                -*Avatar's Quake2 Deathmatch Blast-Packaramathon*-

        I think we all know what time it is. Yes, its time to have an
old school deathmatch Quake2 beat down. No more of that pansy "let's run
patterns on a goliath 4000 brush map and see who has da skillz", its time
to bust loose in some way way down to earth arena style smack down bakeries.
Yes, its time for the Blast-Packaramathon. 10 tightly packed, quickly
learned, storage places of mass carnage. 10 frags a minute and no place to
hide.

        Now that we have all the bravado and self promotion out of the way,
here's some important details: Like one of my earlier projects, a 5 level
deathmatch wad for DOOM2 called Avatar1, these maps were quickies to
supplement the available Quake2 diet of dm levels (well Avatar1 was for DOOM2, but you
get the idea). This means that while they're unusually (for me) sparse on
details, for the most part they really have it together for pure dm sparkling
quality. Part of the purpose of this project, for me, was to start gettin a
grasp on all the neato Quake2 innovations like rotating brushes and moving
water brushes. So don't go in expecting the details to just exude fragarance
or whatever.. the point is in the playability this time around. Sometime in
the future I'm sure I'll do some maps where I spend goliath amounts of time
fine tuning the details.. but not this go round.

        Some notes: Playing without Weapons stay is a SIN, a CRIME, and if
you turn off weapons stay it means 10 to 1 you're a KEYBOARDER, and we all
know what that means. So make sure weapons stay is flagged on. Also, I
personally am anti-falling damage. Lastly, you'll probably want to force
respawn, otherwise there's a chance some of the rotating brush based levels
will get stuck up (quake2 still be buggy like dat). Some similarities in
the levels are (usually) 4 dm starts, near each other, sometimes 4 100 healths
and a chaingun there too. Symmetrical design pretty much throughout. Mind
boggling innovation with so few brushes. Etc.

        Installation:

        Put AvPak.ZIP in your Quake2 directory and unzip (with -d if you're
usin pkunzip). It'll create quake2\avpak, with pak0.pak and gamex86.dll in
it. Now you'll be able to play by loading Quake2 with +set game avpak. Set
the map to Welcome, the first level, and at the end of the game (via frag or
timelimit), it'll automatically go through the series, map by map.

        Also, the gamex86.dll gets rid of the DM start pads on some levels
(strange wouldnt work at all if they're there, and wheel wouldn't work as
well). If you see DM start pads in these levels, you've done something
damningly wrong. Oh.. and my brother and I each contributed two skins.
Neato stuff.

        Lastly, no, I can't spell. Pffffft.
                                                        -*Avatar*-

        Here's some map specific notes:

WELCOME  Deceptively simple. That's what you call your maps when you want
         people to think there's more there than there is. Sure, this map
         ain't a mind bender to figure out, but its got some neato king
         of the hill and bfg dodging themes running around.

TOOCOOL  Might as well get most of the bfg battles out of the way quick,
         right? Try this one with sv_gravity 50 some time. Gets harder
         to kill with the bfg, cause you have to be close, and shifts more
         to a railgun battle. This here be my first Quake2 map. Oh.. can't
         you feel the Casa permeation?

SPINCITY Did you know rotating brushes are leet? Well now you do! If you
         try to "take this map by storm", you will end up one sad piece of
         fried tupperware. This map requires a little more thought and
         stationary activity than most others.. if you dont plan jumps
         well, you go swimming.. and the water's hot.

STRANGE  There's just.. something strange about this map!! I can't quite
         put my finger on it.. just be sure to play for a minute or so..
         it's not immidiately strange, ya know?

ACIDBATH I figured it was about time to reincarnate my second DOOM2 map,
         HeadAche (map01 of Avatar1), in Quake2 form. Added the nifty
         rising acid, just cause moving water is really cool (I know its
         something we've all wanted a long time, huh?). Hmm.. a cat has
         jumped in my face, I cant see! This may take awhile.

PILLARS  They go up.. and up.. and then you die. That about sums it up.
         Was even more interesting back when it had lava.

TAKEOFF  Space.. the Final frontier.. these are the voyages of.. ahem..
         If I had that dll that plays midis in Quake2.. I would be playing
         like.. the 2001 music.

WHEEL    Some maps are made.. just cause they have to be done. Albeit A
         rather disturbing experience.
         
SPINOUT  Spincity in its original form.. meaner! Stand on the lift and jump
         to make it go.. but if you dont see it there.. back up!

WAYLEET  With a title like Wayleet, you know this is the sequal to Toocool.
         BFG tactics have been replaced by neato moving lava stuff.

        Check out my (and Wendigo's) movie, Blahbalicious, at
        http://www.planetquake.com/blah.

        Hit my page: http://avatar.telefragged.com. Check out TargetQuake:
my Quake1 side scroller, Avatar3: my 5 level Rocket Arena pack, UltraQuake:
my Quake deathmatch mod extravaganza, and the Gas Gun: A neato innovato
weapon for Quake. avatar@canweb.net be where I'm at.

        Thanks to JK for testing, even if he didn't have any choice.


