REoL TOUGH: The Unforgiven! A new level to play with, for Quake II! Level Design by George J. Fiffy II. NEW DOCUMENTATION FORMAT! MAKES EVERYTHING EASIER AGAIN! Also note, some parts WILL NOT WORK if you're not connected to the 'net. THIS DOESN'T AFFECT THE FULL DOCUMENTATION IN ANY WAY! Quake II is (c)1998 id Software. All rights reserved. If you're trying this with the Test Version, IT WON'T WORK! JUST BUY THE WHOLE GAME! Trust me, it's worth more than what you pay. :) Will work with ANY version of REGISTERED Quake II (Used 3.05). Since REoL TOUGH is an International favorite everywhere (whatever), and some people complain about the way things are typed, Here are some things you'll need to know: * This doc is typed using US English, and bad grammar/spelling. :) * Things IN CAPS highlight important info, among other things. |
(1) Put the level in your C:\QUAKE2\BASEQ2\MAPS directory. If you don't have that directory, make it. Maps won't run without it. (2) Start a game of Quake II as normal. (3) As the game starts up, hit ESC. Now you'll see the Quake Option Menu. (4) Hit the ~ key and enter a SKILL level, by entering SKILL X. X is the skill you want: 0 for EASY, 1 for NORMAL, and 2 for HARD. Skip the SKILL process if you're starting on NORMAL Skill, and go to Step 5. (5) Now, enter MAP 5FIFFY2 and LEAVE OFF THE.BSP EXTENTION! Enjoy! Supports Single Play, and up to 4 in Multiplayer and 8 in Deathmatch. 16 was just overwhelming for REoL TOUGH fans playing these levels of the Quake Generation. :) I also learned Quake II doesn't do more than 4 in Multiplayer. SORRY, NO CTF SUPPORT! Get a BSP TO MAP CONVERTER and put them in if you want it. No knowledge of this game variation whatsoever. :( (C)1998 REoL TOUGH. Modify map as you may, as long as credit for the orriginal work is given to yours truly. |
Come visit the home of REoL TOUGH, at the: ![]() TONS of add-ons for games like DooM, DooM II, HeXeN, Quake, and Quake II! Have comments, especially after playing this map? E-MAIL ME HERE! Mark Klem's DooM (II) Site! If it wasn't for Mark Klem, I'd never be inspired to start level editing! Check this out! Planetquake Most popular Quake site! News, Add-ons, you name it, they have it! Quake2.COM Another great Quake page! A World of Quake II Level Review Site. Gave ARMEGEDDON an award! Talon's Strike! Level Review Site. Gave ARMEGEDDON an award! Lt. Dan's Quake Page (...where YOU rate the levels!) ARMEGEDDON started 17'th on the TOP 50 LIST! Long gone now! :D |
After a long and hard struggle through an old fortress, code named "Armageddon", you have made it to the exit! But what is this?! The entrance to the castle doesn't lead out! Instead, it enters a base-like structure. Apparently, this must be where that teleport is from which the Strogg got here. As mentioned by Colonel Sanders, this teleport will take you to the new Stroggian world. You then decide to go through the corridor, and you find yourself in this gigantic square-shaped room, and in the center, a structure with a black void within. This must be that teleport to Stroggland, wherever that may be. After a few more battles with flying robots, you access the drawbridge that leads to the teleport. After looking around a bit, and hesitating somewhat, you then decide to jump into the teleport and see what's on the other end. After a few seconds went by, a bright flash of white light temporarilly blinds you. After a few seconds, the enviornment around you comes into focus. You're in some sort of Space Station, for what you can see, and yes, behind you is the teleport you came from. Unfortunately, someone behind that high window near your location heard you come in, and reprogrammed the teleporter to not work at the time being. You figured this one out, when you tried to step back in like a coward, but that black void won't let you get a foot inside of it. "AWWWW FUCK!", you say to yourself, "I'm stuck here! I must reactivate the teleport to get back home!" Suddenly, your radio goes off. Colonel Sanders has a few things to tell you. "It looks like you made it to the Stroggian World, their new one, should I say. I heard you back there. Unfortuanately for a big pussy like you, you have a mission to accomplish, and you're not going to like what you're to do first, kill that teleport system. If you fail to do so, Strogg can come to Earth once again on their own free will! Once you kill the system, you're going to have to go through the entire complex. From last survivors, who made it only as far as the big War Room, you are to disable their monitoring equipment, and then proceed onto your next mission. You'll have to free your fellow troopers, ones that lived, from their prison." (Prison? Hint, hint, hint. :D) Sanders continues: "Right now, it is unknown where the enterance is, or HOW to get to it, but you must find it! Nobody lived through this, and if they did, they were sent to their own little Sing-Sing, although, knowing them, Sing-Sing would seem like the Shataton Tara compared to theirs. Go get them! You are the only hope! If you fail, God forbid, at least kill that teleport, so Strogg can't hit Earth again, and die a hero." You know what to do now. You sigh with disbelief you're going to have to go through yet another struggle, and to know the Strogg are anticipating your presence at their base, with a vengence. Perhaps this is why this mission is nicknamed: The Unforgiven. |
Q: I have OpenGL support, and I noticed some lights vary slightly in color in spots. Why is this? A: If you look at real lights closely, not all of them burn the exact same color. Various types of light were simulated using points of light (NOT using Surface Properties). For example, there are typical FLOURESCENT LIGHTS, which basically give off white light, but different manufacturers or bulbs don't give the exact same hue. Look around a real building. Some of them appear more redish or greenish in nature. This was captured here, either as a last-minute bulb replacement, or a ceartain type of bulb were used in other areas. (Where I used to work, you would see them in many hues. Quite interresting light patterns there!) Some colors represent different TYPES of lights. The lightly reddish-yellow ones represent INCADESCENT, or HALOGEN, and the bluish-purple ones are SODIUM based. Since I DON'T have OpenGL on my system, I took a shot in the dark when creating colored lights. :) to sum it all up, I went for REALISM (how typical of me). How many authors go through this trouble, or just use Surface Properties instead? Q: With Quake II's capabilities, many authors make GIANT levels. Why are you making yours intimate in nature? A: If you played my Quake 1 maps, they were mostly too intimate because I didn't have the memory or HD space to make huge levels. Quake II, on the other hand, has a very efficient BSP (map) structure, so memory and HD space are no problem. However, these intimate settings, you must admit, are not as close and personal as Quake 1. Once again, it's all in realism. If in real life, we made these big structures id and other authors made, they would be CONDEMNED on the spot by Building Inspectors, if they didn't COLLAPSE already! My structures more or less represent what can be built in real life, and aren't so over whelming either. Q: In your Quake 1 maps, you had 16 player support for Deathmatch. Why only 4 in Multi's, and 8 for Deathmatch? A: Got WAY too many complaints from Deathmatchers that the level was WAY OVERCROWDED to enjoy a 16 player fight. Keeping realistic size in account, chopping the headcount in half should make everyone happy. As for the Multiplayers, Quake II only allows a mere 4 starting spots. Q (Player): I have a P2/400 and OpenGL support. I get 3,000FPS playing at 1600x1200. I get to a door, and it drops to a mere 1,000! Why? Q (Designer): Areas with doors go slow. Why no FUNC_AREAPORTALS? With my system, every polygon counts big time, and I'm not talking how many in view, but how many that make up THE LEVEL ITSELF. Unless truly necessary, no FUNC_AREAPORTALS will be used, since they've been known to cause Hall of Mirrors too. With limited resources, only needed polys are added, hence slowdown in doorways. And to remind you, I have a P60 with no OpenGL support, so don't tell me about this going slow. :) Q: I get error messages (*something* is not a field, monster stuck in wall, etc.) when the map loads. Is this bad? A: These levels are playtested for problems, AND DOABILITY (HARD setting). If messages appear when you start up the map, they will not affect the outcome of the game, they are just bullshit. I'll TRY to remember to prevent them before release. :) Q: I noticed on the FIELD COMPUTER (F1 key), that the GOALS counter is set at 0. Isn't there a GOAL to this level? A: This level is part of the main goal of the upcoming level, PRISON. Frist off, back in the ARMAGEDDON level, there was a goal, to get to the Stroggian New World (this level). Knowing your men (who weren't killed quite yet) were taken to a prison, you're just making your way there, therefore, there's no real goal to this level, other than to get out of here, and into the prison. |
(1) For added realism, all guns aquired are from the enemies who drop them when you (or anoter foe) kill them. This also goes for needed keys, as well as a bonus in one spot. (2) You can shut off/turn on the projector monitors in the War Room. Look under the keyboards facing the monitors, inside the CONTROL ROOM. Shoot out the fuses (squat down to see them) and take them out. It was something added just for kicks. (???) On the Mainframes, there's a switch that kills the video alltogether. THAT is hotwired to do something important to contunue onward. (3) This level is not the most linear in the world, so it is very likely you will go the wrong way at times (take a corridor you're not ready for, for example). If you get creamed easilly, chances are, that path was not yet ready to be taken. (4) This level provides you with SQUAT for ammo. Use your BLASTER as often as possible. (5) There's TWO secrets. If you thought the ones in ARMAGEDDON were tough to find, try finding THESE!!! :D Got sharp eyes, my friend? (6) DEATHMATCHERS: There's THREE places to grab a SHOTGUN and MACHINEGUN, so there's plenty to go around. You may have to open the level up a bit. One needed key IS present. |
(1) COM_SPRINT_F: OVERFLOW OF 35 IN 32 What the hell does that mean?! It pops up at load most of the time. As mentioned, you wouldn't be playing this level if this were a factor in any way. A BS error. (2) 6 BUILDS TO GET THIS RIGHT! Well, one monster faces the wall, but that doesn't mean he doesn't notice you. (If you see the compile times on this level, you'll understand why some blems are allowed.) |
Editor used for building: Worldcraft 1.5 Winbugs95/98/No Thought Nodebuilder for BSP making: QBSP3, QRAD3, QVIS3, Winbugs95/98/No Thought WAD2 file for textures: The ones WC came with. Build Times (Using a Packard Bell Legend 300CD (Pentium 60): Megs O' RAM: 24 Free HD Space to compile: 168MB QBSP3: 2 minutes, 41 seconds. (Fast!) QRAD3: 47 minutes, 19 seconds, -extra -bounce 40 (good) QVIS3: 8 hours, 45 minutes, 39 seconds, full VIS. (AAAAAAARGH!!!) |
King REoL TODAY'S MORAL: Potato Chips: A snack. Cow Chips: NOT a snack. |