 |
/idgames/quake2/levels/s-u/smd.txt |
 |
 |
 |

July 15, 1998
================================================================
Title : Structural Mechanics
Filename : pak0.pak (smd1.bsp, smd2.bsp)
Author : David Hyde
Email : rascal@magnolia.net
hyded@ex1.wes.army.mil
Updates : http://www.magnolia.net/~rascal
Description : Structural Mechanics Division at the Waterways
Experiment Station in Vicksburg, MS.
Violates every author's rule of not copying existing
architecture, but this building isn't your typical
office environment. This is a map of my workplace,
with a few extra traps thrown in. The monsters
are real.
Story : While the Marines were off fighting on Stroggos, we had
a few visitors here on Earth. The Strogg have taken over
the Structural Mechanics Division (guardians of the free
world). Your mission is to detonate all explosive testing
devices within the SMD before the Strogg do it themselves,
and, of course, kill all Strogg. This will enable the SMD
to get back to business as usual, and more importantly,
allow you to claim primary authorship in a career-enhancing
technical report.
Bugs/Problems : The work area of the building is too large and too detailed
to be playable on a software-only system. It runs
exceptionally well on a P300 w/256Mb and a Monster 3D II
(duh), and pretty darn good on a P200/32Mb and a Monster 3D.
I can't vouch for anything else.
Installation : 1) Create a directory \smd below your Quake2 directory.
2) Unzip pak0.pak to the \quake2\smd directory.
3) Play by using the command line
quake2.exe +set skill X +set game smd +map smd1
Credits : Knifeswitch prefab modified from that found at
BadMonkey Prefabs (http://www.rcip.com/badmnky/prefab/prefabs.html)
I have no idea who the original author is.
Thanks to Matt (Tron) at 3D Gamer's Edge
(http://members.harborcom.net/~solosoul) for posting a review
of this map and for his sage advice.
Changes: Divided large work areas with dividing walls... really
hated to do this, but the map was virtually unplayable on
all but the fastest systems.
Corrected a perplexing hall-of-mirrors problem in one of
the 2nd floor offices.
Fixed a couple of areas where the player could get stuck
previously (cab of instrumentation truck and inside
one of the reaction vessels).
Corrected a few inconsistencies in types of ammo/weapons
that were given up by dead Strogg, e.g. machinegun is no
longer given up by a Berserker.
Other : All of the explosive devices and testing equipment depicted
in the map are real, and are fairly accurate representations
of the real thing. However, we perform the majority of our
explosive tests at remote test sites rather than in-house,
for obvious reasons. The exception to this is the large
Blast Load Generator (the large cylinder on rails), in which
we frequently detonate charges up to about 50 lbs. The only
inaccuracy with the BLG is the exaggerated earthquake. This info
is provided for those of you who might get the wrong impression
that we are completely insane... no, we don't detonate large
quantities of explosives just outside the restroom (usually).
================================================================
Play Information
----------------
Single Player : Yes
Difficulty Settings: Yes... 0,1,2
Cooperative : No
Deathmatch : No way
Construction
------------
Base : Nothing
Editor(s) used : qED
Build Time : Way too long
Textures used : Original Q2 textures, plus custom textures included
in pak0.pak
Copyright / Permissions
-----------------------
Do whatever you want with it, but include this .txt file.
If you make any money from this, have a beer on me.
Click here to find a file associated with this text file, or use your browser's BACK button.
|
 |
 |
 |
 |
 |
|
Please note: almost all files are provided by 3-rd parties who are not affiliated with Absolute
Quake Files Archive or Gameaholic dot Com. We cannot provide any support, warranty
or help with these files. Please address any issues to individual authors.
More Legal Information.
|
|
|