home *** CD-ROM | disk | FTP | other *** search
- 10/19/96
- ================================================================
- Title : Torture
- Filename : torture.bsp
- Author : Gyro Gearloose - gyro@nwlink.com
- Description : Quake level designed with single player in mind.
- Thanks to : All of you Quakers out there who gave me feedback on
- crucible. This one's for you. Chris & Trey for
- Quest, a way cool and powerful editor for DOS,
- id Software of course, and Dr. Benway for putting
- up with night after night of me stumbling to bed
- at 5:00 mumbling about woodgrain for racks and stuff.
-
- Check out further wackiness at:
- http://www.nwlink.com/~gyro
-
- ================================================================
-
- * Boilerplate info *
-
- Single Player : Yes
- Coop : Yes (3 starts)
- Deathmatch : Yes (6 starts)
- Difficulty Settings : Yes
- New sound/music/graphics: No
- Base : New level from scratch
- Tools used : Quest 1.081, text editor, and qbsp_dos
- Build Time : Estimated at 100 hours over about 20 days
- Distribution and legal : Copyright (c) 1996 Aaron Logue. All rights reserved.
- Portions copyrighted by id Software, Inc.
- This level may be electronically distributed only
- at no charge to the recipient, and may not be
- modified in any way. UNDER NO CIRCUMSTANCES IS
- THIS LEVEL TO BE DISTRIBUTED ON CD-ROM WITHOUT
- PRIOR WRITTEN APPROVAL BY AARON LOGUE.
-
- * Way Too Much Other Info *
-
- This is my second Quake level. The first, crucible, netted me lots of good
- feedback. It looks like people want some single player levels. Curiously,
- I never intended crucible to be for single play, but folks thought it was
- okay for that. I'll see if I can do better with an intentional stab at
- single player design.
-
- I got all excited about trying to make some big stone head sculptures that
- looked cool, but discovered that it's a lot harder than I thought. You'll
- find a few things along those lines in here, but I obviously need more
- practice before I'll be able to chisel out a face.
-
- To use: With the registered Quake, copy torture.bsp to quake\id1\maps (create
- the "maps" subdirectory under your "id1" directory if you don't already have
- one) and try one of the following:
-
- quake +skill 0 +map torture <-- easy single player
- quake +skill 1 +map torture <-- medium
- quake +skill 2 +map torture <-- hard
- quake +deathmatch 1 +map torture <-- explore level in deathmatch mode
-
- ================================================================
-
- Help me become better at this! Make my day - email me your critique
- of this level. I don't know how long I'll obsess with Quake levels
- (I was hooked on DOOM editing for about 6 months) but I know I'll make
- at least one or two more. I'm a user-driven kinda guy, so if you have a
- sec, please yank this into your favorite text editor and pull no punches.
- If you think of better questions to answer, add them!
-
- Which skill/difficulty level are you critiquing:
- Did the playability seem to match the skill level?
- Are you mostly interested in single player or deathmatch levels?
- If deathmatch, how do you typically use a downloaded level -
- 2-player, modem to modem with a friend?
- On a private LAN?
- On a server accessable via the internet? (If so, where? Can I visit? :) )
- What are your favorite and least favorite monsters to deal with?
-
- Rate the following from 1 to 5 (1=too little, 5=too much):
- Ammo
- Health
- Weapons
- Armor
- Monsters
-
- Fill in the blanks from 1 to 5 (1=strong agree, 5=strong disagree)
-
- The textures used matched the architecture ___
- There were more monsters than the level needed ___
- Required me to follow a preordained path ___
- The text file accompanying the level is too big ___
- There weren't enough monsters to hold my interest ___
- Allowed me to wander about however I felt like it ___
- The level should have been more puzzle oriented ___
- The level was claustrophobic - needed more open spaces ___
-
- Any other comments:
-
- Thanks and many happy frags!
-
- ================================================================
-
- --- SPOILER WARNING --- Read no further if you don't want hints.
-
- After you come up the start lift, you can take any of three basic routes:
- the dungeon, the skull, or the cathedral. Your choices will affect
- how the level plays, so if one order seems too difficult, switch to a
- different order. Each route permits the opening of one of the three
- sets of bars over the exit, so to complete the level, all three paths
- will need to be traversed.
-
- The Cathedral:
-
- There really aren't any tricks to speak of in the cathedral. Shoot
- the wall behind the key to reveal an extra box of nails. Know the
- sequence that the mouths open and strafe the Scrags before they have a
- chance to emerge. Go below and lower the lift, then go back up and
- get the key. Either drop straight into the exit room or return to
- the opening area when done.
-
- The Dungeon:
-
- As soon as you grab the double shotgun, an ogre is going to try to
- jump on your head. Run back up the stairs. If the ogre intercepts
- you, you'll just have to duke it out with him. Otherwise, hang out
- and get him and the first tarbaby to fight it out amongst themselves.
- Take out the second tarbaby with two double-shotgun blasts, and jump
- over the ledge into the dungeon. Once committed to the dungeon,
- there's no going back...
-
- The zombie prisoners in the dungeon can be killed after they've been
- released. The trick is to hit the switches in the other two torture
- chambers first, then get the zombies and the ogre fighting amongst
- themselves by dashing into the room and quickly backing out.
- Eventually, one of the ogre's grenades will incite the zombies to riot
- and they'll kill the ogre. When the ogre dies, the zombies break out,
- and you need to run in and hit the switch. This gives you access to the
- quad damage and silver key upstairs. Quad damage plus shotgun equals
- zombie gibbage.
-
- The Skull:
-
- Standing at the mouth of the skull, turn around and look at the left
- door. A target should be visible. Shoot it, and the mouth of the skull
- opens to reveal a passage. Below you will find the super nailgun and a
- switch. The switch opens both the doors and a set of bars to the exit door.
-
- The Exit Room:
-
- Handling the exit room depends on how you got there. It's possible
- to take on the dungeon first and use the Quad to dispatch both the
- zombies and the exit guardians before it runs out. If dropping
- into the exit room for the first time from the cathedral, it's probably
- safest to run right past the guards into the teleporter. Of course,
- they'll be fully awake the next time you pass through. Waking them up
- via the skull may be the best bet, since you'll have the super nailgun
- to pick them off. Experiment with the order of the passages you use
- into the exit room to find the one that works the best.
-
- Deathmatch mode should work, but has not been playtested. I removed
- the exit bars and placed a jump barrier across the exit, and forced the
- the skull's jaw to remain open.
-