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1999-05-11
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248 lines
===================================================================
Title : Crescent Moon Squad II: Apocalypse Threat
Version : 1.0
Release Date : May 21, 1999
Authors : Crescent Moon Software
: David "Kyp Durron" Pittman (Level Design)
: Kyle "Striker" Pittman (Level Design)
: Bobby "Blackwolf" Tamburrino (Music)
Email Addresses : cms@unrealnation.net
: David Pittman: davidlp013@aol.com
: Kyle Pittman: kyle110@aol.com
: Bobby Tamburrino: bobbyt@netcom.com
Web Page : http://www.unrealnation.net/cms/
Other levels by authors : Crescent Moon Squad: Shadows of Na Pali
===================================================================
---- Level Info ----
Game : Unreal
Single Player : Yes
Cooperative : No
Deathmatch : No
Dark Match : No
Difficulty Settings : Yes
New Sounds : Yes
New Music : Yes
New Graphics : Yes
New Scripts : Yes
Known bugs : A couple of geometry errors. (See "A Few
: Things We'd Like to Say" at the bottom of
: this document.)
---- Background ----
For a brief period of time, the galaxy was at peace. The Third
Intergalactic War was just a memory now, and new colonies were
thriving. But with the peace came a new wave of crime, and several
peace-keeping organizations were formed to control the planets. The
first and foremost of these was Crescent Moon Squad, founded on the
long-deserted planet Earth. Soon thereafter, another similar group
appeared on the opposite side of Earth. They called themselves
Apocalypse Defenders, and they were led by a war hero named Bod'n. But
as Crescent Moon Squad continued to grow and overshadow the Apocalypse
Defenders, Bod'n snapped and turned to evil. Shortening their name to
Apocalypse, Bod'n's group became notorious for the same crimes they
once fought to stop.
- The Story So Far -
You were the newest member of Crescent Moon Squad. Your first mission
was to stop an illegal shipment of Tarydium from being transported.
However, during your space voyage, your ship was attacked, and you were
taken to the home planet of the Skaarj. While you were journeying
across hostile land in a vain attempt to get back home, the Skaarj were
using your ship's navigation system to locate the Crescent Moon Squad
headquarters. By the time you returned, the place was a wreck.
Attacking in a blind fury, you managed to take down Aruiss, the Skaarj
leader who planned the raid. The chaos finally died down, and
reconstruction of the headquarters began.
----- Briefing -----
It's been six months since the invasion of the Crescent Moon Squad
Headquarters. The HQ has been rebuilt and expanded, and operations
have resumed. After the heroics of your last mission, you received a
promotion and some time off. Now it's time to get back to work.
A group of mercenaries code-named Apocalypse, led by the insane Bod'n,
have been secretly developing three missiles each with enough power to
wipe out a galaxy. Your mission is to enter their base, deactivate
the missiles, and get out safely. Should anything go wrong, you must
complete the mission, even if it means journeying across hostile lands,
exploring dark caves, and fighting vicious monsters. The fate of the
galaxy is at stake.
Good luck. You really are gonna need it this time.
--- Construction ---
Editor used : UnrealEd Beta
Base : New levels
Construction Time : 8 months
--- Installation ---
Apocalypse Threat requires Unreal 224 or better. The latest patches
are available at http://www.unreal.com.
To install Apocalypse Threat, simply unzip the APOC.ZIP file into your
Unreal directory. The files should be sent to their proper directories
automatically.
NOTE: If you do not use the option to unZIP with folder info, you'll
need to move the files manually. It's easy enough: the UNR files go to
Unreal\Maps\Apoc\, the UTX files go to Unreal\Textures\, the UAX file
goes to Unreal\Sounds\, the UMX files go to Unreal\Music\, and the U
file goes to Unreal\System\.
NOTE TO MAC USERS: Due to the differences between PC and Mac directory
formats, Mac users must add "Apoc\" to all the map filenames. For
instance, "Apoc.unr" must be renamed "Apoc\Apoc.unr". The files must
also be placed in the main Maps directory. This has not worked in all
cases that we've seen, so if you find a better approach, e-mail
cms@unrealnation.net and tell us.
To run Apocalypse Threat:
1. Start Unreal
2. Begin a New Game
3. Select a difficulty level and a skin
4. Hit Tab or ~, then type "open apoc\apoc" and press Enter
Or, if you prefer things simple, bland, and fast...
1. In Windows Explorer, go to the Unreal\Maps\Apoc\ directory
2. Double-click the file "Apoc.unr"
------ Greetz ------
Blackwolf
Jimmy
Kevin
Bo
Daryl "Defastball"
Nathan "Webfreaque"
Rob Just
The Millites
IIIFroSTy
Wade "LackofSkill" Fields }
PyRoTeKnIx }
FullSwing } - Greetz Contest Winners!
funkyeric }
Psychotica }
Everyone in the Unreal community
------ Thankz ------
Blackwolf
Rob Just
Andy Howe
George Koehler, for the cake/dynamite idea
Lycanth1, for pointing out the Mac conflict
Barq's Root Beer
Mountain Dew
Starbucks's Frappuccinos
Mix 96.1, the background music of our lives
Unreal Nation (especially ElDrago), for hosting our site
PC Gamer
Savage Garden
The Goo Goo Dolls
The Offspring
Epic Games
Valve and Looking Glass (for Half-Life and Thief respectively)
---- Copyrights ----
Crescent Moon Squad II: Apocalypse Threat ⌐ 1999 Crescent Moon
Software.
Authors may NOT use this as a base to build additional levels.
You are NOT allowed to commercially exploit this add-on, i.e. put it on
a CD or any other electronic medium that is sold for money without the
explicit permission of Crescent Moon Software.
You MAY distribute this add-on through any electronic network
(internet, local BBS etc.), provided you include this file and leave
the archive intact.
---- Copyrights ----
"Attacking on Impulse", "Unauthorized Spelunking", "Contest of Power",
"Battle of the Skiffs", "Deadline Approaching", "Painting Eggs",
"Caves of Green", "Wide Open Spaces", "Hostile Takeover", "Haunted
Waters", "Alone in the Light", "We're Not Alone!!", "One Last Life",
and "Attacking on Impulse (Apocalyptic Mix)" Copyright 1999 Bobby
"Blackwolf" Tamburrino. Not to be re-used without permission.
---- Copyrights ----
UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed
by GT Software, Inc. under license. UNREAL and the UNREAL logo are
registered trademarks of Epic Megagames, Inc. All other trademarks and
trade names are properties of their respective owners.
********** A Few Things We'd Like to Say **********
We've worked long and hard to insure that Apocalypse Threat is as bug-
free as possible. However, due to the unstable nature of the imported
DXF geometry used in most of our levels, there may be random errors
such as enemies disappearing, massive clipping problems, etc. We have
tested Apocalypse Threat almost exclusively in software mode, with
occasional play-throughs in 3Dfx and Direct3D. We noticed some errors
in D3D and OpenGL, but nothing that should ruin the experience.
Enough about bugs. After releasing Crescent Moon Squad, we listened to
player feedback, and we've tried to build Apocalypse Threat around
these suggestions. First off, this game is much harder, even in Easy
mode. The final boss, Bod'n, is a serious pain in the butt...much
more fun than the battle against Aruiss, that chicken Skaarj at the end
of CMS. Another problem we addressed was linear levels. Ultimately,
linear levels are less frustrating to navigate, so we kept the levels
pretty straightforward. However, we've added branching paths to
seriously beef up replay value. The middle part of the game consists
of five levels leading to the final section, but you only need to visit
two of these levels each time you play. You can backtrack if you wish,
collecting power-ups from previous levels and exploring other routes.
The goal, in which we believe we succeeded, was to have simple,
straightforward levels in a large, non-linear world.
While you're playing Apocalypse Threat, take note of the background
music. There's an entirely new soundtrack for this add-on, thanks to
Bobby "Blackwolf" Tamburrino. Additionally, the final track,
"Attacking on Impulse (Apocalyptic Mix)" features remixes of all the
other songs combined into one awesome track. It was also originally
planned to have bass guitar samples performed by Andy Howe, but due to
technical difficulties, those samples were unable to be used. We'd
like to thank him for his time and effort anyway.
Looking back at the original Crescent Moon Squad, we put a lot of
poorly-designed stuff in, such as the hideously cheesy skins and the
deathmatch levels. We're not saying that DM is bad, but CMS was a
single-player add-on at heart, and the levels just weren't built for
DM. So this time around, we focused on making the best single-player
add-on we could. On that note, I wish there were more single-player
level packs in development; TCs are cool, but many of them are too
ambitious, and given Unreal's mediocre multiplayer performance, there
are far too many deathmatch levels out there.
For elite players (or cheaters), there's a hidden "Easter Egg" stage
which, if you can find it, gives you every weapon, lots of ammo, oodles
of powerups, and a warp to the final stage. In addition, we threw in
some quirky stuff that we think you'll enjoy. If you can't find the
Easter Egg level, go ahead and cheat by opening the "ATEaster.unr"
file. You'll still never know how to get in, though...hahahaha.... =)
The "Greetz Contest" translator message in the first level is pretty
cool. We hosted a contest in which five lucky Unreal fans would get
their names printed in Apocalypse Threat. Now these people can boast
that they were in a great Unreal add-on! Heh heh....
We playtested Apocalypse Threat almost solely in Easy mode (yeah, yeah,
we're chicken). We accept no responsibility for any stress,
frustration, burst blood vessels, or death caused by playing in a
harder difficulty. Please report injuries to Epic Games; maybe they'll
release a patch that will dumb down the enemy artificial intelligence.
JUST KIDDING.
If you actually play all the way through this game and get to the end
of the final level, you'll hear Bod'n try to intimidate you with a
typical arch-villain speech. Hard as we tried, we couldn't get it to
sound like anything other than a teenager with some sound engineering
applied. Not quite the fearsome voice we'd hoped for, but cool anyway.
Um....we can't think of anything else of value to say, unless you want
us to tell you our shoe sizes or something...which, by the way, are
currently 13 for both David and Kyle. Gee, that was pointless.
Enjoy the game!