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* QUAKE II LEVEL INFORMATION *
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TITLE                   : Burial at Sea
FILENAME                : water.zip
.ZIP CONTENTS           : pak0.pak
                          water.txt
AUTHOR                  : Jed Kirchner
E-MAIL                  : hkirchner@conknet.com
HOMEPAGE                : www.angelfire.com/nh/rdp
DATE                    : 12/01/1999
GAME PLAY TYPE          : SinglePlayer
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* LEVEL DESCRIPTION *
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Somethin' I've been working on for a loooong time.  A nice 5-map spq2 unit for y'alls (see STORY
for more info).  This is my first Q2 level so feel free to email me and tell me what you think.

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DIFFICULTY SETTINGS ?   : Yes
NEW TEXTURES ?          : Yes
NEW SOUNDS ?            : Yes
CD TRACK #              : 9?
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* PLAY INFO *
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Unzip water.zip TO YOUR QUAKE2 DIRECTORY. 

>>IMPORTANT<< 
Remember to check "Use Folder Names" in WinZip.

The contents will then be unzipped to /quake2/water.  
Now create a shortcut to Quake2 and add to the command line:

+set game water +map water +set skill x

(where x=0,1,2, or 3)
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* STORY *
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A hand grasps your shoulder, awakening you from your troubled sleep.

	You open your eyes and see the Stern, cold visage of Lieutenant Zick leering at you. 
"Listen Bitterman," he barks "we'll be arriving at 17:00 hours so try and get some sleep, huh?"
	"That sounds like something I was doing before you woke me up, jackass." you think to 
yourself as you settle back into your seat.  Something pointy jabs you in the back.  You reach
behind you and find your F1 computer, on which all of the mission data is stored.  You decide
that there's no way you're going to get any sleep now now so you might as well review the mission
one more time.  You hit the button and the screen flickers to life, displaying the details of the
task that awaits you...

Mission Briefing
+++ CLASSIFIED INFORMATION +++

	As you may or may not know we lost contact with the Sector 1 Shipping Facility located on
Oceana (a watery planetoid that is actually a moon of the planet Selenus) about 3 days ago.  We
had received reports of Strogg activity in this sector prior to this occurance so immediately we
assumed the worst.  The aforementioned location is a small offshore shipping port on a sparsely
populated planet and it seems like an unlikely target for a Strogg attack so it occured to us
that there might be something else that the Strogg are after...

	You see, located in the lower levels of the shipping facility is a secret government
laboratory where experiments were being conducted on a device (the nature of which is highly
classified and needn't be disclosed here) that could prove to be very dangerous were it to fall
into the wrong hands.  In the event of an attack on the facility personnel at the lab were
instructed to encode the data from the experiments onto a Data CD and use the aforementioned
device to hide the CD somewhere the enemy would be unable to reach it.  We can only hope that
this procedure has been carried out because it is the basis of your entire mission.  
	Your objectives are as follows:

1. Enter the Sector 1 Shipping Facility undetected.

2. Find the Data CD containing all the data from the experiments.

3. Decode the Data CD using the main computer in the com center

4. Secure the landing area so a dropship can come pick you up.

	Intel reports show that aside from a few outer buildings that lost their structural
integrity in the attack most of the facility is undamaged although you may need to restore power
to a few areas.  There also exists the possibility that a few scientists have survived the attack
and have taken shelter inside certain areas of the lab.  You must protect them at all costs as
their cooperation may prove vital to the success of this operation.

	After the preceding has been (hopefully) carried out we will nuke the facility from orbit
thus completely destroying any useable data or equipment contained within the lab.  No matter
what the outcome of your mission destruction of the facility will commence at 21:00 hours so in 
other words if you value your life failure is not an option.

								General Woodsy Mcmoses

+++ END TRANSMISSION +++	



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* CONSTRUCTION *
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BASE MAP USED ?         : No, New Map
PREFABS USED ?          : Sewerpipe prefab by Face the Slayer, Mine door prefab by AzrKnight,
                          and some computer prefab by Jack Davis
EDITORS USED            : Qoole 2.5 (map1) 
                          Worldcraft 1.6 (maps 2-5)
UTILITIES USED          : ArghRad 2.01
                          GenSurf 1.7 Beta
                          Wally 1.39H Beta
                          Qped 2.0
                          .txtGen
                          Mapspy 0.7

KNOWN BUGS              : In map3 it is possible to see other parts of the map thru the sky if
                          you run to this one window before a certain areaportal closes.

                          A bunch of console errors at the begining of map3 caused by my use of
                          target_actors.  None of them affect the game in any way, though.

                          Alright, this one is kinda IMPORTANT.  In map3 when you are escorting
                          scientists (you'll know what I'm talking about when you get there) if
                          one of them gets hit by a monster that is aiming at you there's about a
                          40% chance that it will screw him up so if you see one of the 
                          scientists wandering around aimlessly or following a monster around
                          then just tell yourself "I am not lucky" and reload a (hopefully) saved
                          game.  The best way to avoid this bug is to clear out all of the
                          monsters in the scientist's path ahead of time.  The are some monsters
                          that are supposed to attack the scientists but due to my mad
                          point_combat placing skillz a hit from them shouldn't screw the
                          scientists up.  You may occasionally have to gib some of the bodies in
                          their paths, though.

                          Skies 1 and 3 don't look all too great in software mode

                          A few tiny brush misalignments in map1 caused by a certain Quake Object
                          Oriented Level Editor.
                          
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* CREDITS *
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id Software             : they did make Quake2 didn't they?

Xatrix Interactive      : for making a kickass mission pack for Quake2 (which I may have used a
                          few textures from)

David Hyde              : for making Gensurf & Mapspy, letting me use his textures, and answering
                          so many of my questions at RUST

Face the Slayer         : beta testing and sky1

Rechurch                : Lots of the custom sounds are from his Levelsfx pack.  I really like
                          the exploding spikes in Awakening, too!

aDarcjedi               : I got lots of the custom textures and the other 2 skies off his site at
                          www.telefragged.com/soup

Neil Manke              : Used one of his sand textures from CM3

biG bOppA               : Actually, I'm not sure WHAT he did...

Anyone else who helped me at the RUST forums

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* COPYRIGHT/PERMISSIONS *
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Authors MAY NOT use this level as a base to build additional levels.

You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS. If you don't co-operate, then DON'T DISTRIBUTE IT
IN ANY FORM.
This LEVEL may be distributed ONLY over the Internet and/or BBS systems
You are NOT authorized to put this LEVEL on any CD or distribute it in
any way without my written permission.

Quake II  1998-99 id Software. All rights reserved.
 
[END OF DATA]=========================================================[.txt|Gen]

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