King REoL proudly presents...
REoL TOUGH: Prison! A new level to play with, for Quake II!
Level Design by George J. Fiffy II.
HTML FORMAT! MAKES EVERYTHING EASIER AGAIN! Also note, some parts of this document WILL NOT WORK if you're not connected to the 'net. THIS DOESN'T AFFECT THE ENTIRE DOCUMENTATION!

Quake II is (c)1998 id Software. All rights reserved.
If you're trying this with the Test Version, IT WON'T WORK! JUST BUY THE WHOLE GAME! Trust me, it's worth more than what you pay. :)
Will work with ANY version of REGISTERED Quake II (Used 3.05).

Since REoL TOUGH is an International favorite everywhere (whatever), and some people complain about the way things are typed, Here are some things you'll need to know:
* This doc is typed using US English, and bad grammar/spelling. :)
* Things IN CAPS highlight important info, among other things.

HOW TO PLAY:
(1) Put the level in your C:\QUAKE2\BASEQ2\MAPS directory. If you don't have that directory, make it. Maps won't run without it.
(2) Start a game of Quake II as normal.
(3) As the game starts up, hit ESC. Now you'll see the Quake Option Menu.
(4) Hit the ~ key and enter a SKILL level, by entering SKILL X. X is the skill you want: 0 for EASY, 1 for NORMAL, and 2 for HARD. Skip the SKILL process if you're starting on NORMAL Skill, and go to Step 5.
(5) Now, enter MAP 5FIFFY3 and LEAVE OFF THE.BSP EXTENTION! Enjoy!

Supports Single Play, and up to 4 in Multiplayer and 8 in Deathmatch. 16 was just overwhelming for REoL TOUGH fans playing these levels of the Quake Generation. :) I also learned Quake II doesn't do more than 4 in Multiplayer.
SORRY, NO CTF SUPPORT! Get a BSP TO MAP CONVERTER and put them in if you want it. No knowledge of this game variation whatsoever. :(
(C)1998 REoL TOUGH. Modify map as you may, as long as credit for the orriginal work is given to yours truly.

Cool Sites & Stuff (This part requires connection to the 'net):
Come visit the home of REoL TOUGH, at the: REoL TOUGH DeatH Site
TONS of add-ons for games like DooM, DooM II, HeXeN, Quake, and Quake II!


Have comments, especially after playing this map? E-MAIL ME HERE!
If you're not on the 'net, the address is gerogef551@aol.com
Mark Klem's DooM (II) Site!
If it wasn't for Mark Klem, I'd never be inspired to start level editing! Check this out!
Planetquake
Most popular Quake site! News, Add-ons, you name it, they have it!
Quake2.COM
Another great Quake page!
A World of Quake II
Level Review Site. Gave ARMEGEDDON an award!
Talon's Strike!
Level Review Site. Gave ARMEGEDDON an award!
Lt. Dan's Quake Page (...where YOU rate the levels!)
ARMEGEDDON started 17'th on the TOP 50 LIST! Long gone now! :D
     
Another Stupid Story:
In spite of all that hard work you put in at the Teleportation Base that was codenamed "The Unforgiven", you realized you worked hard for no real reason whatsoever, after you killed the teleporter that transported the Strogg Armies to Earth. You were then told that this area may lead into their Prison System. Well, you got to the end of your pointless route, and got to the Exit, albeit the Tank Commander holding that Red Key didn't want to give that up too easilly. Once you killed it, within an inch of your own life, your powered up with Medkits, and headed out the exit, at which you saw something at the end of this "airlock" of sorts. It was dead, dried up blood alongside the corpse, of a dead Space Marine that almost made it. His dog tag only listed him as Ken. "OH MY GOD, THEY KILLED KENNY!!! YOU BASTARDS!!!" You yell, and seeing that, you have declared war on the Strogg for what they've done, once you open those other doors to go into, the Prison.
Just as you stepped into the entry, guards from up front and at the narby Electric Chair Stations shoot at you, only to fail, with small wounds on yourself nevertheless. You then duck behind one of the chairs and pull out your radio: "Anyone in the Prison?"
A reply came: "Yes, some of us were spared death for the moment, in exchange for vital government information to plan another Earth attack. We're all in the Main Cell Block, where the others are in a secondary unit, but are feared dead, due to horrible conditions in their sector. We have a problem here getting out. This time around, the Strogg were not dumbfucks when creating this hellhole. One prison we were sent to had Forcefields keeping us in, but power failures made it possible to escape. Then there were the metal bars places, only to cut or blast through the bars. More escapes. The rest of us, were put into this hellhole, solid steel doors. Can't cut them, power failures don't make the locks fail. Worst off, we sleep in our own shit, no toilets! I'm going mad, as well as everyone else that already is. We're weak, and we need to get out. I think there's a button that will release us all, at least in the Main Block. Not sure if alarms or troops will be triggered by it. Heeeeeeelp uuuuuuuuuusss....."
That's all you have to go by, apperently. Fortunately for you, there's several ways, without firearms or explosives of any kind, to kill the baddies with their own torturous devices used to kill the inmates. But beware, that does not mean you're safe, especially if you're surrounded, have only your measilly Blaster, and no chance of getting out, and becoming an inmate yourself, only to be tortured for top secret information on your government, and then be terminated. Then again, you CAN get through this ordeal, can you? If you can, you'll be able to move onto another mission, to hop aboard a truck in the Warehouse and sneak into a Factory, but we'll have to see if you make it.

BUT WHY? (Section dedicated to awkward operation and other stuff.)
Q: I have OpenGL support, and I noticed some lights vary slightly in color in spots. Why is this?
Q: I have OpenGL, ad I noticed a lack of colored light. Don't you use colors?


A: If you look at real lights closely, not all of them burn the exact same color. Various types of light were simulated using points of light (NOT using Surface Properties). For example, there are typical FLOURESCENT LIGHTS, which basically give off white light, but different manufacturers or bulbs don't give the exact same hue. Look around a real building. Some of them appear more redish or greenish in nature. This was captured here, just like last-minute bulb replacement, or a ceartain type of bulb were used in other areas. Some colors represent different TYPES of lights. The lightly reddish-yellow ones represent INCADESCENT, or HALOGEN, and the bluish-purple ones are SODIUM based. Since I DON'T have OpenGL on my system, I took a shot in the dark when creating colored lights. :) Of course, like real places, strong(er) colors may be used as well. To sum it all up, I went for REALISM (how typical of me). How many authors go through this trouble, or just use Surface Properties instead?
Q: With Quake II's capabilities, many authors make GIANT levels. Why are you making yours intimate in nature?


A: If you played my Quake 1 maps, they were mostly too intimate because I didn't have the memory or HD space to make huge levels. Quake II, on the other hand, has a very efficient BSP (map) structure, so memory and HD space are no problem. However, these intimate settings, you must admit, are not as close and personal as Quake 1. Once again, it's all in realism. If in real life, we made these big structures id and other authors made, they would be CONDEMNED on the spot by Building Inspectors, if they didn't COLLAPSE already! My structures more or less represent what can be built in real life, and aren't so overwhelming either.
Q: In your Quake 1 maps, you had 16 player support for Deathmatch. Why only 4 in Multi's, and 8 for Deathmatch?


A: Got WAY too many complaints from Deathmatchers that the level was WAY OVERCROWDED to enjoy a 16 player fight. Keeping realistic size in account, chopping the headcount in half should make everyone happy. As for the Multiplayers, Quake II only allows a mere 4 starting spots.
Q (Player): I have a P2/400 and OpenGL support. I get 3,000FPS playing at 1920x1440. I get to a door, and it drops to a mere 1,000! Why?
Q (Designer): Areas with doors go slow. Why no FUNC_AREAPORTALS?


With my system, every polygon counts big time, and I'm not talking how many in view, but how many that make up THE LEVEL ITSELF. Unless truly necessary, no FUNC_AREAPORTALS will be used, since they've been known to cause Hall of Mirrors too. With limited resources, my EDITOR can only only work with needed polys (bogs down greatly about 1200 brushes). I have no OpenGL support, so don't tell me about the game going slow. :)
Q: I get error messages (*something* is not a field, monster stuck in wall, etc.) when the map loads. Is this bad?


A: These levels are playtested for problems, AND DOABILITY (HARD setting). If messages appear when you start up the map, they will not affect the outcome of the game, they are just bullshit. I'll TRY to remember to prevent them before release. :)
Q: I don't get it. You kill a baddy, and you get their armor? Isn't it no good if you killed them?


A: Not necessarilly. You can shoot them in the legs, face, or other parts not protected by the armor. If you did shoot through it anyway, it STILL has places to protect you. After all, why do you take damage when you get hit? It's not as unrealistic as some people think!
Q: This level is so linear. How can this be fun in Deathmatch?


A: This level is linear in Single and Multiplayer, but NOT in Deathmatch! All doors impeding ANY semilinear flow will not show up. Also, the prison sirens will not sound, and flashing lights will stay fullbright.

Hints and Tips:
(1) For added realism, all guns aquired are from the enemies who drop them when you (or anoter foe) kill them. This also goes for needed armor.

(2) You can kill enemies with the machines of death within the prison. Be warned, you are not the ONLY ones that know how to use them!

(3) When you hit the EXIT button and release the Inmates (this is not YOUR way out, by the way), watch for a pack of enemies that may come. Don't watch the Parade-O'-Inmates head out, unless you want your own funeral. Wait until it's safe. :)

(4) This level provides you with SQUAT for ammo. Use your BLASTER as often as possible.

(5) There's THREE secrets. If you thought the ones in other maps were tough to find, try finding THESE!!! :D Got sharp eyes, my friend?

(6) DEATHMATCHERS: There's MANY places to grab a weapon, so there's plenty to go around. You may have to go exploring. YOU CAN NOT CAMP for weapons without being wide open for attack. :)


(7) Learn the machines of death quite well. Some of these executing devices act differently, in terms of activating, and protecting your own hide from possible penetration. Most traps will have a button to either keep victims from reaching you (in forms of closing doors), and another button to activate the death machine itself. None are fully automatic! Sometimes, the button that closes that door behind you might also trap the victim in the death machines, or the activation of a machine may also trap them.

Known Boo-boos:
(1) Some Grayouts (Software Mode) and HOM (OpenGL) are present. No idea why, because they are fast moving and low detailed areas. QVIS3 did something funny. This happens in the second, smaller cell block.

(2) MAY NEED COAXING TO RUN! It might've been my Q2 went currupt. :) I reinstalled Q2 and all was fine. In the event something DOES go wrong, read the DEADMAP.TXT file.

Miscelaneous:
Editor used for building: Worldcraft 1.5 Winbugs95/98/No Thought
EDIT Text editor to MANUALLY enter Surface Property values.
Nodebuilder for BSP making: QBSP3, QRAD3, QVIS3, Winbugs95/98/No Thought
WAD2 file for textures: The ones WC came with.
     Build Times (Using a Packard Bell Legend 300CD (Pentium 60):
     Megs O' RAM: 24    Free HD Space to compile: 168MB
     QBSP3: 0 hours,  3 minutes, 19 seconds. (Not bad.)
     QRAD3: 0 hours, 46 minutes, 00 seconds, -extra  -bounce 40 (good)
     QVIS3: 3 hours, 43 minutes, 18 seconds, full VIS. (Better than The Unforgiven!)
     
Single Player: Yes. Multi: 4 Deathmatch: 8 CTF: NONE Difficulties Supported: Easy, Medium, Hard Additions: None

Thanks for trying REoL TOUGH: Prison! You read enough crap, so close up the browser and start playing my level! C-ya'

King REoL
TODAY'S MORAL: If a tree falls in the woods, and hits a Mime, does the Mime make a sound?