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C A S T L E S   O F  S T R O G G O S  2 :     S T R O G G S H I P
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Filenames               : grinspq2.BSP COS2:Stroggship
		          grinsp2b.BSP Deep in the Hold
			  grinsp2c.BSP Phase 3

Version                 : 16.10.98  

Author                  : Brian Griffith 
                          AKA Grin Reaper
			  AKA Grin (in DM/IRC)

Email Address           : grin_reaper@geocities.com
Home Page		: http://grc.quake2.com/grin
			  http://www.geocities.com/timessquare/alley/9812

Other levels by author  : Castles of Stroggos     (Q2 SP)
                          The Cryogenics Facility (Q2 DM) (it sucks :)



Description             : COS2: Stroggship is the sequel to my popular
Castles of Stroggos level set. There are three levels, which continue where
COS left off. You will not complete the objectives mentioned in the story,
the concluding level set, COS3 is in the works. I recommend that you play
Castles of Stroggos before playing COS2: Stroggship, but it is not necessary. 


-------          I hope you enjoy this level set!          -----------
-------Please send me feedback to grin_reaper@geocities.com-----------


BTW, I am looking for a sound person, and texture person for COS3 and maybe my
future projects. If you think you can help, please email me. In the meantime,
you have to put up with the sounds I made =)


=======================================                 
STORY: Continued from GRINSPQ1 - Castles of Stroggos


I don't know how long it has been since I first heard the sound of the
mammoth ship's engines engulf me, as the take-off began.  My last
recollection is of collapsing on cool steel, my legs aching and my head
pounding.  I guess it must have been hours that I spent traversing the
metallic innards of the Strogg ship before I gave in to my urge to rest.
The duct which I used to enter the ship, now closed to the harsh vacuum
of space, has led me somewhere into the belly of the mothership, miles
of unrelenting metal and alloys surrounding me.  The far-off hum of the
engines seems to have subsided to some extent, which means that the ship
must be well into its journey towards Earth's solar system.

I stare down at my USMC computer, and read my mission briefing one
more time.

-------MISSION BRIEFING: (Soldier 59666-1)-------

Updated Mission Brief:  The Strogg Mothership you have boarded is now
en route to our solar system. The ship is armed with a weapon of mass
destruction that could effectivly leave Mars Colony and Earth in
shambles, defenseless to the Strogg attack.

The total Strogg population on the ship is over 100,000.  Luckily for
you, almost all of the crew is sealed in cryogenic containers in order to
save foodstuffs for their journey. New Strogg are periodically thawed
to serve staggered 20-hour shifts.  Remember that what is behind glass
has no functions of sight, smell or movement until it is completely thawed.

The ship has many lines of defense.  We cannot attack from space because a
massive Steedium-powered field surrounds the ship, deflecting anything
we can dish at it. Even if we could shoot the thing, the explosion and
impending fallout from the weapon would kill billions. Force fields cover
almost every deck of the ship.  High-security doors are sealed from within
and cannot be opened without proper authorization.

Your first objective will be to locate a data CD containing the blueprints
of the ship. Your USMC computer is set to automatically download the
contents of the CD to our mainframe on the nearby USMC Flagship 1.
Flagship 1 will analyze the data and prompt you of your future objectives
via your computer. Once you have ejected the weapon's core into space, and
lowered the Steedium drive, we will wage an attack at the ship from space.

It is up to you to get yourself off the ship. We will show no mercy.

Good luck."


The true severity of my situation astounds me.  I am but a lone USMC marine,
and they expect me to bring this Strogg ship down?!  So far, I seem to
still be undetected by the Strogg populous; at least I have that advantage.  

END STORY
====================================

               CREDITS

  level design          Brian Griffith
                        grin_reaper@geocities.com
  new/modified
      textures
         skins
      & models          Brian Griffith
                        (mostly modified id stuff)
 
    new sounds          Brian Griffith
                        (and a few modified id sounds) 
                         
   playtesting          Kevin "Akak" Hall
                        kachall@fidnet.com
			
                        Computer
                        computer@asby.keme.co.uk
                        
                        David Hyde
			rascal@magnolia.net           
creative/violent
       infulence        PurpleButtMonkeys, Inc.
	                alexsayshi@hotmail.com

                
Special thanks to: Rust (www.gamedesign.net),
                   Quake Workshop  (www.quake2.com/qworkshop) 
                   Q2 Green ribbon campaign (grc.quake2.com)
                   Ben Morris for Worldcraft (www.worldcraft.com)
                   Everyone who emailed me with feedback for COS,
                   All the regulars at the Rust message board
                   Pepsi for stimulation
                   and id Software for obvious reasons. =)

All original Quake 2 and modified Quake 2 texs, skins, etc. are copyright
id Software.

OTHER STUFFS
====================================

* Helpful Tips *
- Always read the Strogg monitors (you'll know em when you see them),
  they will help you understand your mission and whats going on around you.
- Hard skill is meant to be HARD. If you haven't perfected your L33t Skillz
  yet, then play it on medium or easy.
- Secrets are very difficult to find. Can you find them all? Always inspect
  dark corners, most you have to shoot or climb something to get at.
- The ladder texture found in the tube is used for all other ladders
  (including secret ladders) in all the levels. Look for it in the
  medical bay!


* Play Information *

Game                    : Quake 2
Single Player           : YES
Cooperative             : NO  
Deathmatch              : NO
Difficulty Settings     : YES
New Sounds              : YES
New Graphics            : YES
Demos Replaced          : NO

* Construction *

Base                    : new maps from scratch
Build Time              : 5+ months
Editors Used            : WC 1.6b Registered
Computers               : 200 MMX, 96 MB RAM, 2.3 gig hd, Pure 3D 1
                          
Known Bugs              : I hope not =)
                          oh, yeah, uhh...
                          new forcefield texs look odd in software

                                                  
                          

* How to use this level *

Extract all the files into a directory in your Quake2 dir called "grinspq2"

In Quake2, bring up the console and type in:
		"skill %" (0=easy 1=medium 2=hard)
		"game grinspq2"
                "map grinspq2"
Or use the batch files uncluded in the grinspq2 folder in your Quake 2 dir.


* Copyright / Permissions *

This level is (c) copyright by Brian W. Griffith 1998.
You are NOT allowed to commercially exploit this level, i.e. put it on a CD 
or any other electronic medium that is sold for money without my explicit
permission. Just to make it CLEAR: To use this level on any medium other than
the internet or BBS, you must email me and get my permission. I don't mind
letting non-commercial publishers use my levels, just ask me first. You MAY
distribute this BSP through any electronic network (internet, FIDO, local BBS etc.),
provided you include this file and leave the archive intact.  Oh and there's nothing
I hate more than CD publishers who promise to send you a CD with your level but you never
recieve one! grrr.

* Where to get this map *

You probably have it already =)
ftp.cdrom.com and its mirrors
visit http://grc.quake2.com/grin for download links. 


Two thumbs up to anyone who actually read all that. Grin salutes you =)