T. H. Johansen (TJ) Email Address : torjoh@alfa.avh.unit.no WWW Homepage: : http:\\www.cris.com\~torjoh Date of release: : May 15, 1997; Finally updated July 1st. Description : A .pak filed archive, containing two (?) linked levels with required files for simpler loading. !!!!!UNUSUAL LOADING; SEE BELOW! MISSION PACK NO. 1 NEEDED!!!!! QUICK LOADING INSTRUCTIONS: To play these levels, put the supplied pak1.pak file in your /quake/hipnotic/ directory (NOT in /id1/), and start Quake at the DOS prompt by typing: quake -game hipnotic -hipnotic (+skill n) +map tef_io which will load map no. 1 (of the ones enclosed). Please read the "loading information" section below for more comprehensive instructions, if needed. PLEASE START WITH TEF_IO, BECAUSE THEY'RE LINKED IN THIS ORDER! ---------------------------------------------------- These levels can be played in all modes, including single player, cooperative and deathmatch play. Single player mode may be played on all skill levels (SKILL 0, 1, 2 or 3). Special entities were implemented to suit multiplayer style in both maps. Enjoy! ------------------------------------------- The story for this double pack is the following: ------------------------------------------- You did great on the Altar of Pain. You brought wrath upon the doomed creatures as you wrenched your way through the Slime Ground. You solved the cryptic riddles facing your wits in Spawn City, and you survived the fatal traps and swimmed your way trough Water World. Now it is time to finish the job. Once and for all. As you stepped through the teleporter exit in Water World, you could hear your mobile communication set ringing. It is your "dear" commander from the IIA (Interdimensional Intelligence Agency). "Captain, you're doing a great job", he says. You frown as you reply: "Get me out. Of here." "Oh, yes, of course. But you see, you're not quite finished yet, my boy. We're sending you to the last outpost, where we think the source for all this pain is residing", the IIA man responds. "What source?", you ask, afraid of the answer. "We're not entirely sure", he says, "but we think it has to do with the past. Your past". You get even more angrier: "My past? What the fuck are you talking about, asshole!?". "Calm down. Get your weapons ready, we're depending on you", the IIA man says slowly. "To get to the source, you'll need to penetrate the stronghold serving as a shield for it. We at the IIA name it only 'Oblivion'. May God be with you!" You shut down the communicator. Clear your vision. You're about to begin your final act. You think about this as you get ready to fade Into Oblivion. Additional Credits to : Id Software, for the original masterpiece, Quake. Hipnotic Interactive for "Scourge of Armagon", and for releasing their version of qcc.exe and all the source, along with a near "ready-to-use" list of their new entities. Ben Williams for his excellent QuMa v.1.5 Beta-testers Stig Muren, Svein E. Wahl, Thor Anders Aarhaug and more. Thanks! The following nine custom monsters are used, which are the result of the effort made by these fine people: 1 - Snakeman : Bubbah -Tan Sian Yue; yue@worldaccess.nl 2 - Manga babe : Ludovic Texier; Ludo@aw.sgi.com 3 - Willy the spider : Ken Turner; kturner@mail.dialnet.net 4 - Bazooka babe : Bubbah -Tan Sian Yue; yue@worldaccess.nl 5 - Cyber demon : Marc Fontaine; lion@wg.saar.de 6 - Wyvern : Jim Rowley; howley@cts.com 7 - Drone : Jacob Fenwick, Robin Ball, Jim Dodge dor12@cocentric.net; ballra@falmouth.ac.uk jdodge@net-link.net 8 - Blarg : Bubbah -Tan Sian Yue; yue@worldaccess.nl 9 - Raptor : Astro (sounds, mdl's) and Gopal Nener (qc) Modified for editorial use by TJ. Special thanks go to Marc Fontaine and Jim Rowley for giving me their .qc code exclusively upon request. Thanks! ========================================================================================= * Play Information * Level Name : Into Oblivion File name : tef_io.bsp Single Player : Yes. Cooperative 2-5 Player : Yes. Deathmatch 2-6 Players : Yes. Difficulty Settings : Yes, all of them. Anything else new : Yes, new monsters included. Supports Hipnotic entities/items. * Construction * Base : New level from scratch. Build Time : Quite a long time. Editor(s) used : QuMa v1.5, qcc.exe for recompiled code. Qbsp v29 (original version!), Light and Vis from Id. Quake101.wad (texture file). Win95 Notepad, WordPad etc. PakExplorer v1.12, by Ashley Bone. Qbsp -verbose build time: 1421 secs Light -extra build time: 975 secs Vis -level 4 build time: 16859 secs ====================================================================================== Level Name : Nostalgia File name : tef_no.bsp Single Player : Yes. Cooperative 2-5 Player : Yes. Deathmatch 2-6 Players : Yes. Difficulty Settings : Yes, all of them. Anything else new : Yes. new monsters included. Supports Hipnotic entities/items. * Construction * Base : New level from scratch. Build Time : A good few weeks. Editor(s) used : As for Into Oblivion; see above. Qbsp -verbose build time: 2042 secs Light -extra build time: 1097 secs Vis -level 4 build time: 3150 secs ======================================================================================= Platform used : P90 w/16 MB RAM running Win95 and reg. Quake v1.08 with SoA. Known Bugs : Hopefully none, if the loading instructions are followed! * Loading information * To load these maps, you NEED THE QUAKE MISSION PACK NO. 1 INSTALLED (Scourge of Armagon), and you should further do the following: - The supplied .pak file is called "pak1.pak", because it has to go into the /quake/hipnotic/ directory (which already has a "pak0.pak" lying around) :) - In DOS, type: quake -game hipnotic -hipnotic (+skill n) +map tef_io - To play deathmatch, type: quake +deathmatch 1 -game hipnotic -hipnotic +map tef_io The parameter, "+skill n", is to select the skill mode; n = 0 (easy), 1, 2 or 3 (nightmare). (Do not type the parantheses, of course!) When you have completed "Into Oblivion" you will enter the teleporter and automatically be taken to the next level called "Nostalgia" (...unless...hmmm...well, your choice!). Monster count: Into Oblivion: Skill 0: 24 (Well, easy!) Skill 1: 45 (Most people should get through quite well) Skill 2: 56 (Reasonable difficult, but not that hard) Nostalgia: Skill 0: 25 (Only for children and wimps) Skill 1: 48 (Quite modest when power-ups are used wisely) Skill 2: 63 (Quite hard...you should try it, though) I recommend playing on HARD (skill 2), because that is by far the most rewarding and immersive mode to play on. TRY IT! I've gotten through both of these maps on hard, and it was a blast! Good luck, and don't cheat! The secrets aren't that hard to find, either, and they'll help you a lot! NOTE: The initially reported monster-count on the status bar in "Nostalgia" is not correct. The status bar updates itself along the game for reasons not entirely known. Probably because I've used the original J. Carmack version of qbsp.exe when compiling, while code from Hipnotic is used (regarding spawning of monsters, I guess). Don't care about it, you will see the correct monster count when you exit (or at the near end). (Or just look at the numbers above :)). * Legal Stuff * You may distribute these levels and include them in any compilation etc., as long as you include my text file and give me credit. I would like to be contacted in beforehand, thanks! You may NOT use these levels as a base for new maps. This work Copyright (C) 1997 TJ productions. Parts of this work are the work of others, please respect their rightful copyright. * Technical documentation * To support the original id monsters, the total of 9 custom internet monsters and the 3 new monsters by Hipnotic, as well as their new entities, all at the SAME time, I had to use the .qc v1.07 code released by Hipnotic along with the code for the custom monsters, and recompile everything using the qcc.exe compiler also released by Hipnotic (to make everything work). Also, the code for the Raptor monster was originally not UNIQUE, in a way that made it convenient for editorial use, without some technical modifications. I therefore renamed its entity classname to "monster_raptor" (instead of "monster_demon1", which belongs to the Fiend), and gave it a unique sound directory, renamed the .mdl files etc. to make the Raptor appear when I wanted it to, not just replacing every Fiend (as originally was). * Where to get these maps * ftp.cdrom.com * Other Quake levels by TJ * "Altar of Pain" (tef_aop.zip) "Slime Ground" (tef_sg.zip) "Spawn City" (tefdbl.zip) "Water World" (tefdbl.zip) All these maps may be found on ftp.cdrom.com and mirror sites. Read about my maps on my homepage: http:\\www.cris.com\~torjoh\quake1.htm *Archive info* Archive filename: tefdbl2.zip Including: -A .pak file containing the two (...?) levels (tef_io.bsp and tef_no.bsp) along with necessary .dat, .wav and .mdl files. -tefdbl2.txt (this file). -A monsters.zip file containing the .txt documentation for all the custom monsters (except for one) used in this package. A list of authors is supplied above. TJ, May 1997.