AfterShock for Quake -- quake.zone browser build Repacked for browser play from: archive.org:AftershockForQuake Only runtime files are included in the game package; the original documentation is reproduced below. All rights remain with the original authors. Runs on LibreQuake (../../librequake/NOTICES.txt) and FTEQW (GPL-2.0, ../../licenses/gpl-2.0.txt). ===== Aftershock for Quake.zip/Aftershock for Quake__x/AS/DMAS0206.TXT ===== Aftershock for Quake Description document for deathmatch maps DMAS02-DMAS03 by Greg MacMartin DMAS02: "DeCarlo" This map is the first one that I made for Quake using Thred. It is based upon a place where Jon Mavor and I worked when both of us were with Neural Storm. Actually, this is the place where Thred was written. Picture a desk near the fireplace, and picture Jon madly coding away... Then, picture me on a nearby desk (right by the exit door) designing the very level in which you are now playing...spooky. If you saw this place (it's a townhouse) and then you played this map you would probably laugh out loud. It really is a pretty close representation (except for the textures)... A fast and furious deathmatch environment, this one. Health and the 200% armor is in a secret room under the house (that doesnt REALLY exist, considering you have to swim into a toilet to get to it!!). Teleports abound to get you from place to place very fast. No doors, except for the door to the exit tunnel. # of Deathmatch Starting Positions: 6 Recommended Max. number of Deathmatch players: 6 DMAS03: "The Abode" This is another house-like environment. This one is a little more complex, in that you can actually go onto the roof and jump into the chimney. You can also swim underneath the entire house. Its VERY out of scale and is not based upon any real structure. You'll also notice that the woodem beams in the first room have no real purpose (if youre being architectually picky...) except that they are cool to walk on. The Thunderbolt is hidden quite nicely. This level is the largest of my five deathmatch levels for Aftershock so it can support a large number of players quite nicely. # of Deathmatch Starting Positions: 24 Recommended Max. number of Deathmatch players: 24 DMAS04: "LavaBox" This is a small one. Probably ideal for a one on one modem deathmatch session (not EVERYONE plays internet Quake). If someone can manage to get onto the moving platform without being blown off it, they can grab the Ring Of Shadows, the Quad Damage AND the Thunderbolt and become God for a short period of time. :) # of Deathmatch Starting Positions: 7 Recommended Max. number of Deathmatch players: 4 DMAS05: "LavaBox II" Couldnt think of a decent name for this one, as it doenst really have a central theme. But it DOES have a "lava-box" of sorts in it, so why not? This is another rather small one, but it is not one big room like DMAS04, so it can probably handle a few more players. # of Deathmatch Starting Positions: 6 Recommended Max. number of Deathmatch players: 6 DMAS06: "King Of The Castle" This level has a platform at the very top that has tons of rockets, a grenade launcher, the thunderbolt AND the 200% armor (the only armor in the level). So, basically, the general idea to get up there and become the "King". You can just sit there and keep grabbing the powerups and peg other players off to your hearts content. But you must work to keep your "kingdom". There are two routes up to the platform. You can swim up a nearby tube or you can directly walk up a bunch of sloped platforms. So in a three player game if one guy is King he could conceivably be attacked from two different places, thereby losing his "kingdom". Very fun deathmatch level. # of Deathmatch Starting Positions: 14 Recommended Max. number of Deathmatch players: 14 ===== Aftershock for Quake.zip/Aftershock for Quake__x/AS/EPISODE3.TXT ===== Descent Into Horror a 5 part episode for Quake All wall art and level designs by Greg MacMartin This episode was specifically made for Aftershock for Quake, published by CDR Publishing. Description/Comments: --------------------- For all potential players of this episode: This is a *VERY* difficult episode, so it is not for Quake novices. I had great fun designing it, and, as the story below leads you to believe I will probably make a sequal to it. If you enjoy playing it, drop me an E-mail message saying so. If I find enough people do enjoy it then I will make a follow up episode. I may wait until Quake 2 comes out with new monsters, weapons etc. I have written up a little story to go along with the theme of the episode. It is located below. Also below is a level-by-level commentary that advances the story. The story aint much, but I think it helps you get a grasp of what the level is attempting to portray. You will notice that not all of the ending doors are the same. To compensate for this, all doors that need a gold key to open are doors that will lead to the end tunnel. This entire episode, as well as the other stuff I did for the Aftershock project was done in about 1 1/2 months, so it was rushed out the door to say the least. I would have liked to have spent quite a bit more time on the art and designing of my episode, and will do so next time. One thing you may notice: This episode requires a fast machine to play well. Some of the complex geometry in the levels really pigs slower machines, so people with 486's? Stick to Duke. Here is a wish list of things that I would have liked to have put in Descent Into Horror but didn't due to time constraints. These are also things that will definitely be in the sequal (if there is a sequal): --> WAY more secrets and traps. --> More balanced gameplay. The levels were not really tested that much. --> More variety in wall art, i.e more specific things like signs and eye candy like the Jesus in the Quake levels. --> More levels and multiple secret "mini" levels. --> Quake C usage. (nuff' said.) --> Any other suggestions I get from people. (I am very open to any and all thoughts concerning level design...) Enjoy and thanks for purchasing Aftershock! -Greg, cl662@freenet.carleton.ca Synopsis: --------- Earth: 120 years from present day. The planet has been devastated by an interstellar war with a race known only as the "Eternals". The race seems not to care for property, as they have not claimed any of the homeworlds that they have ravaged. The planet can barely support life now, and it is littered with thousands upon thousands of ruined cities and towns. The blackened landscape is a grim reminder for all who visit Earth that those who defy the Eternals pay in blood. There are a mere 2 million human beings left in the universe, and you are one of them. You work for a scavenging company which goes about the universe collecting salvagable pieces of ships, weapons and other potentially useful items. Earth is still being picked apart for useful materials and probably will be for years to come. You have been assigned a solo duty of delving into an old Earth military factory. You assume that the job will be very routine. (E4M1, "The Surface") You are dropped off near an entrance at the bottom of a massive "pit" in the surrounding mountains. You find yourself on some type of landing pad with a curious military symbol on it. Immediately you get the impression that this is no "military factory". From what you know of Earth history, that symbol and the one by the entrance door with the three lines indicate that this was some very secret facility. Obviously the vague designation of "Military Factory" was just a cover. You are more than a little surprised to find out that there are actually PEOPLE in this place. Who they are and why they want to do nothing but fill you with bullets and blast you with laser bolts are questions you will probably never get an answer to. *Designer's notes: A really tough mission. Probably too tough for the first * level in the episode, but...at least it gives you a good * idea of what is to come! (E4M2, "Ascent") After wandering around in this old and abandoned military base for awhile, you come across a most curious area. You find what appears to be some kind of military training course. The object of this course, it seems, is to go up. *Designer's notes: A neat mission, but the level is ALMOST too much for Quake * to handle. I had to chop stuff out of my original version * so that Quake didnt run out of surfaces. (E4M3, "The River") After that most interesting encounter with those "knight things" way down near the bottom of that training course you are beginning to wonder exactly what kind of place this is. You know one thing for sure: This job has been anything BUT routine. Not to mention the fact that you havent found anything useful to salvage yet. This area of the base has a river running through the center of it. It appears as though the river goes deeper into the mountain. After exploring the area awhile you find yourself getting nowhere. So, you decide, why not spice things up and go for a swim?? *Designer's notes: The first mission I had completed for Descent Into Horror. * I had a heck of a time getting that river placed into the * world properly, and it still isnt what I wanted it to be. * Among other things, I wanted the river to have a current * that would pull you along. I tryed to use the push_ * player classname, but......no. (E4M4, "The Red Room") Oh boy. You've really done it this time. You know for sure now that swimming in rivers is a bad thing. You have begun to realize that the military base was built on top of some kind of ancient medieval fortress. This fact probably has something to do with the base being abandoned in the first place, considering the kind of creatures that you have faced so far. You also realize that you have left whatever remained of the old military base behind you. Its just you, this ancient craphole you have gotten yourself stuck in and all that damn hell-spawn you have been fighting. (E4M5, "The Guardians") You stumble upon what appears to be an entrance to some kind of temple. Whatever it is, you think to yourself grimly, it only means that you'll be going deeper into this accursed place. You have your biggest fight yet on your hands, as there are those guys in armor and ugly-looking spiders that throw spiked metal balls guarding the entrance to this temple. After the battle you find a dark pit that acts as an entrance to this place. As you jump into the darkness, you realize that your descent into horror has only just begun... End of Descent Into Horror, part one. *Designer's notes: This level is not what I wanted it to be. Originally * I wanted to use Cthon. And then I found out that the * event_lightning that kills Cthon in Quake shareware * is hard coded to work in that level only. :( * Also, as it is I think this level is way too easy.... * oh well. ACK-knowledge-ments Thanks to: Daniel Gilliland and Christopher Wise for creating a kick-ass useful wad2 creation tool. Special thanks go to: Jon Mavor for writing Thred, a really fantastic 3D editor. ===== Aftershock for Quake.zip/Aftershock for Quake__x/ASDOS/AS/DMAS0206.TXT ===== Aftershock for Quake Description document for deathmatch maps DMAS02-DMAS03 by Greg MacMartin DMAS02: "DeCarlo" This map is the first one that I made for Quake using Thred. It is based upon a place where Jon Mavor and I worked when both of us were with Neural Storm. Actually, this is the place where Thred was written. Picture a desk near the fireplace, and picture Jon madly coding away... Then, picture me on a nearby desk (right by the exit door) designing the very level in which you are now playing...spooky. If you saw this place (it's a townhouse) and then you played this map you would probably laugh out loud. It really is a pretty close representation (except for the textures)... A fast and furious deathmatch environment, this one. Health and the 200% armor is in a secret room under the house (that doesnt REALLY exist, considering you have to swim into a toilet to get to it!!). Teleports abound to get you from place to place very fast. No doors, except for the door to the exit tunnel. # of Deathmatch Starting Positions: 6 Recommended Max. number of Deathmatch players: 6 DMAS03: "The Abode" This is another house-like environment. This one is a little more complex, in that you can actually go onto the roof and jump into the chimney. You can also swim underneath the entire house. Its VERY out of scale and is not based upon any real structure. You'll also notice that the woodem beams in the first room have no real purpose (if youre being architectually picky...) except that they are cool to walk on. The Thunderbolt is hidden quite nicely. This level is the largest of my five deathmatch levels for Aftershock so it can support a large number of players quite nicely. # of Deathmatch Starting Positions: 24 Recommended Max. number of Deathmatch players: 24 DMAS04: "LavaBox" This is a small one. Probably ideal for a one on one modem deathmatch session (not EVERYONE plays internet Quake). If someone can manage to get onto the moving platform without being blown off it, they can grab the Ring Of Shadows, the Quad Damage AND the Thunderbolt and become God for a short period of time. :) # of Deathmatch Starting Positions: 7 Recommended Max. number of Deathmatch players: 4 DMAS05: "LavaBox II" Couldnt think of a decent name for this one, as it doenst really have a central theme. But it DOES have a "lava-box" of sorts in it, so why not? This is another rather small one, but it is not one big room like DMAS04, so it can probably handle a few more players. # of Deathmatch Starting Positions: 6 Recommended Max. number of Deathmatch players: 6 DMAS06: "King Of The Castle" This level has a platform at the very top that has tons of rockets, a grenade launcher, the thunderbolt AND the 200% armor (the only armor in the level). So, basically, the general idea to get up there and become the "King". You can just sit there and keep grabbing the powerups and peg other players off to your hearts content. But you must work to keep your "kingdom". There are two routes up to the platform. You can swim up a nearby tube or you can directly walk up a bunch of sloped platforms. So in a three player game if one guy is King he could conceivably be attacked from two different places, thereby losing his "kingdom". Very fun deathmatch level. # of Deathmatch Starting Positions: 14 Recommended Max. number of Deathmatch players: 14 ===== Aftershock for Quake.zip/Aftershock for Quake__x/ASDOS/AS/EPISODE3.TXT ===== Descent Into Horror a 5 part episode for Quake All wall art and level designs by Greg MacMartin This episode was specifically made for Aftershock for Quake, published by CDR Publishing. Description/Comments: --------------------- For all potential players of this episode: This is a *VERY* difficult episode, so it is not for Quake novices. I had great fun designing it, and, as the story below leads you to believe I will probably make a sequal to it. If you enjoy playing it, drop me an E-mail message saying so. If I find enough people do enjoy it then I will make a follow up episode. I may wait until Quake 2 comes out with new monsters, weapons etc. I have written up a little story to go along with the theme of the episode. It is located below. Also below is a level-by-level commentary that advances the story. The story aint much, but I think it helps you get a grasp of what the level is attempting to portray. You will notice that not all of the ending doors are the same. To compensate for this, all doors that need a gold key to open are doors that will lead to the end tunnel. This entire episode, as well as the other stuff I did for the Aftershock project was done in about 1 1/2 months, so it was rushed out the door to say the least. I would have liked to have spent quite a bit more time on the art and designing of my episode, and will do so next time. One thing you may notice: This episode requires a fast machine to play well. Some of the complex geometry in the levels really pigs slower machines, so people with 486's? Stick to Duke. Here is a wish list of things that I would have liked to have put in Descent Into Horror but didn't due to time constraints. These are also things that will definitely be in the sequal (if there is a sequal): --> WAY more secrets and traps. --> More balanced gameplay. The levels were not really tested that much. --> More variety in wall art, i.e more specific things like signs and eye candy like the Jesus in the Quake levels. --> More levels and multiple secret "mini" levels. --> Quake C usage. (nuff' said.) --> Any other suggestions I get from people. (I am very open to any and all thoughts concerning level design...) Enjoy and thanks for purchasing Aftershock! -Greg, cl662@freenet.carleton.ca Synopsis: --------- Earth: 120 years from present day. The planet has been devastated by an interstellar war with a race known only as the "Eternals". The race seems not to care for property, as they have not claimed any of the homeworlds that they have ravaged. The planet can barely support life now, and it is littered with thousands upon thousands of ruined cities and towns. The blackened landscape is a grim reminder for all who visit Earth that those who defy the Eternals pay in blood. There are a mere 2 million human beings left in the universe, and you are one of them. You work for a scavenging company which goes about the universe collecting salvagable pieces of ships, weapons and other potentially useful items. Earth is still being picked apart for useful materials and probably will be for years to come. You have been assigned a solo duty of delving into an old Earth military factory. You assume that the job will be very routine. (E4M1, "The Surface") You are dropped off near an entrance at the bottom of a massive "pit" in the surrounding mountains. You find yourself on some type of landing pad with a curious military symbol on it. Immediately you get the impression that this is no "military factory". From what you know of Earth history, that symbol and the one by the entrance door with the three lines indicate that this was some very secret facility. Obviously the vague designation of "Military Factory" was just a cover. You are more than a little surprised to find out that there are actually PEOPLE in this place. Who they are and why they want to do nothing but fill you with bullets and blast you with laser bolts are questions you will probably never get an answer to. *Designer's notes: A really tough mission. Probably too tough for the first * level in the episode, but...at least it gives you a good * idea of what is to come! (E4M2, "Ascent") After wandering around in this old and abandoned military base for awhile, you come across a most curious area. You find what appears to be some kind of military training course. The object of this course, it seems, is to go up. *Designer's notes: A neat mission, but the level is ALMOST too much for Quake * to handle. I had to chop stuff out of my original version * so that Quake didnt run out of surfaces. (E4M3, "The River") After that most interesting encounter with those "knight things" way down near the bottom of that training course you are beginning to wonder exactly what kind of place this is. You know one thing for sure: This job has been anything BUT routine. Not to mention the fact that you havent found anything useful to salvage yet. This area of the base has a river running through the center of it. It appears as though the river goes deeper into the mountain. After exploring the area awhile you find yourself getting nowhere. So, you decide, why not spice things up and go for a swim?? *Designer's notes: The first mission I had completed for Descent Into Horror. * I had a heck of a time getting that river placed into the * world properly, and it still isnt what I wanted it to be. * Among other things, I wanted the river to have a current * that would pull you along. I tryed to use the push_ * player classname, but......no. (E4M4, "The Red Room") Oh boy. You've really done it this time. You know for sure now that swimming in rivers is a bad thing. You have begun to realize that the military base was built on top of some kind of ancient medieval fortress. This fact probably has something to do with the base being abandoned in the first place, considering the kind of creatures that you have faced so far. You also realize that you have left whatever remained of the old military base behind you. Its just you, this ancient craphole you have gotten yourself stuck in and all that damn hell-spawn you have been fighting. (E4M5, "The Guardians") You stumble upon what appears to be an entrance to some kind of temple. Whatever it is, you think to yourself grimly, it only means that you'll be going deeper into this accursed place. You have your biggest fight yet on your hands, as there are those guys in armor and ugly-looking spiders that throw spiked metal balls guarding the entrance to this temple. After the battle you find a dark pit that acts as an entrance to this place. As you jump into the darkness, you realize that your descent into horror has only just begun... End of Descent Into Horror, part one. *Designer's notes: This level is not what I wanted it to be. Originally * I wanted to use Cthon. And then I found out that the * event_lightning that kills Cthon in Quake shareware * is hard coded to work in that level only. :( * Also, as it is I think this level is way too easy.... * oh well. ACK-knowledge-ments Thanks to: Daniel Gilliland and Christopher Wise for creating a kick-ass useful wad2 creation tool. Special thanks go to: Jon Mavor for writing Thred, a really fantastic 3D editor. ===== Aftershock for Quake.zip/Aftershock for Quake__x/ASDOS/BPS_MAIN.TXT ===== ******************************************************* *************** AFTERSHOCK FOR QUAKE ****************** ******************************************************* AFTERSHOCK for QUAKE is an completely new game with new textures and new maps made just for QUAKE. There are deathmatch maps included in the game. We also have supplied other single maps for your QUAKE enjoyment. AFTERSHOCK also contains the THRED editor and some .map files and a non ID Software texture file to start you own editing with. Currently we do not support the editor but we do support the game and launch programs. The e-mail address for support is hservice@one800.net . The editor provided on this disk is a beta version for the latest version you use the internet an go to www.visi.com/~jlowwell/thred. We ask that you do not use the editor to make levels to be sold commercialy and do not use the textures in a commerical product. AFTERSHOCK has a dos game level launcher and a WINDOWS 95 game launcher and ping time tester. The Win95 menu also has a ping time tester to check out the servers befor you play a deathmatch. Our goal at Head Games Inc. is to bring a quality full featured product at a low price. Have fun playing you QUAKE levels!!! MENU BUTTON HELP Registered Levels - Press this button to select a single registered level. Select the level with the mouse then press Play. Aftershock Levels - Press this button to select a single Aftershock level. Select the level with the mouse then press Play. Single Level - Press this button to select a single level. Select the level with the mouse then press Play. Play - Click on this to play the QUAKE game with the selected level. Help - Click on this button to get this screen. Exit - Exit to dos. A mouse is required to properly use this menu program ************ Cheat Codes for QUAKE ************ ********** Thanks to Brandon F. Fish ********** ************ For most of this Info ************ GOD - Invincibility toggled on or off. FLY - Up to the rafters! (toggle). NOCLIP - Go through walls. NOTARGET - Monsters won't attack you unless provoked. GIVE S # - Gives you # Shells. GIVE N # - Gives you # Nails. GIVE R # - Gives you # Rockets. GIVE C # - Gives you # Cells. GIVE H # - Gives you Health # 1-999. GIVE # - Gives you weapon # (8 is the lightning gun etc..) IMPULSE 9 - All Weapons . IMPULSE 11 - Get a Rune[escape from the console for each use. IMPULSE 255 - Quad Damage!!!! REGISTERED 1 - Makes the game think it's Registered. You can get the lightning gun, and open the doors to the Registered Levels. (Will hang if you enter Reg. Slipgates). R_FULLBRIGHT 1 - No more shadows. SAY "I will get you Bob" - This prints a message during a deathmatch. ********** Weapons and when to use them ********** Single-barreled shotgun: longer range than double- barreled shotgun, faster fire rate (obviously), a good choice if your nailgun ammo is running low and you've got an ogre lobbing grenades your way from a distance. My personal weapon of choice against humans. Double-barreled shotgun: One shot from this will drop a knight at point-blank range; especially messy when quad-powered. Fair against wizards and humans. Ogres can absorb a few shots from this. Nailgun: A good choice when trying to conserve ammo but when you need something with suppression power. Excellent against wizards; fair against knights. Probably overkill against humans. Super nailgun: What I use when low on health and faced with grenade-tossing ogres (and don't mind cooking off quite a bit of ammo). Excellent supression weapon; it is very difficult for an opponent to get a shot off at you when being tagged with this; much like the Cacodaemons (sp?) in Doom/Doom II when hit with the chaingun. A good weapon against demons. Grenade Launcher: A good tool when the enemy is below you. Requires a bit of skill to use effectively (much like the grenades in Dark Forces). My weapon of choice against Shamblers, demons and (of course) zombies. Rocket Launcher: Used this for a little while against Shamblers, but I found the Grenade Launcher to be a bit more versatile. I don't use this one much. Some tips on killing the ORGE & the FIEND Vanquishing the OGRE: Get close enough so that it stops throwing the dangerous grenades, and pulls out the chainsaw. Back up and shoot it. Repeat at your pleasure. - (kernel) Trashing the FIEND: The best way that I've found is to literally get the hell out of the way. Let them jump at you and then move. They're so slow after jumping that they're easy to evade and then blast in the back. Here's some other thoughts: "This may not help much, but once a demon jumps at you it stays in jumping position until it hits the ground, which means if you can get it to stay off the ground it can't attach anymore. The only way I know so far to do this is to get it to land on top of you, so that it is balanced on your head. After that you can just aim up and shoot til it's dead!". The Fiends are afraid of the water. Defeating the Nasty SHAMBLER: Use the double-barreled shotgun. Stay within quick running distance of the shambler. When he raises his arms to shoot the lightning bolt at you, charge him. When you get within arms length of him, HE WILL STOP PREPARING TO LAUNCH THE LIGHTNING AT YOU. He'll then lean back to strike at you with his arms. Hit him in the gut with the double-barreled shotgun and get out of his reach before he brings his arms down on your head. Repeat. Use a nailgun! but if you dont have one just try to shoot grenades around corners or find a position where can CANNOT shoot YOU!" - (Sigurdur G. Gunnarsson)"Use the super nail gun on the shambler. He won't even know what hit him. Also when in trouble RUN LIKE HELL!!!!" - (Brian Szczawinski) "Use the Super-Nail-Gun and the strife keys... Hold down Ctrl and kick ass...." - (Anders Dalvander) "Before almost every shambler there is a quad damage powerup. With this pull out that trusty DB-shotgun, it islike 3 shots... There are a few times (hard mode) that you cant get the powerup. Do 1 of 2 methods: 1.Type ~ then GOD (Lame) 2.Keep strifing and using supernailgun or DB- shotgun." - (Killer69) "Any weapon will do (more powerful ones that travel fast and straight help), but the main idea is to feint like crazy. Whenever he raises his limbs he'll discharge so, like Doom II's Archvile, get out of his line of sight. He can't move the bolt once it's launched, so fast strafing and hiding behind corners/walls works great." - (Z-Master) "It's a waste of rockets trying to kill a shambler with the rocket launcher or the grenade thrower. Use the super nailgun instead. And don't wander into open space, shoot short bursts and take cover." - (Jani Halme) Demo Recording - In quake, there are a few simple commands to control demo recording... (from Wolfgang Lehrach) SKILL Sets the skill for the demo RECORD Starts recording at level STOP Stops recording the current demo PLAYDEMO Plays the demo STOPDEMO Stops the current demo playing Kill The Boss To see the Cave where the end Boss is (in the Shareware version the game will crash if you actually enter the Well). (from Sean Dunn) Type Registered 1 Type map e1m7 Type impulse 11 and escape from the console Repeat impulse 11 and escape 3 more times. Get the Rune and kill the Episode 1 Boss Secrets in the game of Quake Level Secrets for QUAKE by Id Software Inc. Compiled by Brandon Fish (brafish@stomped.com) ---------------------------------------------- Welcome To Quake Nightmare Difficulty - To get there, go through the fourth episode and go into the pool backwards. Now swim forward to the wall before you fall through the bottom of the pool. You should now be sitting on the ledge that leads to the Nightmare level. ----------------------------------------------- Episode 1 - Dimension of the Doomed E1M1: The Slipgate Complex 1 - Forward and to the right of the start is a legde with flashing lights. Shoot the wall nearest the start on that ledge (the one with the red design on it). There will be a box of shells behind it. Also, the guys at id are nice enough to tell you to shoot this one if you try to use it. 2 - Underneath the first bridge you come to is a river. It flows into a cavern. Enter this cavern. Walk through the cavern. Around the time you pass by a set of steps containing a 100 health item and a door to the end of the level, the game will register a secret. At the end of the cavern is a lift taking you back up to the blue armor at the start. 3 - Past the first bridge is a door. Enter the door and kill the monsters. To the right of the entrance is a column and a ledge. Go to the corner between the ledge and the column. Shoot the globe texture high up on the column. A platform will rise and you will be on the ledge. Turn to your right and shoot the globe texture on the ledge. The wall behind the globe will open, leading to a quad damage item. 4 - To the left of the door past the bridge is a large hall. Follow it to the right. There is a large, shallow pool of slime and a button on the wall. Push the button and a platform will slide out from the wall. Halfway across the platform, turn to your left. There will be a red target in a depression slightly above your the level of your head. Shoot it and turn to your left. A door in a wall will open, revealing a double barreled shotgun. 5 - Past the platform over the pool is a door. Go through the door and head forward and to the right. Go down the walkway and turn left. Go down the walkway again and turn left. There will be a button and a light in front of you. Jump onto the bannister. Jump onto the light. Either step or jump onto the button (sometimes you fall off when you step, but jumping is very difficult). Look at the wall in front of you. There will be a ledge and two blocks jutting out. Jump to the lowest block. Jump up to the next block and to the ledge. Inside is a 100 health item. 6 - Go all the way down the walkway. There will be a door. To the right and behind a column will be a biosuit. Take it. You can't dawdle now, as the biosuit doesn't give you much more time than you need. Jump into the slime. Swim underneath the door. Follow the tunnel to where it opens into a slightly larger area. There will be a platform overhead. Swim up an opening in the platform. If you are running low on air, you can swim up to the platform from the tunnel, but you must step over the opening before the game registers the secret. There should be a latform with a yellow armor and some health on it. There is also a slipgate to the area over the door past the bridge (back around secret #3) E1M2: Castle of the Damned 1 - From the start, go forward until you reach the wall. Turn right. Forward again. Turn left. There will be a bridge over a pool of water. There will also be a large red symbol on an archway over the bridge. Go onto the bridge. To the left, there will be a double barrelled shotgun. Jump off and swim underneath the area of the gun. Swim under and arch and to the right. Follow the passage. There will be a bridge above you all the way. You will eventually reach a pool. To the left of the entrance will be a wall with a symbol high up on it. Walk in front of it and it will open up. There will be 25 health, a box of nails, and a slipgate to the ledge opposite the one containg the double barreled shotgun. 2 - Get to the bridge with the big red symbol over it. Jump off and swim underneath it, going away from the symbol. You will swim under an arch and come into a small room. There will be a ramp on the left. Walk up the ramp. 3 - Cross the bridge with the red symbol. Turn to the right and walk through the door. Turn to the left. Climb the staircase. There will be a column to your right and midway across the room. Go to the side of the column facing outward. A small plate of stone is on the column. Push it. A door to the right will open to give you a quad damage item. E1M3: The Necropolis 1 - From the start: Forward and to the left. Get the grenade launcher. Turn to the left. There will be an ogre behind a set of bars and a couple of other monsters. There will be two paths: one through the door and a set of steps leading down. Take the steps. Go along the passage until you reach a bridge. Jump down. To the left of the bridge and behind where you came from is an alcove. Shoot the back of the alcove and the wall will open. There will be rockets and health inside. 2 - Starting from the same bridge described in #1, cross the bridge and turn right. There will be a short passge, two sets of stairs, and a platform down. Go down and turn to face the left wall of the passage you just went down. There is a short corridor leading to a shallow lake. To your left will be the gold key. Take it. Turn slightly to the left. There will be an area of the wall darker and with a slightly different texture from the rest. Go right up to it. You will fall beneath the water. Ahead is a short passage. Swim through it and up to land. There will be a ring of the shadows there. 3 - From the area with the ogre behind bars (described in secret #1), take the door. Get the nailgun and shoot the symbol. Go down the steps and follow the passage. There will be a series of platforms. Go across the platforms. You will reach a locked door. Open it (it uses the key described in secret #1). Follow the passage. Jump down to a set of tunnels filled with slime. Go forward, turn left, forward again, left, first tunnel on the right, and up the ramp. There will be an ogre behind you. Kill him, press the button on the ledge he was on. Kill the zombies. Open the door. Above you will be two ogres on platforms. To your right is a yellow armor blocked by two sets of two bars each. Killing the ogres above removes the bars. Shoot the wall behind the armor. A wall will open, revealing a slipgate. Go through the slipgate. You will be on the platforms that the ogres were standing on. There are rockets here. E1M4: The Grisly Grotto 1 - Through the door at the start there is a set of spiral stairs. On the left and right at the top are two red symbols. Shoot them. The celing will fall, revealing a yellow suit of armor. Sometimes you are able to crush the knights below with the celing. 2 - From the bottom of the stairs, go through the passage. You will come upon a deep lake. Get the biosuit. Dive down andhead beneath the structure. Surface and wander around until you get the silver key (no, I'm not going to guide you through the whole level). Jump off again. Halfway down on the right wall is a tiny passage leading to a set of rockets. 3 - From the pier with the silver key. Jump off and swim in the direction of the pier. Surface on the other side. Go through the door and to the left. Follow the passage. You should reach a small body of blue slime with a bridge over it. Go to the end of the bridge and ride the platform up. Step on all the touchplates. Two doors wil open in the walls. Enter both and press the buttons. The game should tell you that a secret cave has opened. Jump onto the bridge and head back out to the deep pool where you got the silver key. Along the right wall of the cave will be a large, bright circular opening. Enter it. Swim up. Inside a little room is a grenade launcher, health, and a slipgate to the secret level. E1M8: Ziggurat Vertigo (Secret Level) 1 - At the start, you should see a Pentagram of Protection. Get the pentagram and dive into the lava by the bridge. Swim beneath the bridge away from the ziggurat and you will emerge in a small room. There is a quad damage powerup, health, and a slipgate to the bridge in front of the ziggurat. 2 - Behind the silver key door, there is a passage forward and to the left and one to the right. Take the one on the left. Follow it to the end. On your right should be a wall with a dark border on one section. Shoot that section. A door in the wall will open, leading to two boxes of nails. E1M5: Gloom Keep 1 - Jump to the right and off the bridge you start on. There will be an area sticking out of the wall, almost like a column. Beneath the water is an opening to a box of nails and 100 health. 2 - Cross the bridge at the start and turn right. Follow the walkway and pass through the gate. There should be a stairway in forward and to the right. Jump onto the bannister. Jump across to a ledge that juts out from the wall. Run along the ledge to the platform with the ogre. Jump across. There are rockets and armor on the platform. 3 - Cross the bridge at the start and go throught the gate. Walk along the passageway until you reach a room where you are standing on a Y- shaped platform. From there, take the right fork. Follow the passage and you will come into a large room. Forward and to the left is a staircase. On the right will be a square area with a column in the center. Walk up to the column. Jump up and hit the torch with your head. Behind the column, a door will open in the wall, revealing yellow armor and a touchplate to open the wall if it closes on you. 4 - From the same large room described in secret #3, go forward and to the left, climbing the staircase. To the right is another set of stairs and an octogonal room with a slipgate to the gold key. Go behind the slipgate and step through. You will end up near the start on top of the building you enter. There is a quad damage nearby. 5 - When you fall down the passage to the exit slipgate, turn around. The wall will look turned --- it has roll added to it. Shoot the wall. The wall will open, leading to a slipgate back at the gold key doors. E1M6: The Door to Chthon 1 - From the start, jump down. To the left will be a corridor. At the end is a design suspended over lava. Ahead of that is a door which opens as you walk down the corridor, and to the left is another door. Enter the door ahead of you. Turn to the right. There should be an obvious, but still hidden door ahead and a room forward and to the right. Walk in front of that room. Turn to face away from the room and look up. There will be a red Q symbol. Shoot it. The hidden door, now to your right, will open. Ride the lift up onto the air ducts. Walk to the edge and look down and to your left. You should see the celing of the room below. Jump onto the celing. There will be a quad damage powerup there. 2 - Go to the room to the left of the design suspended over lava. Push the button with the Q. Fall into the pit that opens behind you. Wait for the stairs to form and then walk down them. There is a passage with useful 100 health item at one end and a spiked wall at the other. As you enter, bars come down and block your exit, a wall opens, revealing several ogres, and the spiked wall begins to come towards you. Kill the ogres and escape. Come back to this area. The bars will be up and you will be able to enter. This time, the bars will not go down, and the wall will move as soon as you enter. Trigger the wall and go back. Wait for the wall to pass and go behind it. There will be a slipgate which leads to a super nailgun and a box of nails. You will also be able to jump to a landing with a 100 health box. 3 - Below the start is a completely dark room. Once you get the silver key, this room lights up. Cross the pit in this room and go to the end of the passage. Turn left. You should be facing a set of stairs with a closed door at the top. To the right of the stairs is a column and a large chamber with a big switch in it. Hit the switch. Go to the side of the column that points away from the chamber. There will be a red symbol. Shoot it. The stairs with the closed door will lower. At the bottom is a box of rockets. 4 - Stay at the bottom of the stairs in #3 until they rise again. There will be a slipgate down a smallflight of stairs. Walk through. You will be on a ledge. On another ledge across from the one you are on is a 100 health box. Defeating the Boss of E1M7 - You can only damage him by using lightning. Use the middle button on the to electrify him. Use the two side buttons to reposition the 'trodes to fry is chunky ass. ----------------------------------------------- Episode 2 - The Realm of Black Magic E2M1: The Installation 1 - Near the very beginning of the level, you come to a room with a barracade, the way leading to the gold key door, and the way leading to a huge room with lots of water and a bridge. Go to the bridge...and walk across the bridges half-way. Turn left, and hop in. As you sink, you'll notice a section where the celing is lower than the surface of the water. Swim to the far corner of the area with the low celing, and look up. You should see a tunnel leading up. Swim up it, and at the top will be a red armor. - SirGarland 2 - After you get the gold key, a door will open behind you, and one of those plasma-shooting fellows will be there. Jump into the water right under that opening, and follow the paths to a ramp. Climb the ramp, and you'll be in a secret area (this one's not too hard to find). - SirGarland 3 - Go back to the room where the gold key was. You'll notice 2 sets of bars on opposite sides of the room. One set (the set to your right if you're facing the back wall) has a small ledge at the top, and a small, hard to see staircase to it's side. Climb the tiny stairs (you'll probabky have to jump), and jump on the ledge. Then just walk through the wall. It's one of those fake walls. There's a +100 health inside if I remember correctly - SirGarland 4 - Go to where you get (or got) the silver key. From that room, go down the stairs, and you'll be in a room with a left path, a right path, and some water in the middle. Jump in the water...and swim until you reach a grate on the floor. Shoot or chop that grate (you'll most likely have to "look down" with the DELETE key), and go down in side it. At the bottom, you'll see a path leading somewhere else, and another grate. Hit the grate (this opens secret 5), and the follow the path. You'll end up in a room with a few goodies and a teleporter. Don't leave yet... - SirGarland 5 - In room you got to in secret 4, there is another hidden room branching off the hidden room. If you hit the second grate, it should already be open. If you didn't, go back and hit it. You'll find some invincibility inside. - SirGarland 6 - This one is in the room with the huge steel cage with a bunch of boxes (?) inside. Hit the switch on one side of the cage, and it'll allow you to get to a little elevator. Don't take the elevator up yet...just walk right past it. You can shoot the wall to the left of you to reveal a room with a Quad Damage. - SirGarland 7 - This last one is in the huge cage. Once you are at the top, and you're walking around the top of the cage, there is a section with some bars that are farther apart, and you can squeeze through. Go to the bottom of the cage, and you'll find a yellow armor. - SirGarland E2M2: The Ogre Citadel 1 - Near the very beginning, right after you decend the first staircase, jump into the river. Head to the left...and go into the little cave, and walk to the back wall. An elevator will take you up to a +100 health box. - SirGarland 2 - From where you got the +100 health box in secret 1, continue into the water. Exit the mini room you are in, and go to the left. Keep on going to the left...along that path...under the bridge...and into the mini room on the far wall. Go up the stairs to the grenade launcher. - SirGarland 3 - At the end of secret 2, you will come out of the secret room into a hallway. In this hallway...go a little to your right...and on the right wall will be a window...and you'll be able to see an Ogre across from you. Jump out this window, but stay close to the wall...so that you land on the bridge. Follow the bridge, get the armor, and keep going to the +100 health box - SirGarland E2M3: The Crypt of Decay 1 - You know the very first bridge...the one with the armor and the fork with the two paths? Well, sidestep off of the bridge while facing the armor. Move forward, and under the bridge, you'll see an underwater hallway. Go through this hallyway till you reach a bigger room. Turn left and go in to the room with the arrows pointing to it's doorway. The continue on to the end of the room, and take the first right you see. You'll go up some stairs, out of the water, and into a secret. - SirGarland 2 - After you get the gold key, 3 doors will open (I think some enemies pop out as well) revealing 3 tiny rooms. Go into the one to your right, and shoot the back wall. It will open (duh). Go in, and pick up the +100 health box. If you jump into the water you'll notice two things. One, a yellow armor, and two, a barricade. Keep this in mind later. - SirGarland 3 - The very last intersection of the level has 2 ways...one leads to the regular exit, and another to a room with five boxes, 2 stacks of 2 boxes, and one in the middle. Go to the room with the boxes. On the ceiling will be a red switch. Shoot it, and a door will open above the middle box. Go through it, get the +100 health box...and hit the other switch. It will open that barricade from secret 2. Go back to that barricade, go through it, and up the ramp. You'll see a circle(ish) teleporter that will take you to this episode's secret level, The Underearth. - SirGarland 4 - At the room with the arched bridge that leads to the gold door, there is a zombie way over on a platform who snipes at you. If you aim a grenade really high you can nail him. When he dies, the wall will open immediately to the left of the gold door, revealing a passage to the zombie's platform and his goodies. - Branden Robinson EXTRA - The Well of Wishes - After running through the hallway with spikes and across the bridge turn around and look to the right. There is a poorly lit ledge with a Quad damage. Jump to the ledge (easier if you jump more towards the right from the exit of the spike area. If you look really close, there is a tiny ledge you can follow. Follow it around until you see a little area that you can jump up into. There it a water pit you can jump into. Presto! You're into the well of wishes and DopeFish is there waiting for you. - David Fagerland E2M7: Underearth (Secret Level) 1 - To the left of the gold door is a brick sticking out of the wall. Push it in, and you'll lower a near-by column to receive a Quad Damage - SirGarland 2 - After going through the gold key door, you will come upon a room that's basically a winding bridge over a slime pit. After getting across the bridge, look back across the slime pit and underneath, you will see a small opening that you can get through. Jump into the pit and go into the area. There you'll pick up the Bio-suit. As you're leaving the bio- suit alcove, you'll see 3 pillars. Just beyond the 3rd pillar is an area where you can dive down below the slime and get the Red-Armor. Comeback up and use the button on the wall to get out of the slime. - BraFish EXTRA - Shoot all the gargoyle faces once. On the first shot, they bleed. Once they have all been shot, go back to the second niche in the long flashing corridor and shoot the wall. - It opens revealing a small room similar to the Dopefish on E2M3. It has Tim Willits's initials inside. - themok E2M4: The Ebon Fortress 1- From the start, hop down and into the water, go right and go into the cave entrance on the left next to the grenade launcher. Go through the entrance and into the next room of water. Then take the entrance on the left and turn left immediately after you go through the entrance. You will see a platform with a set of steps in front of you and dragon windows to the right and left of you up high. Go straight until you hit a wall and turn left. Walk through the pasageway until you hit an elevator, take that up and go over the bridge to the next room, walk down the stairs and turn around to the left and go into the inlet next to the stairs. Shoot the wall and it will open to rockets and 200 life. - Matt McClure 2 - From that point, go up the stairs and to the right where there is a wooden floor that is slanted against the wall. Turn right and look to the wall ahead. There should be a wooden section that you will shoot. It will open and there is a tiny ledge along the wall to the left that will able u to get there. - Matt McClure 3 - In the room where you find the silver key, turn to the right when you get off the moving platform and go into the gap where there is toxic slime under you. Swim down and left there will be a secret area with red armor. - Matt McClure 4 - From the start go hop into the water and rub against the wall to the right of the island with the grenade launcher. You will start to sink into the secret area with Quake Damage and Yellow Armor. - Matt McClure E2M5: The Wizard's Manse 1 - Near the very beginning is a bridge with a rock column by it. Jump off the bridge and into the water...and swim around the rock column. You'll eventually see an opening. Swim inside it, and an elevator will take you to a secret area. - SirGarland 2 - After getting the gold key, turn back around go back the way you came. When you turn right, look to your right again and you will notice that the texture of the wall doesn't continue in one section. Shoot it to enter, and get the Armor AND the Quad Damage! - BraFish E2M6: The Dismal Oubliette 1 - On the "second floor" of the tower by the gold key barrier, there's an intersection with 3 ways. If you're coming from the elevator, the path in front of you, and to your left will take you to switches. The path behind you will take you back to the elevator. To your right is a wall. Shoot the wall, and go inside. That's the secret. - SirGarland 2 - When you go into the room with water in front of two out post like snipering cages up above to the right and the left, soon as you get the bar open on the opening to the left after you have gone underwater and into the structure, go past where the bar was and hop into the water. Then go down and turn around under water. Head towards the wall and turn to see a Quake Power. -Matt McClure ----------------------------------------------- Episode 3 - The Netherworld E3M1: Termination Central 1 - Go to the big platform that is over the toxic pool, and where you find the Quake damage, and go to the other side and hop off into the toxic sludge and swim straight down and you will see an opening in the wall near the floor, go trough it and it will have a teleporter and a lot of stuff as it takes you to 200 life and other things. - Matt McClure 2 - On that same platform, as you enter, just barely hop off the side between the two stairs on the side of the platform where the inlets to a pathway are. Then look around and there will be an elevator that will also take you up to the top of the platform structure. - Matt McClure 3 - With your back facing the Gold Door, go into the opening in the metal boxes ahead and hop up to the highest point and shoot at the disfunctional looking wall. - Matt McClure 4 - With your back facing the Gold Door, go past the metal boxes, hop to the left of the elevator and hop into the shadows ahead. There is a thin ledge on the wall in the shadows, once you have gotten on it, turn left to find the Quake Power. - Matt McClure 5 - From the start, after you go down the elevator and down the first ramp to the left, shoot the darkened part of the wall on the right. It will open up, revealing the red armor. - BraFish E3M2 - Vaults of Zin 1 - Turn down the first passageway to the left. There will be a passageway to the right where you have to jump to the Grenade Launcher. After getting the weapon, turn around and look down. Just past the lava near your feet are some zombies and a 100 Power-Up that you can grab. - BraFish 2 - In the area at the same level of the Crucifiction wall, there is a texture on the right that looks a little wrong. Shoot it and open up a teleporter to the walkways above. - BraFish 3 - Shoot the area of the wall just to the left of the Crucifiction. It will reveal an area containing the invisibility ring. - BraFish EXTRA - If you shoot the small skull on the wall in the room where you have to drop down on the button surrounded by lava (you know the place) it will give you a quad damage, but won't register a secret. - BraFish E3M3 - The Tomb of Terror 1 - After going up the staris that come out of the lava, look up and to the right and you will see a big "Q" switch that you can shoot, opening up a teleporter below. It takes you above the lava room to the awaiting red armor. - BraFish 2 - After going up the stairs that come out of the lava, turn right at the 4 way intersection. The room at the end of the short hall contains a small strip of water. Dive in and collect the 100 health at the bottom. - BraFish E3M4 - Satan's Dark Delight 1 - After activating the bridge to get across to the rocket launcher, continue going all the way across to the other side. After turning the corner to the left, and down the ramp into the room, you'll notice a ledge just above you. To get up there, go up the other ramp out of the room. On the right side of the ramp on the wall, you'll notice what looks like blocks that will come out and be stairs. Actually, you can walk right up them as if they were stairs. There's a few goodies up there. - BraFish 2 - While riding the platforms in the water chasm, it will go past several ledges. One small ledge in particular is the last one to pass before the moving platform goes to the "crushing" area where the button to raise the bridge is. Jump on this small platform, and walls will open up that will take you to a LARGE assortment of goodes. - BraFish 3 - Inside the secret to area #2 shoot the light farthest to the left in the base of the wall on the left side of the room. It will open a small closet with a 666 Armor. - grifter 4 - After riding the platforms and raising the bridge to get to the other side of the water chasm, you'll enter a rising platform that will take you to a small square room. You'll notice that one of the six lights is yellow, not white. Shoot it, and it will open a door to the Invulnerability. - BraFish EXTRA - After going down the long stairway at the end of which is the Lightning gun, turn around and look behind the stairs. There are two ledges over looking a hole that will take you to the secret level. E3M7 - The Haunted Halls (Secret Level) 1 - Just past the area with the yellow armor, there is a lift that takes you up to where a button opens the dor to the "box" wth the vore in it. Go up the lift, and then jump back off and walk into the hole underneath the lift. You'll get a 100 Health. - BraFish 2 - In the room right before the "box" with the vore in it, (where the yellow armor is) there are two grates to the right. One of them has a small landing in front of it. Shoot it and get the Quad Damage. You'll need it for the vore. - BraFish 3 - After running through the nail trap, there is button on the wall to the left to lower the elevator. Look up above the ceiling there, and there is a small Q button that you can shoot to open the door to some armor and the Quad Damage. - BraFish 4 - After running through the nail trap, press the button on the wall to the left to lower the elevator. Go up to the bridge on the upper level and look down to the right. You should see a cage. Jump on top of the cage and a door will open in front of you leading you to the Invulnerability. - BraFish E3M5 - Wind Tunnels 1 - After getting out of the first of the "three" tunnels, climb the stairs and go through the passage way. In one of the corners of the passage, you can drop through. The hole drops you into a small room with goodies and a teleporter that will take you to the Quad Damage. - BraFish 2 - When you are on the ledge above a second ledge above a pool (the whole thing is like a ribbed funnel in a way), go to the far side of the ledge from the entrance and face the entrance. On one of the girders overhead there is a quake symbol. Shoot it and a door will open next to the entrance. - William Shubert 3 - In the room with stairs out, a small wind tunnel overhead, and a moat around the edge of the room, jump in the moat and go under the room. The pool here has two exits. One of them leads to a secret room. - William Shubert 4 - At the very end of the level, when you are in the room with the exit teleporter, shoot the floor in the center of the room and it will open up. Jump in, but miss the teleporter under the hole that opened up, and there are some boxes of nails. - William Shubert E3M6 - Chambers of Torment 1 - In the room next to the area with the silver key, there is a button on the ceiling (which you must shoot) that will open the door leading to the armor that you could see behind the mesh earlier, and to a Quad Damage. - BraFish 2 - In the area after the silver door, turn to the left and take the elevator to the top. On the ceiling above the elevator is a button that when shot will open up the bars behind you to allow you to jump on the girders below. - BraFish ----------------------------------------------- Episode 4 - The Elder World E4M1 - The Sewage System 1 - At top of elevator, turn right and shoot the wall with computer monitor, revealing yellow armor and quad damage. - Ron Crisco 2 - In room with biosuit near exit slipgate, above the door is a (+) that you shoot. This opens a wall just outside this room with a teleporter that takes you to yellow floorplate near the gold key door. - Ron Crisco 3 - Just beyond the gold key door, there is a ramp where behind you a wall opens letting dogs out, a ledge with quad damage is to your left. Above you are three hanging flourescent lights. Run up the ramp and jump into the 3rd light. You won't be able to hit the light unless you're running up the ramp towards it. It will open the way to the quad damage. - Ron Crisco, BraFish 4 - In the last underwater room before getting to exit slipgate, look up and to your left to see a secret room. - Ron Crisco E4M2 - The Tower of Despair 1 - In first room, shoot the large red window to reveal knife and push the knife plate. This lowers bars around super shotgun in that room. - Ron Crisco 2 - After the first room, turn right and go all the way to the end. Shoot the wall at the end and find a room with Ring of Shadows and another knife plate. - Ron Crisco 3 - Push this knife plate, shoot the door to reopen it and a hole has opened in the floor outside with armor, leading to the ledge in the first room. - Ron Crisco 4 - There is a suspended platform with an Ogre in front of another red emblem which opens to reveal a passage. To get to this platform you must either teleport from another location or jump and navigate some narrow beams. If you are navigating these beams , and are in the position to run and jump on the suspended platform, turn to your right instead to get to a secret area. Jump onto the beam to get health. - Ron Crisco 5 - After going through the red window from #4, you'll see another knife plate. Turn right and shoot the wall to drop in on another secret area. - Ron Crisco E4M3 - The Elder God Shrine 1 - After you get to the room with the Scrags up aboveand the small pool of water around a lift, take the lift up to the higher level. The Scrags came from rooms behind the Stained Glass - just walk through the Stained Glass to get goodies. - Ron Crisco 2 - Then take the door to the blue-walled maze. Stay to your right until you find a gold star button on the wall. Push this button to lower you to a secret room. - Ron Crisco 3 - In this secret room, underneath the lift which takes you to second button is a portal which leads to the red armor that you can see when in the scrag room of secret #1. - Ron Crisco E4M4 - The Palace of Hate 1 - After going up ramp to first room, shoot the dagger/sun symbol above the archway in front of the large red window, then turn around fast to kill the demon who jumps out at you. Get the pentagram of protection where he was hiding. - Ron Crisco 2 - Through the archway you'll see a small pool of water. Jump into this "Healing Pool" for great health and it counts as a secret. - Ron Crisco 3 - In the maze of blue bricks you'll see a section of the wall lower than the rest - knights everywhere! On the opposite wall is an identical section which is still raised. Trigger it by running all the way to the end of the hall, then toward that section. Ride up then jump off the other side to a secret room with quad damage and super nailgun. Teleport from here to the ring of shadows just beyond the guillotine. - Ron Crisco 4 - There is a wooden platform that raises to take you to upper level. Trigger that platform and then back up off it and go under it. This leads you to red armor that you can see underneath stairs just past this platform. - Ron Crisco 5 - Near silver key is a portal which you can rocketjump into for this secret. Either shoot the rocket launcher straight into the ground and jump at the same time, or drop a grenade into the hole underneath and jump when it explodes. - Ron Crisco E4M5 - Hell's Atrium 1 - In the maze of Zombies you'll see a Hell-Knight shooting you from one level up. If you have pressed the right switch (I press em all!) , you can find the elevator which leads up to the level he's on very near where he is standing. After going up there, jump in green slime to get pentagram of protection. - Ron Crisco 2 - From the Hell-Knight's position in secret 1, run across the ledges you see to get to this secret. First, run left and jump over the break. the turn right and you'll see a wall - go to the left of this wall but don't turn, just stay next to wall. Then turn left and jump over break to get to secret area. This leads to the opening that you can see later in room with wooden arches - from there you can jump on arches for more goodies. - Ron Crisco 3 - Secret #2 leads to a beam, and jumping from beam to beam takes you to a cell, which is a secret. Ron Crisco 4 - In the room behind gold door, step on floorplate in middle of room to activate elevator, ride elevator up and shoot red sun symbol to activate floor section in front of you. Jump across this to get to secret room. - Ron Crisco EXTRA - At the end of the level, you need to the silver key to lower a bridge to get across to the exit. DON'T activate the bridge. Instead, hop across on the sticks sticking out of the lava. (It ain't easy. Save early, save often. I've only been able to actually do it once.) Once you're safely across turn to your left and you'll see a gigantic door that you need the silver key to open. (You did bring it with you after all that didn't you?) It takes you to the Secret Level E4M8. - BraFish E4M8 - The Nameless City (Secret Level) 1 - Follow the passage that starts underneath the platform with the gold key on it. Take the passage that goes to the right and follow it up the small ramp. Just to the right, you'll see a button on a wall over a passage. Run and jump to press the button. This will open up a wall with zombies. Just past where the zombies are is a platform that will take you up to a small room with a shambler. Jump down the small hole in the room, and it will drop you onto a small ledge which leads you to the red armor. Whew! - BraFish 2 - In the room that the ramp leads to from #1, there is a large hole that overlooks another hole with a small ledge around it. Jump to the ledge and look down. You should see some water at the bottom, but a small ledge with some health (and a Quad!) half-way down. Jump to the small ledge and get the goodies. - BraFish 3 - Jump down into the water after secret #2. Press the button on the right side of the room to lower the walkway into an elevator. Ride the walkway up to the rest of them. Jump into the square cage in the middle of the room. Activate the button inside. The cage will lower into a room filled with zombies. Shoot the switch on the wall to get out. Follow the passageway out of the dark room and press the switch at the end to activate the elevator. Ride the platform up to the top and jump through the window. Follow the short passageway until you can see the gold key in front of you. Jump to get the gold key. Hop down and go to the gold doors at the end of the long hall. Go inside and collect. I know what you're thinking, all that for that?? - BraFish 4 - After entering the silver door, turn right and go up the ramp. Kill the zombies below the mesh. To get under there, you can drop down through one of the triangle shaped openings. Press the button to get out. - BraFish EXTRA - At the ledge overlooking the hole from secret #2, shoot the wall with the same texture as the floor. It opens to a room with a few odds and ends. - BraFish E4M6 - The Pain Maze 1 - In room that you drop down into from beginning, look behind the blue columns to find a star push plate. This reveals a room and elevator in front of you. - Ron Crisco 2 - After leaving the altar room, jump into the little pool just outside of the "church". If you keep an eye on the ceiling as you wander down the passageway underwater. There is a small strip where you can go up to not only take a breather, but also pick up the biosuit and some other items. - BraFish 3 - In the room with portal at top of room, wooden beams in middle and moat all around, there is red armor near the top on a ledge. Get on the beam by the wall nearest the red armor, and then shoot the large circle in ceiling. The beam you're on rises higher and you can jump to the red armor. - Ron Crisco 4 - In the same room as secret #3, underneath the main elevator (activated by the gold key) is a secret room. To get there, shoot the greenish colored wall underneath the water. - BraFish E4M7 - Azure Agony 1 - You'll run after a Quad Damage and be dropped into slime. You'll see a portal as exit, but run to the right instead to find a second portal. This takes you to red armor. - Ron Crisco 2 - In the big room with the cross of land, and water at the sides, go into the water and shoot the wall underneath the area where the 666 Armor was, it will open a section where a small stash is kept. - BraFish 3 - Also in that same area under water, shoot the wall underneath the area where the Quad damage was. It will open a portal. - Ron Crisco, BraFish 4 - Getting to the area through portal from #3 is counted as another secret. - Ron Crisco 5 - From the ledge in #4, look down and to the left, you'll see a slot that you can see through. (And hear a vore on the other side). Shoot inside to kill the vore and activate a button, to let you in. - BraFish 6 - Jumping down from #4 counts again. It can also be accessed by shooting a switch underneath a staircase nearby, which then raises to that ledge. - Ron Crisco 7 - There is a button underneath the water that opens a secret area near the biosuit in the area of "red bricks". Ron Crisco 8 - The same area as #6 has a darkened area just ahead of secret #4. There are two brightened spots there. Shoot one of them to open a door. - BraFish 9 - Shoot the other as secret #8 to open a symetric door. - BraFish ----------------------------------------------- Shub-Niggurath'sPit 1 - After you make past (or through if possible) all the badies, you'll come upon a teleporter. Don't go into it, instead, fall off the ledge only slightly and follow the path (without falling into the lava!) to get the Quad Damage! Clean up the rest of the slime if you can, and then.... Defeating Shub-Niggurath - To defeat her there is only one way to do it.. the same way we all hate to be killed during a deathmatch.. Telefrag! See that spiked ball roaming about? That ball is the destination of the the teleporter. Wait for the ball to follow it's path around the Quad Damage Tower and then into Shub-Niggurath herself. Hop in the door, and BLAMO you're a hero. The easiest way to do it, is to avoid as many of the creatures as you can, and make it to the quad damage tower. Wait there until you see the ball about to enter, and then enter the slipgate, as it drops you right in front of the the other teleporter, and charge forward. Good Luck! For the most up to date information please use the Internet and go to WWW.stomped.com Guy Gustavson and others have provided a professional and upto date web page for QUAKE information and very good downloads. It is easy to use, there is also a mirror site so you can actually get on. Thanks Guy for a good job! ===== Aftershock for Quake.zip/Aftershock for Quake__x/README.TXT ===== Remember the win 95 program works best at 640/480 screen resolution, sorry this will be fixed in our next version. We have customer support at hservice@one800.net and will support questions about the program launcher that do not deal with the internet and questions about the AFTERSHOCK game levels. For running Quake on the internet we recommend that you have at least 16 Mbytes of memory. We will have an updated (final) version of the Thred editor with texture display and lighting display on our next disk which is the AFTERSHOCK tool box. Please send any comments to us at hcomment@one800.net. The Dos and WIN95 menu launchers and AFTERSHOCK game levels are property of and Copyright Head games Inc. 1996,1997. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/BASIN.TXT ===== 7/27/96 ================================================================ Title : Basin Filename : Basin.bsp Author : Jim Lowell Email Address : jlowell@winternet.com Description : Deathmatch Quake map. Additional Credits to : Jonathan Mavor Check out the Thred homepage at: http://www.winternet.com/~jlowell/thred ================================================================ * Play Information * Single Player : No Cooperative : No Deathmatch : Yes Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : Thred Known Bugs : None Build Time : About 5 hours. * Other Info * This is the first serious map I made with Thred. This is the 'fixed' version. I released another verion before this that wasn't quite done yet. This one is the final version. You can tell if you're playing the 'fixed' version or not because the fixed one has a teleporter swirl in the exit gate and the other one didn't. This map has been compiled to run in Quake v1.01 registered only. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/CHAAG.TXT ===== ================================================================ Title : Chaag Filename : Chaag.bsp Author : Andy House Email Address : house@cais.com Description : Small level with water, lava, several platforms and stuff. In the non-deathmatch version, there's lots of stuff up front and gobs of fish. Once you reach the thunderbolt, you're probably not going to have anything to use it on. ================================================================ * Play Information * Level Name : Chaag Single Player : Sure, if you want Cooperative 2-4 Player : Sure, if you want Deathmatch 1-n Player : Yes Difficulty Settings : No * Construction * Base : New level from scratch. Build Time : 5-8 hours Editor(s) used : BSP on Win95 * Legal Stuff * You may distribute and modify this level, as long as you include my text file and give me credit, especially if you plan on distributing this map on a CD Collection. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/CRYPT.TXT ===== ================================================================ Title : Crypt'o'Death Filename : crypt.map Author : Daniel Rammelt (aka Super Slimer) Email Address : d.rammelt@student.canterbury.ac.nz Description : My first QuakeSW level. Took around 2 hours total, not including stopping to fix bugs in the editor i made :) Additional Credits to : ID ================================================================ * Play Information * Level Name : Crypt'o'Death Single Player : Yes. No monsters though. Cooperative 2-16 Player : No. Deathmatch 1-16 Player : Yes. Difficulty Settings : No. * Construction * Base : New level. Build Time : 3 Days, including time to write editor. Editor(s) used : Qmaper 0.19 by me :) Known Bugs : In the map.. none, editor.. heaps. * Legal Stuff * You may distribute and modify this level, as long as you include my text file and give me credit. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/CTHCRUSH.TXT ===== Cthon's Crusher - adapted by The QuakeLab from id Software's E1M6 The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: altar1_1 for slab face, metal4_5 for spikes, metal4_4 for remainder of slab, met5_2 for blood smear pattern along hallway walls. ENTITIES: func_train & path_corner WHAT TO DO: This assumes you want something very similar to E1M6's design. Make the slab 160 units high. Make the spikes. You only need to carve two different spikes - look carefully at E1M6 to see how they were cut. The two center columns of spikes are mirror images of each other and are somewhat irregularly spaced, and the two outer columns of spikes are mirror images of each other as well. The tops - the sides facing the ceiling - of all the spikes are essentially horizontal. There should be a total of 20 spikes after all the copying and positioning has been done. Select all the brushes that make up this crusher, and designate the whole thing a func_train in one shot. Set up the path corners - the first should be positioned where the lower right hand spike tip (in the picture) is located. This will be the start. The second path corner should be very close to the far wall, but along the same line as the first path corner. OPTIONS: Make a trigger or button of your choosing that sets off the crusher. Leave the speed as it is (100) or change it to your liking. Set the dmg rating to 600 if you want Shamblers to die instantly under the crusher - all/most others will be gibbed. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/CULT.TXT ===== ============================================================================== -The Cult- by Viper ============================================================================== Description- A small Quake level I made while learning how to use WorldCraft, which I found to be a great level editor. ============================================================================== Single Player, No DeathMatch starts. For use with the REGISTERED verion of QUAKE! BSP and MAP included. Texture Wad - Standard Quake Textures Compile Time - Using a slow DOS version of QBSP,LIGHT,VIS QBSP..............40 seconds LIGHT.............30 seconds(extra sampling) VIS...............30 seconds(level 4) Compile Machine.......P133 w/16MB RAM ============================================================================== Compile Instructions qbsp cult light -extra cult vis -level 4 -v cult ============================================================================== ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/DBTD.TXT ===== 9/11/96 ================================================================ Title : Death By The Dozen Filename : dbtd.bsp/dbtd.map Author : Imaginos of Clan SinTheTiK Email Address : jacknife@rapidramp.com (Imaginos) Description : A DM Level aimed at 4-8 player games Additional Credits to : #QuakeEd, id, Util. Authors everywhere ================================================================ * Play Information * Single Player : Nope... Ya can walk around & look @ things Cooperative : Nope... Deathmatch 2-4 : Most definately Deathmatch 5+ : No more than 6 probably, but go ahead Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None *Play notes: This level has quite a few 'secrets' on it that greatly enhance play. If you don't find them, then you're going to miss quite a treat in DM play. Best thing is to walk thru the level and look for the following: When you start the level, walk forward and take the first door on the right. Go down that hall and go thru the next door on your right. Go about halfway down that dead-end hallway and shoot the wall on the right. A secret door will open that will take you to the upper level of the room you started out in. Lotsa goodies in there. This is usually the room that, in team play, one team or the other tries to 'hold'. OK, jump thru one of the holes in the floor onto a platform (we use these to bomb the poor slobs below with grenades) and then jump down to the main floor of the room you started out in. Go up the stairs. As you enter the first landing, you'll find a SNailGun in the shadows. Keep going until you reach the next room. Go to the end of the room that is in the shadows. Point yer weapon @ the floor and fire. The floor will slide out from under you and you'll fall to the lowest level. Go outside to the right and you'll see a lift around the corner. Get on it, turn around and jump off so that you land on the wall that surrounds the yard. Walk to the end of that section of the wall, turn right and shoot the sky (in front of you). A door will open. More goodies. The teleporter will take you to the first secret room I told you about. Starting once again from the room you began the level in, go forward and take the door on the left and go down that hall and thru the door around the corner. Now you'll be looking @ a pool of water. Jump in and swim for the doorway across the pool. A lift will raise you up and you can go on yer way. Go thru the next door and down the stairs. As you enter the room, you'll see a box of rockets against the far wall - there's a secret door (shoot it) behind the rockets with a teleporter behind it that will take you to the yard where you found the last secret room (the one in the sky). There is also a shadowed corner to yer right as you enter the room (the downstairs room - we haven't left it yet, OK?). Shoot into the corner and a secret door will open. You can't see it open, but you should be able to hear it. Walk thru the opening and you'll find the Mother Lode! Mega health, armour, gunzz- gunzz - gunzz, & ammo. This is the one you don't want to tell yer fraggin buddies about. They're holding the upper room (the first secret room), remember? Grab yer stuff and step into the teleporter. You'll appear in the end of the upper room - with all the stuff - AND - the Pentagram of Protection! Kill 'em all! Just step right into their shocked faces and pull the trigger on that rocket launcher - neither they or it can hurt you for 30 seconds. There's 16 or so DM player starts on this level so you shouldn't have any respawning in the same place over and over if you're playing with less than 10 players. There is also a "trigger_changelevel" statement in the MAP file that has been commented out. If you want to use it, just un-comment the code and insert the name of the map or level that you want to go to. You'll find this statement just before the 'light' entities list - pretty easy to find, since it is the only commented code in the file :). * Construction * Base : New level from scratch Editor(s) used : QScript and UltraEdit32. Known Bugs :None that I know of. Build Time : My first level - 'bout 2 weeks with the detailing & all. * Legal Stuff * You may distribute and modify this level, in fact you can do whatever you wish with it. But if you do... please give me credit. Just do it - and gibb one for me while yer at it, OK? ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/DOGGET1.TXT ===== ================================================================ Title : DOGGET1.1 Filename : dogget1.bsp Author : Paul (Spike) Cook Email Address : belly@nrg.com.au Description : Death match level based loosely on old doomII wad. Has traps and tricks and other groovy stuff that is quake styled.. Additional Credits to :ID, Quest,Wordpad,q-map specs. Maker of original level. ================================================================ * Play Information * Game : Quake Registered 1.01 Single Player : NO. Unless you have a Deathmatch BOT. Cooperative 2-4 Player : why? Deathmatch 2-5 Player : Yes, only 8 tele destinations(unless you want mega tele-frags) Deathmatch 6+ Player : read the line above * Construction * Base : Old Doom II DM wad from memory (cant remember aurthor, sorry!) Editor(s) used : Quest 0.02 & 0.05, Wordpad. Known Bugs : All bugs from original repaired.Map file is included if you want to play with it. Build time : Many, Many hours!. Qbsp : 3 min with new qbsp from quest site. Light : 38 sec (extra sampling) Vis : 12 min On p133 with 16 meg under win95 for qbsp & vis. LIght in dos. How to use: Make dir in ID1 dir called MAPS then copy DOGGET1.BSP to that dir (maps). Run quake. Type MAP Dogget1 in console to play. ENJOY! * Copyright / Permissions * You may distribute and modify this level, as long as you include my text file and give me credit. If you plan on distributing this map on a CD Collection you _MUST_ contact me first for my approval. Performance: Brilliant for 2-4 players. Author's Notes: I got new QBSP so I was able to remake the level the way I originally wanted it. I put some new stuff in, traps spikes messages and I fixed up texture alignment. If you have any ?'s or money for more ram...whatever e-mail me at belly@nrg.com.au. This is my third released map!. Regards SPIKE aka Paul belly@nrg.com.au or belly@ozemail.com ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/EDTEST1.TXT ===== ================================================================ Title : EdTest1 Filename : EdTest1 Author : Zeb Email Address : spsobole@franklin.nysernet.org Description : A test map created with some utilities I wrote. Additional Credits to : ID Software, for Quake Stephen Crowly, for porting QBSP and LIGHT to DOS. ================================================================ * Play Information * Level Name : EdTest1 Version : .75 Single Player : Sure Cooperative 2-4 Player : No Deathmatch 1-4 Player : Yes Difficulty Settings : No * Construction * Base : New level from scratch. Build Time : About 6 hours (3 days counting writing utilities) Editor(s) used : Breeze.. Known Bugs : propably..(some texture problems and no lights..yet) Info: If you have questions OR want to find out How I made this level or how to get the utilities and editor I used e-mail me at: spsobole@franklin.nysernet.org * Legal Stuff * You may distribute and modify this level, as long as you include my text file and give me credit. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/FLICK.TXT ===== ================================================================ Title : fick Filename : FLICK.BSP Author : Jack Vermeulen (Sensor Based Systems, Inc.) Email Address : sbs@wolfenet.com Description : A level made using DeeP95 using Theater as a model. Made for deathmatch but also single play. Made while testing out code. Additional Credits to : ID Software, for Quake QBSP Win32 console-mode binaries. PCX2WAD for easily making a texture PWAD ================================================================ * Play Information * Level Name : DeeP FLICK is showing now! Single Player : Yes Cooperative 2-4 Player : No Deathmatch 1-4 Player : Yes Difficulty Settings : No * Construction * Base : New level from scratch. Build Time : 16 hours mostly in debugging Quake Editor(s) used : DeeP and conversion tools Known Bugs : Things falling out at start.. * Legal Stuff * You not distribute or modify this level without permission. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/FLOODTEL.TXT ===== ================================================================ Title : Flooded Tele-X! Filename : FLOODTEL.MAP Author : Dalias Email Address : 71614.3257@compuserve.com Description : A fun Quake sw deathmatch level from scratch. Based on a great DOOM deathmatch level, Telecross. And IMO, it's very close. This version has water in it and plays somewhat differently. Enjoy! Additional Credits to : ID Software, for Quake. Stephen Crowly, for porting QBSP and LIGHT to DOS. Juergen Kroder, for making Telecross for DOOM, on which this level is based. ================================================================ * Play Information * Level Name : FLOODTEL Single Player : Yeah, if you wanna check it out. Cooperative 2-4 Player : No Deathmatch 1-4 Player : Of course! That's the idea... Difficulty Settings : No * Construction * Base : TELEX.MAP, also by Dalias. Build Time : For adding the water and changing the weapons? A few minutes. :) Editor(s) used : MS-DOS EDIT Known Bugs : NONE! If any were known I'd have fixed them! :) * Legal Stuff * You may distribute and modify this level, as long as you include my text file and give me credit. NOTE: I know that ID has supposedly forbidden distribution of custom levels for the shareware version of Quake in their license, but that is obviously unenforceable *unless* the level being distributed includes parts of the original Quake. Since BSP files include textures, I have decided to distribute this level as a MAP file. You will need to run QBSP and LIGHT on it before you use it. If you would like to distribute the BSP version, you can try, but I don't know for sure that any sites will accept it. :( Also, in case you're wondering, I do not wish to decrease players' chances of registering Quake by distributing levels that work with the shareware. As far as I know, there is NO WAY to make levels that require registered Quake. By releasing custom levels for Quake, I DO hope to convince players how cool the game is and I definitely hope that you'll register Quake if you're using this level. If you don't, you're the one hurting ID, not I. * Where to get this MAP * FTP: ftp://ftp.cdrom.com WWW: http://home.sprynet.com/sprynet/felker/epicentr.htm ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/FONTI.TXT ===== ================================================================ Title : Fonti (don't ask...) Filename : FONTI.MAP Author : Marc Fontaine Email Address : mafon@stud.uni-sb.de Description : A small Quake deathmatch level from scratch. Additional Credits to : ID Software, for Quake Dalias, for inspiration Stephen Crowley, for providing the Texture WADs whoever compiled qbsp, vis & light ================================================================ * Play Information * Level Name : FONTI Single Player : Sure Cooperative 2-4 Player : No Deathmatch 1-8 Player : Yep! Difficulty Settings : No * Construction * Base : New level from scratch. Build Time : Something like 7 hours or so Editor(s) used : EDIT Known Bugs : Hope there are none * Legal Stuff * You may distribute and modify this level, in fact you can do whatever you wish with it. But if you do... please give me credit, ok? * Where to get this WAD * FTP: ftp.cdrom.com ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/FRAG.TXT ===== ================================================================ Title : Frag Files : frag.bsp, the runnable level frag.map, the source to the level frag.txt, this text file Author : Zack Hamm Email Address : thamm@digital.net Description : A small deathmatch level for 1-4 players Additional Credits to : id, the makers of Quest and myself ================================================================ * Play Information * Level Name : Frag Single Player : Yes. No monsters though. Cooperative 2-16 Player : If you really want to... Deathmatch 1-4 Player : Yes, i would have 1-16 but with the size of the level no one would have much fun IMO. Difficulty Settings : None Cd Track : 7 Startup Message : "Fun Fragging" * Construction * Base : Scratch Build Time : about 18 hours over a period of 5 days(mostly learning how to use Quest) Editor(s) used : Quest v1.021 and v1.030, and MS-DOS Edit for the plat forms Known Bugs : None currently known * Where to get this Level * You can get this level off Compu$erve and off ftp.cdrom.com * Author Info * Im am also the author of several doom2 and hexen wads that are up on compu$erve * Copyrights/Permissions * According to the legal.txt that comes with quest this level cant be on any of those o' so popular compilation cd's so none of that but you can distribute this freely as long as you do not make people pay for it. Also you can make any modifactions that you want as long as you include this text file and notify me of your changes ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/GONDOLA.TXT ===== The Gondola - from The QuakeLab The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: SFLOOR4_2 for X-beams, floor, and cable. TECH10_1 for gondola skeleton. TLIGHT08 for central support link. ENTITIES: path_corner & func_train WHAT TO DO: Making the gondola skeleton - what do you want it to look like? The gondola is a room whose brushes have simultaneously been designated func_trains, but made to look fancier. Make a bunch of beam-like brushes and position them together to form the skeleton. Install the floor. Make skinny brushes to form the cable - you can make the cable twist and turn, but the more directional changes you make, the more work there is to do later on. Install a support link that makes it look like the gondola is suspended from the cable. Select the brushes that make up the gondola (not the cable) and make the collection a func_train with whatever speed you want. (100 default is recommended.) Making it move - Put path_corners in. The lower left hand corner (assuming top view) of the gondola is where the first path_corner (targeted by the func_train) should go. Thus all path_corners along the route should be accordingly shifted to the 'anticipated' lower left corner - don't put the path_corners along the cable itself or the gondola will not appear to be running along the cable. OPTIONS: This thing shouldn't be used with reckless abandon, since gondolas tend to use up a lot of space (unless it's only got room for one player.) Large spaces in Quake aren't a good idea - it takes too long to compile. The entry-exit setup in the GONDOLA.ZIP file is primitive - a hole in the floor for an exit, and two gaps in the skeleton for access from the top. You might want to play around with making a better entry-exit arrangement. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/HOUSE.TXT ===== ================================================================ Title : House Filename : HOUSE.MAP Author : Marc Fontaine Email Address : mafon@stud.uni-sb.de Description : My second Quake deathmatch level from scratch. !!!!!!!!!!!! ATTENTION !!!!!!!!!!!!!!! If you got this map before July 22nd your version will not work correctly even after a full vis This version fixes the problem! !!!!!!!!!!!! ATTENTION !!!!!!!!!!!!!!! Be sure to run LIGHT with the -extra parameter when you check the map out, but unless you have PLENTY of time, DON'T run VIS. It took 90 mins on my machine (P133, 16MB). So unless you REALLY like the map, it's a waste of time!! You can do a VIS -FAST, takes only 20 seconds and eliminates most texture problems (not quite all). Additional Credits to : ID Software, for Quake Dalias, for inspiration Niklata for the MAP file specs Stephen Crowley, for providing the Texture WADs Jonathan Mavor for compiling qbsp, vis & light ================================================================ * Play Information * Level Name : HOUSE Single Player : Sure Cooperative 2-16 Player : No Deathmatch 1-16 Player : Yep! Difficulty Settings : No * Construction * Base : New level from scratch. Build Time : Two days to build, another day to find some damn leak, plus one day to eliminate one last bug... thus, too long :) Editor(s) used : A text editor Texture WAD used: MEDIEVAL.WAD Known Bugs : Some textures gray out if you don't run a full VIS (which takes LONG!) After a full VIS everything looks fine. * Legal Stuff * You may distribute and modify this level, in fact you can do whatever you wish with it. But if you use it... please give me credit, ok? * Where to get this WAD * FTP: ftp.cdrom.com ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/LAVAPIT.TXT ===== ================================================================ Title : The Lava Pit Filename : LAVAPIT.MAP Author : Dalias Email Address : 71614.3257@compuserve.com Description : A reall crazy deathmatch level for Quake. You fight over a huge lava pit on 9 floating platforms, 4 of which are moving. Only a few weapons are available, as the level is quite small. Enjoy! Additional Credits to : ID Software, for Quake Stephen Crowly, for porting QBSP and LIGHT to DOS. ================================================================ * Play Information * Level Name : LAVAPIT Single Player : Yeah, if you wanna check it out. Cooperative 2-4 Player : No Deathmatch 1-4 Player : Of course! That's the idea... Difficulty Settings : No * Construction * Base : New level from scratch. Build Time : Not very long... Editor(s) used : MS-DOS EDIT Known Bugs : NONE! If any were known I'd have fixed them! :) * Legal Stuff * You may distribute and modify this level, as long as you include my text file and give me credit. NOTE: I know that ID has supposedly forbidden distribution of custom levels for the shareware version of Quake in their license, but that is obviously unenforceable *unless* the level being distributed includes parts of the original Quake. Since BSP files include textures, I have decided to distribute this level as a MAP file. You will need to run QBSP and LIGHT on it before you use it. If you would like to distribute the BSP version, you can try, but I don't know for sure that any sites will accept it. :( Also, in case you're wondering, I do not wish to decrease players' chances of registering Quake by distributing levels that work with the shareware. As far as I know, there is NO WAY to make levels that require registered Quake. By releasing custom levels for Quake, I DO hope to convince players how cool the game is and I definitely hope that you'll register Quake if you're using this level. If you don't, you're the one hurting ID, not I. * Where to get this MAP * FTP: ftp://ftp.cdrom.com WWW: http://home.sprynet.com/sprynet/felker/epicentr.htm ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/LOADED.TXT ===== ==================================================================== title : -=lOAdEd=- by MaStABoY ==================================================================== filename : loaded.bsp (.map on request) version : first public release -v1.02- 20.09.96 author : rene hoppe contact : e-mail: rhoppe@abo.rhein-zeitung.de fido: rene hoppe@2:2454/208.4 irc : contact mastaboy on undernet homepage : unda construction description : a great deathmatch area for for all da people around the quakeworld additional credits to : -id- Software da makers of quest da dudez on #quakeed for helping me beta testers : rene stuchlik, marc hinterweller ralf kraus, michael drtil ==================================================================== * play information * single player : just to look around... cooperative : no, where is da fun without monsters? deathmatch 2-6 : yes, thats what its made for! deathmatch 7+ : yes, that'll be a splatter-fest! demos replaced : none * construction * base : new level from brain editor(s) used : quest (several versions) known Bugs : some vis bugs and disappearing items; will be removed in the next release. report any other to me. * legal stuff * you may distribute this map, as long as you include my txt-file and give me a credit. if you plan on distributing it on something like a cd-collection you MUST contact me for my approval. if you like thiz map please send any suggestions and comments to me. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/LURKER.TXT ===== ================================================================ Title : Lurker part I Filename : LURKER.MAP and LURKER.BSP Author : Eric E. -eGe Email Address : eernewei@www.gnofn.org Description : Small DM level for 2 or more people (no more than 6 or it'll get ugly.) No ammo! In other words. Have fun. Oh yeah, there's no exit! :( Additional Credits to : ID Software, for Quake. Chris Carroll and Trey Harrison for Quest!!! (MUST GET QUEST.) Crowbar for the Base.wad ================================================================ * Play Information * Level Name : Lurker Single Player : Why? Cooperative 2-4 Player : NEVER Deathmatch 1-4 Player : Duh.. Difficulty Settings : ... * Construction * Base : Me? Build Time : One day of grueling work on learning Quest. Editor(s) used : Quest and only Quest Known Bugs : How should I know? I've never played it! (i don't have reg. quake.) * Other Stuff * You may distribute and modify this level, as long as you include my text file and give me credit. My first REAL foray into Quake editing. I've made a bunch of Doom2 levels so I know what to do. There's nothing special about it. But if you reeeeeeeeeeeeealy like it, tell me! Also. If you want to add onto this level go ahead, but just tell me that you're doing it and give credit. There will be a [better] sequel.. * Where to get this Level * FTP: ftp://ftp.cdrom.com WWW: http://www.gnofn.org/~eernewei/links1.htm ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/MELEE01.TXT ===== Melee01.bsp This is my first serious attempt at a Quake deathmatch level. Personally, I think this level's pretty damn cool for DM, but if you think otherwise, or if you particularly liked it, please send e-mail to JSTATZ@WIN.BRIGHT.NET, okay? Also, check out some of my other levels for Doom2/Hexen/Quake at my web page: http://www.win.bright.net/~jstatz. Once you're done with that, go look for me on IRC (EfNet) as Terata. Oh, and if you're using the shareware, set the server to "REGISTERED 1", since there's a Thunderbolt in one of the corners (Under the water, heh.). --Jeremy Statz ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/PLAT1.TXT ===== Simple test for a single moving platform The room is a single L-shape with a pit down the middle with lava in it. Its layout is not really important, but serves to help illustrate the use of moving objects. The level contains one moving object: A platform which floats over the pit and moves quickly from one end to the other. The .ZIP file should include a .MAP and a .BSP version. Questions about this example level? Contact Watcher (watcher@psu.edu) or Sean (stw113@psu.edu) 9/22/1996 ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/PRAY.TXT ===== ================================================================ Title : Pray Filename : Pray.BSP Author : Jack Vermeulen (Sensor Based Systems, Inc.) Email Address : sbs@wolfenet.com Description : A level made using DeeP95 using a prior doom level for layout. Made for deathmatch but also single play. Made while testing out code. Additional Credits to : ID Software, for Quake QBSP Win32 console-mode binaries. PCX2WAD for easily making a texture PWAD ================================================================ * Play Information * Level Name : DeeP Pray for your life! Single Player : Yes Cooperative 2-4 Player : No Deathmatch 1-4 Player : Yes Difficulty Settings : No * Construction * Base : New level from scratch. Build Time : 16 hours mostly in debugging Quake Editor(s) used : DeeP and conversion tools Known Bugs : Things falling out at start. * Legal Stuff * You not distribute or modify this level without permission. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/PUSHER.TXT ===== Wind Tunnels & River Current from The QuakeLab The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: NONE ENTITIES: trigger_push WHAT TO DO: Build the tunnel system/water first. After this 'static' setup is built, you can then implement the trigger_pushes. Make a brush and resize it so that it covers the volume you want to affect. Designate this brush as a trigger_push and give it the desired pushing direction by setting its angle. Do not use an angle of 0 if that is the direction you want, use 360 instead. OPTIONS: You may need to fiddle with the alignment of trigger_push entities if you are making them interconnect (eg. a tunnel with a number of turns in it.) When you are making a winding wind tunnel, each push entity should overlap into the next one by perhaps 8 to 16 units. The best thing to do at the start of a wind tunnel (but it's not in the MAP file) is to make the tunnel, and assuming it is a vertical one protruding from the ceiling, make the pusher extend only as far as the mouth of the tunnel. This forces the player to jump and as soon as the player's head hits the entity, he will be 'tractor beamed' upwards. Otherwise, if your pusher entity extends to the floor, you run the risk of the player getting caught on the lip of the tunnel entry which ruins the effect.(this can happen in the demo MAP.) Hindsight is 20/20. :) Grenades are also affected by the pushers. This might give you some starting points...When making a wind tunnel with turns in it, the turns should be gradual, rather set at 90 degrees - there is the possibility of the player getting stuck on a corner. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/QCHUNKS.TXT ===== ================================================================ Title : QChunks Filename : QChunks.map Author : Chris Thibodeaux (b0rt on Efnet) Email Address : chrislt@nwlink.com Description : My first attempt at a quake level. Yes I am too lazy to use more than 5 textures. Additional Credits to : ID Software, for Quake Dalias, for making Tele-X, which I used to figure out how to do this. Carmack for releasing the BSP stuff. ================================================================ * Play Information * Level Name : QChunks Single Player : Sure, why not Cooperative 2-4 Player : No Deathmatch 2-8 Player : Yep Difficulty Settings : No * Construction * Base : none Build Time : About 8 hours over a period of 3 days Editor(s) used : MS-DOS EDIT QBSP/LIGHT (John Carmack) Known Bugs : If you find any, mail me and I'll try to fix them * Legal Stuff * You may distribute and do whatever the hell you want to this level, as long as you include this text file and give me credit. * Where to get this * I'll probably put it up on ftp.cdrom.com eventually, right now I'll just be giving it to whoever wants it on IRC ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/QK102.TXT ===== ================================================================ Title : Quake102 Filename : qk102.map Author : Dave Email Address : dave@hidesert.com Description : My first QuakeSW level. I have have updated it since qk101. Additional Credits to : ID Software :) Caffeine for keeping me awake till 9:00am working on the editor. ================================================================ * Play Information * Level Name : Quake102 Single Player : Yes. No monsters though. Cooperative 2-16 Player : Where's the fun in that? Deathmatch 1-16 Player : Yes >:) Difficulty Settings : No. * Construction * Base : New level. Build Time : 3 Days, on and off. Editor(s) used : Unnamed Editor of mine :) Known Bugs : Hmm.. tell me if you find some. * Level info * If you are having trouble creating BSP files, then check out: --(http://www.hidesert.com/user/dave/wuake.html)-- for instructions on how to use MAP files and what you will need to play them. I added some water and a lighting gun this time.. Also some rotated walls. I still haven't taken time to change/align/match textures. * Legal Stuff * You may distribute and modify this level, as long as you include my text file and give me credit. I don't care if you want to re-texture my level or something. Go ahead. * Where to get this WAD * FTP: ftp.cdrom.com * Author Info * Well.. I'm 16. I like windsurfing and programming. I listen to classic rock, and I have longer hair than most chicks. >:) I tought myself programming, but the school Math classes helped to an extent. I'll be a junior this upcoming school year at Highland High. I live in Palmdale,CA but I am in Boulder City,NV during summers. http://www.hidesert.com/user/dave dave@hidesert.com ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/QUAD.TXT ===== ================================================================ Title : The Quadraplex Filename : quad.bsp Author : Twinsen Email Address : farside@value.net Description : Deathmatch Quake map. Additional Credits to : Wesley Nelson (Author of Wax) ================================================================ * Play Information * Single Player : No Cooperative : No Deathmatch : Yes Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : Wax Known Bugs : None. Build Time : * Other Info * 08/09/96 This is my first complete map. I'd like some feedback on it, so feel free to email me (farside@value.net). It's designed as a deathmatch level, and if I worked on it, it could be a single-player or co-op level too. Have fun! ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/QUADROOM.TXT ===== The Quadroom - concept and COOLD2.MAP by Felix Zwingenberger - Rebuilt at The QuakeLab The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: Your choice. No set standards. ENTITIES: func_door WHAT TO DO: Simplest Approach: Make 3 square brushes and fit them together so they form the corner of a room. Then copy this collection and rotate/mirror as necessary to produce four corners. Designate each triple a func_door all in one shot. Set their angles so that they will move off in diagonally op- posite directions. Fit the four sets together; when the doors are activated, they will move apart from this closed position into a posi- tion similar to the one in the picture. Compile and test. You will notice that two of the four sets do not appear to move correctly. Remember where these two sets are. Go back to the editor. Set the lip of those two doors to a negative number roughly equal to the distance traveled by one of the functioning doors. This should fix it so that it all works perfectly. It might take a little trial and error. OPTIONS: The MAP file has a somewhat more stylized door - blank non-func_door brushes have been assembled off to the side and just need to be designated func_doors. Try making other interlocking shapes to achieve an interesting look. Adjust the speed and sounds to your liking. All other func_door options should be considered too - keys, killtarget, dmg, etc. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/RATINGS.TXT ===== Ratings of levels. Playability, quality/complexity in order of my consideration There are 16 with monsters Leak = levels with leaks but they work ok. d is an f Monsters Rating 222X3DM c ARENA a BASEDOOR d BASIN a BLACKMAJ y c CHAAG y a CLAUS y d CRYPT b+ CTHCRUSH d CULT y a DBTD a DOGGET1 a DOORH d DOORV d DOTD c+ DUNG a DWANG4M8 a EDTEST1 c -- too bright, partly my fault, texture used EXAMP-1 c+ leak EXPLVER1 d leak FLICK y a FLOODTEL b FONTI b+ FORTRESS a FRAG b GEOM y a GHOSTS y a GLASS d GONDOLA c GUNS d HIGHDIVE a HOUSE a JET2 d KEEP a KYSENTY2 y a LAVAPIT d LEVEL y c+ LURK d missing txtures, not worth to fix MAP01Q a MELEE01 a PAGAN y a PLAT1 d PRAY y a PUSHER d Q-BASE b+ Q-PALACE b QCHUNKS a QK102 b QTRICKS d QUADROOM d RAZORS d REACTOR a (like ghosts, slight changes,no monsters) RGFLDTEL b SCOHOP b SCURRY y b SEWER a SHAKE2 a SHRINE a SLIME d SLIPGATE d SWMPCV91 y c TBOX y c TEF_AOP y a TELEX2 b TELEXB b TEMPLE a THISISTE a TLEVEL y c UNDER b WATER d -- leak WATERPIT c WEEX1 b WETDEATH b WINDP b ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/RAZORS.TXT ===== The Razor Blades - from The QuakeLab The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: Up to you. No set standard. ENTITIES: func_train, path_corner, trigger_push, trigger_hurt WHAT TO DO: Make the wind tunnel (see the article at QuakeLab for more information on these) fairly long so that the victim has a chance to see the blades just before he is shredded - just a psychological thing. Make the exit room and connect the wind tunnel corridor to it. Make the blades, or use the ones provided. Make two sets and stagger them as depicted in the file. Multiselect all the brushes of one side's blades and designate them func_trains all in one shot. This will allow them to move in unison. Do the same for the other side's blades. Set the func_trains' speeds to 450. Make two path corners for each set of blades. They should be positioned at the level of the lowest blades of their respective sides, see the MAP file. The blades do not consistently chop into the victim (it depends on when he enters the wind tunnel) so copy the end wall of the wind tunnel and position it so that it overlaps the blades and blocks the exhaust into the adjoining room. Designate this brush a trigger_hurt with a dmg of about 500 - the brush will become an invisible entity. Make an entry setup to the tunnel by making a teleporter (see QuakeLab) or perhaps just a simple drop hole into the wind tunnel. Keep the blades and trigger_hurt close to the exit room so that the gibs will usually fly into the room. Gibs and monsters are unaffected by trigger_push. OPTIONS: Place another small trigger_push that points upward just before the trigger_hurt. This will propel the player upwards briefly and might increase the consistency with which more gibs fly into the adjoining room. Set the sounds to 1 if you want the ratcheting noise. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/REACTOR.TXT ===== UPDATED: PLEASE REPLACE OTHER ================================================================ Title : Outskirts of the Nuclear Reactor Filename : Reactor.map (version .91) Reactor.bsp (version 1.01 registered) Reactor.tnk (for QScript) Author : Josh Robison AKA Jabberwocky AKA Jabber Email Address : jrobison@feist.com Description : A pretty big Deathmatch Level. All the rooms are interconnected, but you will have to work for the Rocket Launcher and Lightening Gun. Additional Credits to : ID Software, Jeremy AKA Merlin, William Bradley for QScript, and everyone who plays this! Mail me! ================================================================ * Play Information * Level Name : Nuclear Single Player : Not really. I plan to add monsters soon. Watch for it. Cooperative 2-4 Player : No, there are no monsters to fight yet! Deathmatch 1-6 Player: Yes! That's what it's for! Difficulty Settings : No... it's deathmatch. * Construction * Base : All from scratch Build Time : About 22 hours of work. QBSP 54 LIGHT 12 VIS Editor(s) used : QSCRIPT http://home.sprynet.com/sprynet/basaidai/quake.htm Known Bugs : NONE! I need to add monsters and textures... * Legal * You are going to do what ever you want with this level no mater what I say. The only thing I ask is that you mention me! You should be really be making your own levels from scratch. I don't know what it is you would want to use in this level anyway! Oh yeah, remember everything id said... * Where to get this MAP * ftp.cdrom.com, ftp.stomped.com, and http://www.feist.com/~jrobison/maps/reactor.zip Do't forget to check for our up and comming TC at http://www.feist.com/~jeremy/quake/ ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/SCOHOP.TXT ===== ================================================================ Title : Scohop's World Filename : scohop.map scohop.txt Author : Scott Olsson - "Scohop" Email Address : scohop@iaonline.com Description : A pretty nifty level, pretty good for deathmatch. :) Enjoy. Additional Credits to : ID Software ================================================================ * Play Information * Level Name : Scohop's World Single Player : Neah. Cooperative 2-16 Player : Why? Deathmatch 1-16 Player : Hell yeah! Difficulty Settings : No. * Construction * Base : New level. Build Time : A few hours once I wrote the editor. Editor(s) used : Mainly MS-DOS Edit. And a really stupid editing util I wrote, email me if you want it. Known Bugs : None - tell me if you find any. * Level info * Check out more about Quake at my Quake Page! QUAAAAAAAAAAAAAAAKE! - http://www.quaaaaake.com I will explain how I did the level on this page as soon as I get back from Hawaii. :) * Legal Stuff * I would prefer that you did NOT modify this level... we need more people out there building NEW levels. Thanks... but if ya do, make sure you include this text file, and give me credit. * Where to get this FILE * FTP: ftp.cdrom.com * Author Info * I am 16, pretty much a computer dork. :) I program, play piano, like to kick the crap out of people in quake, and pretty much do whatever else I feel like doing. Like, say, spending an entire day writing a quake editing utility to make a level that belongs in Wolf3D For more info about me, check out my lousy home page at http://www.iaonline.com/users/scohop/scohop.htm Or, check out my huge quake site at http://www.quaaaaake.com Keep quakin! scohop@iaonline.com ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/SCURRY.TXT ===== ================================================================ Title : Scurry Filename : SCURRY.BSP Author : Jack Vermeulen (Sensor Based Systems, Inc.) Email Address : sbs@wolfenet.com Description : A level made using DeeP95. Made for deathmatch but also single play. Made while testing out code. Additional Credits to : ID Software, for Quake QBSP Win32 console-mode binaries. PCX2WAD for easily making a texture PWAD ================================================================ * Play Information * Level Name : DeeP Scurry before they get you. Single Player : Yes Cooperative 2-4 Player : No Deathmatch 1-4 Player : Yes Difficulty Settings : No * Construction * Base : New level from scratch. Build Time : 8 hours mostly in debugging Quake Editor(s) used : DeeP and conversion tools Known Bugs : Things falling out at start.. * Legal Stuff * You not distribute or modify this level without permission. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/SHAKE2.TXT ===== ================================================================ Title : SHAKE ][ Filename : shake2.map Author : Daniel Rammelt (aka Super Slimer) Email Address : d.rammelt@student.canterbury.ac.nz Description : My second QuakeSW DM level. This one took much longer around 6hours work, but is alot better because of the improvements i made in Qmaper. Additional Credits to : ID ================================================================ * Play Information * Level Name : SHAKE2! Single Player : Yes. No monsters though. Cooperative 2-16 Player : No. Deathmatch 1-16 Player : Yes . Difficulty Settings : No. * Construction * Base : New level. Build Time : 6hours. Editor(s) used : Qmaper 0.33 by me :) Known Bugs : In the map.. none, editor.. 99% bug free now. * Legal Stuff * You may distribute and modify this level, as long as you include my text file and give me credit. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/SLIME.TXT ===== TEXTURES: *SLIME1 or *SLIME2 or *LAVA1 or *LAVA2 ENTITIES: misc_fireball (for lava) WHAT TO DO: Make a water brush as outlined in the previous entry. Texture the whole brush with one of the recommended textures. That's it. OPTIONS: If you want to use normal WATER textures but want the damaging effect, copy the water brush. Designate the copy as a trigger_hurt entity. You can even alter the damage rating of this entity for greater flexibility. If you want fireballs to pop in and out of the lava, make a brush and designate it as a misc_fireball entity. Place it inside the lava brush. Adjusting the speed of the fireball - this is hard to judge since the fireball's height randomly varies, and may require a bit of trial and error. You don't want the fireballs to literally shoot through the ceiling. Crucified zombies: make a brush and designate it a monster_zombie entity. Enable the crucified flag for this entity. Move the bounding box of the entity 12 units into the wall to make it look right. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/SLIPGATE.TXT ===== The Standard Teleporter - from The QuakeLab The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: *teleport for center fill & ecop1_1 for surrounding frame ENTITIES: info_teleport_destination & trigger_teleport WHAT TO DO: Make a beam. Copy it. Position the copy directly above the original to the desired teleporter height so that the player can pass through it. Copy the beam again. Rotate it so that it is vertical and posi- tion it between the top and bottom beams. Copy the vertical beam and position the copy on the other side. You now have the frame. Copy the top or bottom beam and make it thinner and taller so that it fits inside the frame. Texture this brush with *teleport on all sides. Copy this brush and leave the copy exactly where the original one is. This copied 'core' should be turned into a trigger_teleport entity. Make a brush and designate it as info_teleport_destination. Place it where you want the player to end up. Give the trigger a target and the destination a targetname. OPTIONS: SILENT on trigger to eliminate teleport sound effect. PLAYER_ONLY on trigger prevents monsters from using teleporter. ANGLE on destination makes player face in that direction upon exit. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/TEF_AOP.TXT ===== ================================================================ Title : Altar of Pain Filename : tef_aop.MAP (All my levels have TEF at the beginning.) Author : T. H. Johansen (TJ) Email Address : torjoh@alfa.avh.unit.no Description : A fairly large Quake map designed with single play in mind, including 60 monsters and an exit, but no difficulty settings. If playing with the Quake CD in drive, the level will be playing track no. 5. The story for this level is the following: The Interdimensional Intelligence Agency (IIA) has got information that an evil and devastating ceremony is about to take place in what is whispered to be the "Altar of Pain", a demonic chapel where hideous Shamblers are said to rule. Somebody has to stop the ceremony from being fullfilled, or else the world is doomed to be ruled by dark and evil forces for all eternity. But to get there will take a strong effort, the IIA has realized. Therefore, having saved the world once, the IIA has called upon you to take the task to penetrate these Shamblers' stronghold and get to their chapel before it's too late. The IIA transports you through their only remaining slipgate, and you find yourself in a dark and gloomy basement. Getting your dark vision quickly tuned in, the first thing you spot is enemy soldiers and their rottweilers. OK, you're alone, it's pretty dark, but you know that you're not going to disappoint the IIA or yourself. Firmly you pump some lead into that old thrustworthy shotgun of yours and get on with it... Additional Credits to : ID Software, for making such an unbelievable game (Quake) and letting us do what we want with it. Ben Williams for QuMa v.1.0 ("Good stuff, Ben!") Darren Stabler for vising the .map file. Thanks! ================================================================ * Play Information * Level Name : Altar of Pain Single Player : Yes, specifically designed for this. 60 monsters and an exit. Cooperative 2-4 Player : No. Deathmatch 1-4 Player : Not implemented as yet. Not designed for DM anyway. Difficulty Settings : No. Anything else new : No. * Construction * Base : New level from scratch. Build Time : 4 days (about 40 hours), if NOT including the time spent learning the basics. Editor(s) used : QuMa v1.0 (great editor!) and MS-DOS Editor. Known Bugs : This map is vised and should run quite perfectly. There may be a version of the .bsp file out there that's not vised, if you know of someone who has that (earlier) version, please inform them of this new vised .bsp file. Other than that, the level should be quite challenging (in certain places...) and will take approx. 20-25 minutes to complete (without cheating!). Cheating is NOT necessary and will ruin this level since it's designed specifically for single play!. * Legal Stuff * You may distribute this level and include it in any compilation etc., as long as you include my text file and give me credit. You may also use it as a base for new maps etc. * Other notes * Remember, this is my very first attempt at a Quake level. I like single play very much, and decided to design with that in mind. If you think this level sucks, please tell me why. If you think it's pretty good, at least not the worst one you've tried, feel free to tell me that too. If you wish to edit it to implement deathmatch starting points (I could've done this easily, but I'm too lazy...), feel free to do so. I don't think it will make a good DM level, however. * Where to get this MAP * ftp.cdrom.com *Archive info* Archive filename: tef_aop.zip Including: tef_aop.map (must be compiled if used) tef_aop.bsp (use directly in Quake) tef_aop.txt (this file) ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/TELEXB.TXT ===== ================================================================ Title : Tele-X! (with military base textures) Filename : TELEXB.MAP Author : Dalias Email Address : 71614.3257@compuserve.com Description : A fun Quake sw deathmatch level from scratch. Based on a great DOOM deathmatch level, Telecross. And IMO, it's very close. Enjoy! Additional Credits to : ID Software, for Quake Stephen Crowly, for porting QBSP and LIGHT to DOS. Juergen Kroder, for making Telecross for DOOM, on which this level is based. ================================================================ * Play Information * Level Name : TELEXB Single Player : Yeah, if you wanna check it out. Cooperative 2-4 Player : No Deathmatch 1-4 Player : Of course! That's the idea... Difficulty Settings : No * Construction * Base : New level from scratch. Build Time : A day's work. Editor(s) used : MS-DOS EDIT Known Bugs : NONE! If any were known I'd have fixed them! :) * Legal Stuff * You may distribute and modify this level, as long as you include my text file and give me credit. NOTE: I know that ID has supposedly forbidden distribution of custom levels for the shareware version of Quake in their license, but that is obviously unenforceable *unless* the level being distributed includes parts of the original Quake. Since BSP files include textures, I have decided to distribute this level as a MAP file. You will need to run QBSP and LIGHT on it before you use it. If you would like to distribute the BSP version, you can try, but I don't know for sure that any sites will accept it. :( Also, in case you're wondering, I do not wish to decrease players' chances of registering Quake by distributing levels that work with the shareware. As far as I know, there is NO WAY to make levels that require registered Quake. By releasing custom levels for Quake, I DO hope to convince players how cool the game is and I definitely hope that you'll register Quake if you're using this level. If you don't, you're the one hurting ID, not I. * Where to get this MAP * CIS: Action Games Forum (GO ACTION) (might not be there) FTP: ftp://ftp.cdrom.com WWW: http://home.sprynet.com/sprynet/felker/epicentr.htm ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/TEMPLE.TXT ===== ************************************ TEMPLE OF PAIN ************************************ Type of mod: New map from scratch for Registered Quake. (Source .map included) Size of map: Over a thousand brushes; 30 min to QBSP, 25 min to VIS, about 10 to LIGHT -extra on a Pentium 120 32 Megs RAM Also, this map will play track 11 off the CD. Editor: BSP Author info: Raven@Abraxis.com - the creator of 'Wheel of Time' Doom, one time nominee for "best wad ever" on DOOMGATE. Visit my site at http://members.aol.com/ravhin/wotdoom.html (I may move my site off AOL soon). The web pages will be overhauled soon so check back regularly. Description: Medium-sized deathmatch level with (as you may have guessed) a temple motif. All weapons are available; numerous deathmatch spawn spots, and all items except Invincibility. Emphasis has been put on visibility; there are very few places to hide (read: CAMP). This level is the first Quake level that I've made that's worth posting :-). I'm still learning this stuff - it ain't DOOM anymore! I have successfully made a func_train platform; and a downward-moving plat (that'll dip you in the lava if you're not carefull - or if someone else hits the button...) Also in my map is a trick I'll bet you haven't seen before - using different colored fonts and symbols in the text messages displayed in a Quake level. Pay attention to the name of the level, and how it's displayed... This level has definately been a learning experience. Quake doesn't seem to like drawing a lot of brushes on-screen once apparently; there are spots in the map where the framerate drops somewhat. I'll keep that in mind on my future projects... ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/THISISTE.TXT ===== THISISTE...............> 7/2996 ================================================================ Title : this is the end (listened to the Doors when i qbspeeed it) Filename : thisiste.bsp Author : phillipt / freddret on irc Email Address : phillipt@scruznet.com URL : www.my_page_has_nothing_to_do_with_quake.net Description : Deathmatch level that doesn't look like a box ================================================================ * Play Information * Single Player : No Cooperative : No Deathmatch : Yes Difficulty Settings : no New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level Editor(s) used : 3ds w/3ds2map Known Bugs : None. Build Time : About 2 hours for qbsp, vis and light on a p100 running win95. many days to construct (my first attempt at a useable map i learneded ) STUFF I am also an artist and am interested in making a whole quake ScifI package (not for money just for the hell of it) so if you are interested AND have somthing to offer (qcc pixel skills level making etc....) email me. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/WATER.TXT ===== ================================================================ Title : The Sink Filename : WATER.MAP Author : Dennis Noordsij Email Address : lnoordsi@inter.NL.net Description : A not really fun to play level, because it was made to show that you CAN simulate lowering and raising water Additional Credits to : ID Software, for Quake ID Software, for QBSP and LIGHT The author(s) of the Quake MAP specs ================================================================ * Play Information * Level Name : The Sink Single Player : Yes, just to show the water raising/sinking Cooperative 2-4 Player : No, but easy to add Deathmatch 1-4 Player : No, but easy to add Difficulty Settings : Yeah, like fast and slow moving water. (NOT) * Construction * Base : Completely from scratch Build Time : A couple of hours Editor(s) used : * BRUSH - Something I made to convert my coordinates into the Quake brushes. Just to speed building basic brushes up * NCEDIT (nice editor) * MS-DOS EDIT (less nice, but can do more) Known Bugs : NONE! If any were known I'd have fixed them! :) [ ALSO READ THE COMMENTS MADE IN THE .MAP FILE ] * Legal Stuff * [ NOTE, THIS COMES DIRECTLY FROM THE TEXT FILE INCLUDED WITH THE LAVAPIT ] [ LEVEL. THE AUTHOR WROTE IT QUITE NICELY SO HERE IT IS ] You may distribute and modify this level, as long as you include my text file and give me credit. NOTE: I know that ID has supposedly forbidden distribution of custom levels for the shareware version of Quake in their license, but that is obviously unenforceable *unless* the level being distributed includes parts of the original Quake. Since BSP files include textures, I have decided to distribute this level as a MAP file. You will need to run QBSP and LIGHT on it before you use it. If you would like to distribute the BSP version, you can try, but I don't know for sure that any sites will accept it. :( Also, in case you're wondering, I do not wish to decrease players' chances of registering Quake by distributing levels that work with the shareware. As far as I know, there is NO WAY to make levels that require registered Quake. By releasing custom levels for Quake, I DO hope to convince players how cool the game is and I definitely hope that you'll register Quake if you're using this level. If you don't, you're the one hurting ID, not I. * Where to get this MAP * http://web.inter.NL.net/users/L.J.Noordsij hopefully some other sites too :) ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/WATERPIT.TXT ===== ================================================================ Title : Waterpit Filename : WATERPIT.BSP/.MAP Author : Matt Bollier Email Address : 103220.3302@compuserve.com Description : This is a cool deathmatch arena. Lotsa floating platforms (some are moving) and bridges spanning between them. Also an underwater area. Nice lighting effects combined with the unusual architecture make for a really cool DM experience. This level is based upon LAVAPIT, but lots has been added since then. You'll notice you can jump off the side of the map. Do it, and you'll fall into a pit of slime (not good) I suppose I should have just made it so you couldn't jump at all, but then the sky wouldn't look so cool :) Additional Credits to : Dalias (Quake Studio, LAVAPIT), ID ================================================================ * Play Information * Single Player : Yes Cooperative : No Deathmatch : Yes Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : Used LAVAPIT as a base Editor(s) used : Quake Studio 0.2-0.8, MS-EDIT Known Bugs : None Build Time : About 30 hours ========================================================= BSP BUILD TIMES (on a Pentium 60 w/ 16mb RAM) QBSP: 48 seconds LIGHT: 31 seconds VIS: 315 seconds ========================================================= * Other Info * This map has been compiled to run in Quake v1.01 registered only. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/WEEX1.TXT ===== ================================================================ Title : WeeX One Filename : WEEXONE.BSP Author : Dave Sterry (WeeX on IRC) Email Address : dsterry@uclink4.berkeley.edu Description : Small Arena with a conical cieling and some cool light fixtures. This is the first of hopefully many bsps done by yours truly. (other's will be better I'm sure) Additional Credits to : id Software cuz Quake rocks! ================================================================ * Play Information * Level Name : WeeX One Single Player : Survey Says??? No. (Actually you can run around it if you want.) Cooperative : No. Deathmatch : Recommend 2-5 players Difficulty Settings : None * Construction * Base : New level from scratch. Build Time : Under 5 min for qbsp, vis and light. Design Time : Around 5 hours (I was learning too.) Editor(s) used : Quest and MS-DOS Edit Texture WAD used: base.wad Known Bugs : None. * Legal Stuff * You MAY distribute this BSP in any electronic format (BBS, Diskette, CD, etc) with NO modifications AND you include this TXT file with it. If you have any suggestions, e-mail me. ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/WETDEATH.TXT ===== there was no text file with this (jack) ===== Aftershock for Quake.zip/Aftershock for Quake__x/SINGLES/TEXT/WINDP.TXT ===== ================================================================ Title : Wind-Pit Death Match Filename : windp.zip Author : Cameron Newham Email Address : cam@iinet.com.au (no editing qstns please!) Description : Deathmatch quake level Additional Credits to : Id Software and the QUEST Authors ================================================================ * Play Information * Single Player : No Cooperative : No Deathmatch : Yes (maximum of 6 players) Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : QUEST 1.021/1.03 Known Bugs : None (apart from some texture alignments) Build Time : Several hours over a week. Too much IMO. * Other Info * This is just a simple little deathmatch level for 6 players (probably 3 or 4 is optimal - it is really only 1 room w/ a catwalk). Although only 1 room, the DM starts are all located underground and the room is entered via wind-tunnels. Alcoves make it difficult to see where players are materialising. Some parts of the room are dark, so you can hide. There are no camping positions. The level contains all weapons except the grenade launcher. It also contains two traps - one obvious and one not so obvious. This level was really just a testbed, but I expect it would provide a damn good frag-fest. * Licensing and Copyright * You may do what you like with this level, although if you do use the ideas I would like some credit. Thanks. If you like this level, please tell me. ===== Aftershock for Quake.zip/Aftershock for Quake__x/THRED/INSTALL__x/.rsrc/9/string.txt ===== 100 C:\Thred 101 Thred Setup 102 Thred 103 Thred 116 &Finish 117 &Reboot 118 signon 119 reboot 120 Creating directory.. 121 Checking disk space. 122 Installing Thred. 123 Thred failed to install. 124 Copying files. 125 Copying %s 126 Setup Failure: %s could not be copied. 127 Creating StartMenu shortcut ===== Aftershock for Quake.zip/Aftershock for Quake__x/THRED/LICENSE.TXT ===== September 23, 1996 Thred is written and owned by Jonathan Mavor (ah289@freenet.carleton.ca) This is a 'no nonsense' license agreement. THINGS YOU CAN DO WITH THRED ================================================================== You can make maps for Quake. You can distribute those maps to people for free. THINGS YOU CANNOT DO WITH THRED ================================================================== You cannot sell Thred. You cannot sell anything made with or modified by Thred. You cannot play maps made with Thred on commercial Internet servers. You cannot distribute maps made with Thred on CD-ROM or any other for-sale medium. This includes collections where you are only charging for your cost in producing the CD. THINGS YOU MUST DO ================================================================== Maps made with or modified by Thred must be accompanied by a notice saying that it was made with Thred and that it is illegal to charge for distribution of maps made with Thred. Any distribution of Thred must include this text file in it's original form. If you don't agree with anything in here, then don't use Thred. ===== Aftershock for Quake.zip/Aftershock for Quake__x/THRED/README.TXT ===== 9/23/96 THRED README.TXT STOP! Read License.txt before you do anything else. Ok, now that that's done... This is a beta copy of Thred. It is NOT a public beta. You are free to use this version of Thred within the limits of the license that accompanies Thred. Like I said, this is not a public beta of Thred. We are still working on it and have a long list of bugs that we are working on. We want you to be able to use Thred if you like, but we don't want any input on Thred right now. Please just use this software. We know that you will have some problems with Thred and we are sorry about that. We're working to fix Thred, but thought that it was time to let everyone use it. I'll say it again (just because I know there are some die-hard "please fix this" people out there): DON'T SEND US E-MAIL. I don't care how small your request is or how easy you think it would be to fix the one problem that is bothering you or how cool the feature you're thinking of would be. DON'T DO IT. PLEASE. You will not get a response from me or Jon if you send us e-mail with bug lists or requested features. I promise. The THRED TUTORIAL is included with Thred. I have spent many hours on this and I know it's still pretty thin. It's all you have right now. If you have questions, feel free to post them to the rec.games.computer.quake.editing newsgroup. Maybe someone there will help you. Do not send me e-mail asking for help with Thred. I won't answer it. Install thred in \quake\thred is a good idea. Have fun! :) -= Jim Lowell =- ===== Aftershock for Quake.zip/Aftershock for Quake__x/THRED/TEMPLATE.TXT ===== put today's date here ================================================================ Title : Filename : Author : Email Address : Description : Additional Credits to : Check out the Thred homepage at: http://www.visi.com/~jlowell/thred ================================================================ * Play Information * Single Player : No Cooperative : No Deathmatch : No Difficulty Settings : No New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : Thred Known Bugs : None Build Time : Texture Wad used : Base / Medieval / Metal / Start / Wizard Compile machine : QBSP Time : Light Time : VIS (-level 4) Time : Brushes : Entities : Models : * Other Info * * Copyright / Permissions * Authors MAY / MAY NOT use this level as a base to build additional levels. This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission. * THRED LISCENSE INFORMATION * This map was made with Thred. It is acceptable to distribute this map over the Internet and BBS systems for free. It is not acceptable to play this map on a commercial Internet server. It is also not acceptable to charge for this map in any way or charge for distribution of this map. This includes CD-ROM collections of all kinds. ===== Aftershock for Quake.zip/Aftershock for Quake__x/THRED/THRED__x/.rsrc/string.txt ===== 103 Show or hide DialogBar\nToggle DialogBar 128 THRED 129 \nTHRED\nTHRED\nTHRED Files (*.3dt)\n.3DT\nTHRED.Document\nTHRED Document 32771 Create a cube primitive\nCube 32772 Create a sphere primtive\nSphere 32773 Create a Cylinder primitive\ncylinder 32774 Add the current brush to the world\nAdd Brush 32775 Subtract the current brush from the world\nSubtract Brush 32776 Allow you to move the camera around\nCamera 32781 Allow movement on X axis\nX Axis 32782 Allow movement on Y axis\nY Axis 32783 Allow movement on Z Axis\nZ Axis 32784 Allow you to move and rotate the brush\nMove/Rotate Brush 32785 Allow you to scale the brush\nScale brush 32786 Reset the brushes shear, rotation and scale\nReset Brush 32791 Bring up the brush attributes dialog\nAttributes Dialog\n 32792 Hide/show the Brush\nHide/show Brush 32799 Export bsp geometry to a .3DM file 32801 Snap brush origin to grid\nSnap to Grid 32802 Change grid settings\nGrid Settings 32806 Render View using 3D wireframe\n3D wireframe 32807 Render window using solid fill\nSolid Render 32808 View map from top\nTop View 32809 View map from side\nSide View 32810 View map from front\nFront View 32812 Bring up 4 view\n4 views 32813 Bring up bsp manager\nbsp manager 32814 Shear the brush\n Shear 32816 Export currently visible brushes to quake\nExport to Quake 32817 Place a light entity into the world\nPlace Light 32819 Bring Up Entity editor Dialog\nEntity Dialog 32823 Move/Select Entities\nMove/SelectEntities 32824 Show/Hide the entities\nHide/Show Entities 32832 Add Selected brush to current group\nAdd To Current Group 32833 Create a New group from selected brushes\nCreate Group 32834 Bring up the group attributes dialog\nGroup Attributes 32835 Select or Deselect brushes in drag box\nSelect/Deselect brushes 32836 Show All Brushes\nShow all 32837 Show brush groups marked as visible\nShow vis groups 32838 Show current brush group\nshow current group 32839 List of groups names\nGroups 32849 Select a placed brush\nSelect Brush 32859 Bring up the texture browser window\nTexture Browser 32861 Do a quick BSP rebuild with no water brushes\n Quick BSP 32862 Copy current entity\nCopyCurrent 32871 Remove selected brushes from group\nRemove from group 32890 Old Style 3d view\nOld View 57344 THRED 57345 For Help, press F1 57346 Select an object on which to get Help 57600 Create a new document\nNew 57601 Open an existing document\nOpen 57602 Close the active document\nClose 57603 Save the active document\nSave 57604 Save the active document with a new name\nSave As 57616 Open this document 57617 Open this document 57618 Open this document 57619 Open this document 57620 Open this document 57621 Open this document 57622 Open this document 57623 Open this document 57624 Open this document 57625 Open this document 57626 Open this document 57627 Open this document 57628 Open this document 57629 Open this document 57630 Open this document 57631 Open this document 57632 Erase the selection\nErase 57633 Erase everything\nErase All 57634 Copy the selection and put it on the Clipboard\nCopy 57635 Cut the selection and put it on the Clipboard\nCut 57636 Find the specified text\nFind 57637 Insert Clipboard contents\nPaste 57640 Repeat the last action\nRepeat 57641 Replace specific text with different text\nReplace 57642 Select the entire document\nSelect All 57643 Undo the last action\nUndo 57644 Redo the previously undone action\nRedo 57648 Open another window for the active document\nNew Window 57649 Arrange icons at the bottom of the window\nArrange Icons 57650 Arrange windows so they overlap\nCascade Windows 57651 Arrange windows as non-overlapping tiles\nTile Windows 57652 Arrange windows as non-overlapping tiles\nTile Windows 57653 Split the active window into panes\nSplit 57664 Display program information, version number and copyright\nAbout 57665 Quit the application; prompts to save documents\nExit 57666 Opens Help\nHelp Topics 57667 List Help topics\nHelp Topics 57668 Display instructions about how to use help\nHelp 57669 Display help for clicked on buttons, menus and windows\nHelp 57670 Display help for current task or command\nHelp 57680 Switch to the next window pane\nNext Pane 57681 Switch back to the previous window pane\nPrevious Pane 59136 EXT 59137 CAP 59138 NUM 59139 SCRL 59140 OVR 59141 REC 59392 Show or hide the toolbar\nToggle ToolBar 59393 Show or hide the status bar\nToggle StatusBar 61184 Change the window size 61185 Change the window position 61186 Reduce the window to an icon 61187 Enlarge the window to full size 61188 Switch to the next document window 61189 Switch to the previous document window 61190 Close the active window and prompts to save the documents 61202 Restore the window to normal size 61203 Activate Task List 61215 Activate this window 61216 GridSize: Snap Off ===== Aftershock for Quake.zip/Aftershock for Quake__x/THRED/THRED__x/.rsrc/version.txt ===== FILEVERSION 1,0,0,1 PRODUCTVERSION 1,0,0,1 FILEFLAGSMASK 0x3F FILEFLAGS 0x0 FILEOS VOS_UNKNOWN | VOS__WINDOWS32 FILETYPE VFT_APP FILESUBTYPE 0x0 { BLOCK "StringFileInfo" { BLOCK "040904B0" { VALUE "CompanyName" VALUE "FileDescription", "THRED MFC Application" VALUE "FileVersion", "1, 0, 0, 1" VALUE "InternalName", "THRED" VALUE "LegalCopyright", "Copyright ⌐ 1996" VALUE "LegalTrademarks" VALUE "OriginalFilename", "THRED.EXE" VALUE "ProductName", "THRED Application" VALUE "ProductVersion", "1, 0, 0, 1" } } BLOCK "VarFileInfo" { VALUE "Translation", 0x409, 1200 } } ===== Aftershock for Quake.zip/Aftershock for Quake__x/THRED/TUTORIAL.TXT ===== Thred v0.6b Tutorial Jim Lowell - jlowell@winternet.com September 23, 1996 INDEX ----- 1 Introduction 1.1 Acknowledgments 1.2 Thred revisions 2 Requirements 3 Thred conventions 3.1 Basic views 3.2 Buttons 3.3 Menus 3.4 The default brush 4 Building your first map 4.1 Setting up 4.2 Walls 4.3 Structures 4.4 Lights 4.5 Water 4.6 Wads 5 GROUPING 5.1 Defining groups 5.2 Visible groups 5.3 Exporting partial maps 6 Advanced operations 6.1 Brush Subtraction 6.2 Associating brushes 6.3 Doors 6.4 Platforms 6.5 Teleporters 6.6 Buttons & Triggers 6.7 Walking monsters 6.8 Trains 7 Texture alignment 8 Don't do this 9 Other sources of information 1.0 INTRODUCTION ---------------- Welcome to Thred! Thred is a 3D editor that has been designed to create Quake maps. Thred supports many advanced features to make your editing as easy as possible. Thred is written and owned by Jonathan Mavor (ah289@freenet.carleton.ca). The Thred webpage can be found at http://www.visi.com/~jlowell/thred and is maintained by Jim Lowell (jlowell@visi.com). This tutorial is intended for people who are getting started with Thred. It is not the Thred manual and does not cover all aspects of editing Quake with Thred. When you are done you will have built a simple level and loaded it into Quake. It is assumed that you know something about Quake (you've played it a lot, right?). It also helps to know something about brushes and how they work together, but it is not necessary to use Thred. You should unzip the Thred zip file into one directory (I use Quake\Thred) and save all your files to this directory as well. 1.1 ACKNOWLEDGMENTS Thanks to Marc Fontaine and Jasper van der Neut for their excellent artwork on the Thred buttonbars. 1.2 THRED REVISIONS Date Version Description ------------------------------------------------------------------- 9/23/96 0.5b First beta copy released to the public. 9/27/96 0.6b Update to fix entity save bug. No new features. 2.0 REQUIREMENTS ---------------- This entire document applies to Thred v0.5b only. The version of QBSP that is included with Thred has been modified to support a larger number of brush faces. Because Thred generates brushes with many faces it is highly recommended that you use the QBSP.EXE that comes with Thred. Maps generated with QBSP will run in Quake v1.01 registered only. You must run Thred in Windows 95 or Windows NT and you must have a mouse. (note that Quake doesn't run under Windows NT, so it is really only practical to run Thred under Windows 95 at this time). 3.0 THRED CONVENTIONS --------------------- 3.1 Basic Views Most of the editing in Thred takes place right in a window. Moving, scaling, rotating, and shearing can all be done in a Thred window. There are a lot more things that you can do in the Thred windows, so it is important to understand how they work. There are 5 different views of your map in Thred. Solid Gons (or Solid Render), Wireframe, front, side, and top. Thred is a MDI application, so you can have as many windows open as you like with any combination of these views in any of the windows. In the solid render and wireframe views, the mouse can be used to move and pan around much the same way you would move in Quake. To walk around, hold the left mouse button and move the mouse. To look around (same as mlook in Quake) hold the right mouse button and move the mouse. To strafe up, down, left, and right hold both buttons down and move the mouse. The middle button switches you between your current tool and camera mode, then back again (very handy if you have a 3-button mouse). You must be in camera mode for these to work. There is one other view that you can have in a windows: The texture map. This is done by selecting "Texture Browser" from the view menu. This shows all of the textures in the current wad (use of wads is explained later in the document). 3.2 Buttons There are two button bars along the top of Thred. The top bar has 22 buttons, the bottom one has 19 buttons. All of the buttons have hints on them that you can read when you pass the mouse over them. Their function should be obvious from that hint help. There is a webpage that explains most of the buttons in detail. It is at http://www.visi.com/~jlowell/thred/buttons.html 3.3 Menus All of the actions that can be done with the button bar can also be done with the menus. Of particular importance is the Tools menu which holds the BSP Manager option. The BSP manager will be used a lot to redraw your map from time to time. With the "Quick BSP" button, this menu shouldn't get used very much, but it is still important to know where it is. The BSP manager gives you all of the options for rebuilding the BSP preview in the solid render and wireframe windows. Another important menu is the Map Settings option under the file menu. From here you can select wad and palette files to use with Thred. 3.4 The default brush Of all the brushes in your maps, one will always be the 'default' brush. It will be displayed as a blue wireframe brush with red nodes. This is the brush that is modified when you move, skew, rotate, etc. The default brush may or may not be a brush that is part of the 'world' ("the world" is a term that means "everything in the Quake map"). Until you add a brush to the world, it doesn't really exist and won't be visible in Quake when you build the map. If you move or change a brush that is part of the world, the changes won't be visible in the wireframe or solid render windows until you do a BSP rebuild. This is eaily done by clicking the button with a red B on it (top bar, 7th from the left). 4.0 BUILDING YOUR FIRST MAP --------------------------- 4.1 Setting up Start Thred from scratch. You should have a view of the default brush and nothing else. Maximize Thred and select "4 views" from the view menu. You should now have four windows with a solid render window in the top left. Make sure that camera mode is selected. This is the 1st button in the bottom buttonbar (just to the right of the group dropdown list) and has a hint of "Camera" and looks like an eye. 4.2 Walls Let's create a quick room. To do this, we need 6 walls. The easiest way to get that is to click the cube button and change some settings in the dialog that comes up. The cube button is 8th from the right in the bottom buttonbar and has a hint of "Cube". The dialog that comes up has many options, but we'll just adjust a few. Set the top X size and Z size to 512 each. Set the bottom X size and Z size to 1024. Now set the height to 256. The wall thickness should be 16. Click the "hollow" radio button and click ok. You should now have a default brush that looks like a tapered square. The view in the solid render window may be too big for the window, so you can back up by holding the left mouse button and dragging down in that window (make sure you're still in camera mode or you may move or change the brush). Now is a good time to play around with the views in the other 3 windows and see how they work too. We're sure that we want this brush as the walls of our room, so let's add it to the world. To do this, click the add brush button. This button is 10th from the left and has a big yellow cube on it with a "+" on it. The hint on the button is "Add Brush". When you click it, you should see the default brush fill in. What really happened is that you added the brush to the world (this made it shade solid) and then Thred created a new default brush that is a duplicate of the brush you were just using. This is very handy if you are adding repetitive objects to areas (stairs or bars or something). You can move or edit the default brush now without changing the brush that you just added. Let's place an starting point in the room and view the map in Quake now. To do that, open the entity editor. This is the 5th button from the right on the top toolbar. It looks like a light with a wrench over it and has a hint of "Entity Dialog". Select New Entity, then pick "info_player_start" from the list. Leave it at the default and select close. You should see a cross appear on the map (it will look like a dot if you're back far enough). Entities appear as yellow crosses. A red cross is the currently selected entity. Now that you've done that, select 'save' from the file menu and save this map as 'test1', then select 'Export to Quake' from the file menu and export the map to a Quake map file. Now go to a DOS box and change to the directory that you have Thred installed in. Type the following: QBSP TEST1 After a bit of number crunching, QBSP will create a new file calles TEST1.BSP in the same directory that you ran it in. Copy this file to the quake\id1\maps directory (create it if necessary) and start Quake. From the quake console, type "map test1" and hit enter. Congradulations, you just created your first Quake map. ** NOTE: There are several batch files included with Thred. If you installed Thred in a subdirectory below Quake, you can use them. They will process the map and then copy the map and any pointfile into the quake\id1\maps directory so you can play it. BATCH FILE FUNCTION ================================================================ q.bat Runs just QBSP. No lighting or vising ql.bat Runs QBSP & LIGHT. No vising qle.bat Runs QBSP & LIGHT with the -extra option. No vising -extra on light eliminates the visible blocks on the lightmap. qv.bat Runs QBSP & LIGHT & VIS with the -fast option. Very good for developing large maps. qfinal Runs QBSP & LIGHT -extra and VIS -level 4. You should always run your map through this before releasing it. 4.3 Structures This is pretty dull, so let's add some structures to the room and add a few new textures. Go back to Thred (it is assumed that you left it running while Quake was up) and select the cube button again. Now type in 16 for all four X & Z values and put in 300 for the Y value. Make sure that solid is selected and hit Ok. You should see your brush change shape. Let's change the texture of the brush now. To do that, select 'Texture Browser' from the view menu. You should see a new window full of textures. Just click the one you want and it will be automatically applied to the default brush. Go ahead and pick a texture from the window, then minimize it (the texture windows that is). To see what texture is applied to the brush, click the brush attributes button (7th button from the left on the bottom buttonbar. It's a green brush with a wrench over it and has a hint of "Attributes Dialog"). The name of the brush is the name of the texture that will be applied to it. When you selected a texture from the texture dialog, you were changing the name of the brush to match the texture that you wanted. What we have right now is a vertical pole that is in the room. If you switch to 'move/rotate' mode (2nd button from the left on the bottom buttonbar) you can move the brush around with the left mouse button. Play around with this and add a few brushes to the world. I recommend that you move them in the 'top view' window because that will keep you from accidentally moving them above or below the room. Don't forget that it's easy to add several brushes of the same kind in a row by just clicking the 'add brush' button, then moving to a new location and repeating. You should be aware that Thred is quite capable of creating objects that are too complex for Quake to handle. An example of this is a sphere with too many stripes. It will work just fine in Thred but will fail in QBSP. Be careful of this. Once you've done this, walk around in the solid render view. You should be able to see the 'poles' that you just added to your room. 4.4 Lights Let's add a few lights to the map now. This will add quite a bit of depth to the map when we see it in Quake next. To do that, you can click the 'add light' button. It looks just like a light bulb and is the 4th button from the right on the top buttonbar. This will add a new light to the world at 0,0,0 (same spot the player start is at). Now click the 'move entity' button. It's 8th from the right on the top buttonbar and looks like a yellow dot with blue arrow pointing away from it. When you're in this mode you can move the currently selected entity with the left mouse button or select a new entity with the right mouse button. In the top view move your light around in the room. Don't get too close to the walls or it may fall outside the room. You can see and tweak the entity in any of the four windows. Be aware that you need to switch from entity mode to camera mode and back to change your views while performing this process. I recommend that you add 5 lights to this map. Place them at random where you think they cast some interesting shadows. Check the lights in the front and side views to make sure that they are inside your room. Move them if they aren't. Now save your map and export it to Quake. Go back to your DOS box and get to Thred directory. Type these commands in: QBSP TEST1 LIGHT TEST1 The new light command will add the lighting to your map. Now copy test1.bsp to the quake\id1\maps directory and start up Quake again. If your lights were placed well, you should have a somewhat dark room with areas of light and lots of shadows. 4.5 Water To add water to a Quake level, simply change the texture of a brush to *water1 and everything inside the brush will become water. Let's do this to our level. Click the cube box and create a cube brush that has x=1200 and z=1200 (both top and bottom) and 128 tall. Now in the Top view drag this big brush so the room fits entirely inside of it. Now go to the side or front view and drag the brush so that it sticks just below the room, but most of it is inside the room itself. Click the brush attributes dialog and change the name of this brush to *water1. Now add the brush to the world. Export and rebuild the map and load it into Quake. You should be swimming around in water now. 4.6 Wads The file 'mywad.wad' that comes with Thred contains some basic textures. You can use any wad as a texture source if you like. Simply put the wad in your Thred directory and select it from the 'map settings' menu option in the file menu. You can use other palette files the same way. ** NOTE ** When you select a new texture wad, you must close the current map and load a new map or start a new map before the texture change will take effect. If you don't, you will still see the old textures in the texture browser until you do. 5.0 GROUPING ------------ 5.1 DEFINING GROUPS Grouping is one of the most powerful features of Thred. This is the feature that makes it possible to work on huge maps with Thred with relative ease. There are four buttons and a drop-down list dedicated to working with groups in Thred. The buttons are on the bottom buttonbar all the way to the right. The drop-down list is also on the bottom buttonbar all the way to the right. The drop-down list shows all of the groups for the current map. The group selected in the box is the current group. The left group button is used to put Thred into group select mode. Once you are in group select mode, you can highlight groups of brushes and entities in any 2D window. To do this, you use the left mouse button to drag a box around the brushes and entities you want in your group. You can use the right mouse button to de-select brushes that you don't want. When you have selected a group of brushes, you can either add it to the current group (as shown by the drop-down list) or create a new group with it. Adding a brush to the current group is the way you move brushes from one group to another. To add the brushes to the current group, click the 3rd button from the left (Add to current group). To create a new group, click the 2nd button from the left (Create group). If you create a new group, you will be presented with the Group Attributes Dialog. From here you can type in the name of the group and assign it a color (click the solid colored box to change colors). 5.2 VISIBLE GROUPS The rightmost button on the bottom buttonbar is the Group Attributes button. The Group Attributes dialog shows all of the groups in the current map. You can select any group and change it's color or rename it from here. Next to each group in the list is a set of brackets []. If you double-click the name in the list you will toggle an [X] in those brackets. All groups with an [X] are visible. Groups without it [] are non-visible. The visible attribute is only used when you put Thred into Show Visible Groups mode. You can do this by clicking the 2nd button from the left on the top buttonbar. When Thred is in this mode, only visible groups will appear in Thred. By rebuilding the BSP (click the red 'B' button) you can see a solid preview of just the visible groups. This is very handy for working on large maps because it keeps the amount of data down to a manageable amount. If you were to show all of a map all the time, it would quickly get very hard to work on parts of the map simply because of the number of lines being drawn on the screen all the time. 5.3 EXPORTING PARTIAL MAPS There is a major advantage to being able to export just part of your map. It will run through QBSP much faster and you typically don't have to VIS the map. Thred will only export whatever you can see in the editor. If you have just one room visible and you export to a .map file, then that room is all that will be in the .map file. Be sure you include whatever group has the info_player_start or you won't be able to start your map! 6.0 ADVANCED OPERATIONS ----------------------- 6.1 BRUSH SUBTRACTION In Thred, you can add a brush to the world by clicking on the Brush Add button (yellow box with a plus sign on it). You can also subtract a brush from the world by placing it over another brush and clicking on the minus button. When you do this, it will create a hole in the world where the default brush is. This hole applies only for the brushes that were down before you subtracted the brush. If you want to add a new brush that goes through the hole, you can do that. The brush that you subtracted from the world stays visible in Thred and can be selected and modified. If you move a subtraction brush, it moves the hole around in the world. Subtraction in Thred is not working 100% of the time right now. It is possible to create something in Thred that doesn't work right. This is being worked on. When you subtract from a brush, you have to be careful to overlap the subtraction brush so that it doesn't line up exactly with the faces that are there. For example, if you want to put a hole in a wall, this is what the view would look like from the top: SSSSSSSS +----S------S--+ | S S | | S S | +----S------S--+ SSSSSSSS To subtract in this example, the subtracted brush overlaps the edges of the brush you are subtracting from. This is what you don't want to do: +----SSSSSSSS--+ | S S | | S S | +----SSSSSSSS--+ This will create an infinatly thin plane in the edges of the brush you're subtracting from and will look wrong in the game. 6.2 ASSOCIATING BRUSHES Quake has several entities that allow special behavior within the Quake world. To use these special entities, you associate them with brushes. These brushes define the area of effect (like a trigger), or the thing to move (like a door). To associate a brush with an entity, follow these steps: 1) Select the brush or brushes to associate with the group selector tool 2) Go into the entity manager (button with a light-bulb under a wrench) 3) Add the entity that you want to associate these brushes with 4) Click Associate Selected Brushes (NOTE: Only click the associate button ONCE. If you click it more than once, you will effectively associate the entity with nothing because the brush is no longer selected after the first time you click that button). You can associate several brushes with one entity. This is usefull for making complex objects that move like one thing (like a boat). 6.3 DOORS To make a door, you use a func_door entity. Put the brush down that you want to be the door. Now associate it with a func_door entity and set some of key values to make your door behave the way you want it to: KEY MEANING ================================================================ Angle Which direction does the door move Speed How fast does the door open (100 is a medium speed) Sounds 1-5 I think. Wait How long (in seconds) does the door stay open before closing. I use 2 a lot. The angle is set in degrees. Looking from the top, this is the angle that it points to: 90 ^ | 180 <----+----> 0 | V 270 You can also assign an angle of -1 to go up and -2 to go down. *** IMPORTANT NOTE *** If you have two doors touching each other, Quake will link them together so that when one door opens, the other one does too. This is almost always what you want, but there are times when you don't want this to happen, and it can produce unexpected results. There is a way to unlink them, but I don't know what it is right now. The only thing I can recommend at this time is that you don't make the doors touch each other if you don't want Quake to link them together. 6.4 PLATFORMS A platform is very similar to a door. You place a brush (or group of brushes) in the world that you want to be the lift. You must create the lift in the up position. Next, you associate it with a func_plat entity and set the different keys to make it behave the way you want. KEY MEANING ================================================================ Height How high the lift is. When the game starts, the lift brush will be lowered by this amount to rest on the floor. This must be precise or the lift will rest above or below the floor. Speed How fast does the plat moves (150 is the default) Sounds 1 - hydraulic lift 2 - chain lift Wait How long (in seconds) does the lift drops back to the lowered position. As far as I know, the only behavior allowed for a lift for it to start in the down position and then rise up when someone walks on it. You can use func_doors to make other behaviors. 6.5 TELEPORTERS Teleporters are triggers that move the player from one spot to another. You add a brush to the world and assign it to a trigger_teleport. The brush that you added will become invisible in the game, but when the player walks into it they will activate the teleport trigger. To set the player's destination, you need to add a info_teleport_destination entity to the world and link it to the trigger_teleport entity. You do this with a combination of target and targetname keys. Add a "target" key to the trigger_teleport entity and give it a unique value (like t1). Then add a "targetname" key to the info_teleport_destination entity and give it the EXACT SAME VALUE. You must be careful to match them up. Quake is case sensitive, so if you capitalize a letter in one and not the other, your teleporter won't work. Once you've done that, position the info_teleport_destination where you want the player to land. You can add an "angle" key to the destination entity to indicate which direction you want the player to face after teleporting. 6.6 BUTTONS & TRIGGERS Triggers are used to make things happen. The example I will give is a button that opens a door. This action is very similar to the teleport example as you will soon see. To do this, create the door that you want to open. Add a "targetname" key to the func_door entity and give it a unique value. Now, create a brush that will be the button. Associate it with a func_button and add a "target" key to the button. Give it the same value as the door. Now when that button is pressed, you will trigger the doors and open them. As another example, you can place a brush in the world and associate it with a trigger_once or trigger_multiple. Giving it a "target" key with the same value as the door will cause the door to open when the player walks through the brush. If you used a trigger_multiple, it will open every time. If you use a trigger_once, it will only open the first time the player enters the trigger brush. After the first time, the trigger is ignored by Quake. 6.7 WALKING MONSTERS Making the monsters walk around in Quake is one of those little touches which I feel sets one map apart from another. This is a fairly simple thing to do, but does require some explination to implement in Thred. The idea is to create several path_corner entities that define a path for the monster to walk. Link them together with "target" and "targetname" keys. Each entity should have both a target and targetname key. The targetname is the name of the path corner and the target should point to the next path_corner that the monster is to walk to. If you link the last path_corner to the first one, the monster will walk around the path endlessly until he attacks a player or another monster. This is what the path_corner's would look like: Corner target targetname --------------------------------------- 1 mw1 mw2 2 mw2 mw3 3 mw3 mw4 4 mw4 mw1 Now if you add a target key to the monster that you want to make walk and give it a value of the first path_corner ("mw1" in this case) the monster will walk to the first corner, then walk around the loop until he attacks. 6.8 TRAINS Trains work just like making monsters walk, except you can make a combination of brushes follow the path. func_trains will move exactly from path_corner to path_corner and will move through walls if necessary in order to get to the next path_corner. To do this, associate a brush with a func_train. Then add the path_corner entities and place them in the map to define the corners that you want the train to follow. Now by adding a target key to the func_train and giving it the same value as the first path_corner, you can make the brush move around. The top left front corner (bottom left from the top view) of the brush will move to *exactly* the position of each path_corner. The brush will start at the first path corner when the game starts, it will not start where you place it. You can use this to create a neat effect. You can put a train in a dark room, but place the starting brush next to a bright light. The train will be bright even though everything else in the room is dark. 7.0 TEXTURE ALIGNMENT --------------------- Quake performs natural texture alignment. This means that everything aligns to the grid in Quake. This is good because it tends to make things look better. Quake also allows for texture alignment, but Thred does not implement that yet. Therefore, to align door, light, button, and other textures, you have to place the brush exactly on the grid that the texture is going to align to. This is further complicated by the fact that Thred doesn't tell you the exact size of the textures. You'll have to guess (sorry bout that!). Anyhow, let's say you want to use a texture that is 64x64. Create a brush that is 64x64 on the side that you want the texture to appear on. (don't forget that all sides of a brush get the same texture). Now set the grid size to 64 and zoom so you can see the gridlines. Move the brush so that it is close to where you want it. Your goal is to make the edges of the brush line up exactly with the grid lines. You cannot do this with the grid set to the same size as the brush, so drop the grid down to 32, move the brush kiddy-corner to it's current position, then bump the grid back up again. You should be able to line the brush up exactly this way. 8.0 DON'T DO THIS ----------------- There are some things you should not do in Thred. There may be more, I'm not sure. 1) Don't delete the first brush in the map. Thred keeps the brushes in a linked list and removing the first brush causes it to crash. 2) Don't delete the first entity in the map (same reason) 3) Don't try the texture preview. It doesn't work yet. 4) Don't copy a brush that is associated with an entity. The new brush and all subsequent brushes will also be associated with the same entity (I once got a whole room to act as a door because of this :) 5) Don't try to select objects in any 3D window. You can only select objects in the 2D windows. 6) Don't worry if you can't find your group in the drop-down list, use the arrow keys to scroll up and down in the list 7) Don't click the associate selected brushes more than once. 8) Don't release any maps that won't VIS. You're a loser if you do. 9) Don't cross against a green light. 10) Don't freak out if your map doesn't look the same in Quake as it does in Thred. You've made something too complex for Thred and you need to go back and simplify it. 9.0 OTHER SOURCES OF INFORMATION -------------------------------- All these sources are on the web. ------------------------------------------------------------------------------ The Thred homepage: Find all the latest news on Thred here http://www.visi.com/~jlowell/thred ------------------------------------------------------------------------------ The Quake Map Specs: I learned a lot from this page http://www.infi.net/~nichd/qmapspec.html ------------------------------------------------------------------------------ Quake texture wads: Use new textures! http://www.wf.net/~stephenc/ ------------------------------------------------------------------------------ Information on Quake Editors: Get the scoop on other Quake editors http://www.golden.net/~novacane/quake.html ------------------------------------------------------------------------------ That's it for now! -= Jim Lowell =-