02/28/97 ================================================================ Title : Quake Combat School File name : QCS.bsp and QCS2.bsp Author : Ace Email Address : eas@interlog.com NOT easr@interlog.com (sorry for the confusion) Description : No keys, no secrets, no skill settings, every weapon and every monster this one is all about combat with the usual gang...now how good are you? I designed this level as a training course for SPQ combat The flow and style of combat was the main design concern which was tough to do but a lot of fun to try. If you have trouble with a round I have written a walkthrough down below. Other Works : Hellbase, King Soloman's Mines, MBB7, Ghost Town. ================================================================ * Play Information Single Player : Yes Cooperative : No (If there is any response for it I will make you one up it could be fun to run through the course with a buddy) Deathmatch : No Difficulty Settings : No New Sounds : No New Graphics : No Demos Replaced : None Source Included : No * Construction * Base : New level from scratch (every battle and every room was designed on paper first-combat flow was a prime concern) Editor(s) used : Worldcraft Build Time : About 60 hours *Special Thanks To* Id Software, Ben Morris and Worldcraft, Crash and Matt and Lt. Dan for giving us a cool forum for this stuff oh yea and CDROM.COM thanks for the disk space guys, we'd be pretty much lost without it. This level may be distubuted freely around the Internet providing this file remains attached. This level can not be included in a cd/diskette compilation or any commercial product intended for public sale without written permission from the author. ============================================================================================== ***The Quake Combat School Challenge*** Are you wondering who the SPQ world champion is? Well now there is a way to find out, E-mail me with your time through the training course but don't forget to record demos of your accomplishment as it might be needed for verification. PLEASE DO NOT MAIL ME YOUR DEMO. If I need it I will ask you for it. RULES: 100% kills use only the weapons supplied within the round(except round 6, if you got it use it) Fastest time recorded becomes SPQ champion of the world. If the response to this challenge is large enough I will send the best times to Matt, Crash and Lt. Dan for posting in the News forums. You can find them at: http://ds.dial.pipex.com/matt.sefton/index.htm http://www.geocities.com/TimesSquare/1481/index.html http://www.geocities.com/TimesSquare/Arcade/3141/ ***The Quake Combat School Walkthrough*** Round 1- POSITIONING 1. Open the door but don't go through kill all the dogs first 2. Turn around and blow through the door backwards, keep backing up to the wall for extra space kill the two dogs and the two grunts. 3. Only move out as far as you need to to kill the last 2 grunts (this part eats up time-do it as fast as possible) Round 2- JUMP ON THE SPOT 1. Two options here run and gun or jump on the spot run and gun will save you time - if you survive Jump on the spot hurts alot too but not quite as much as run and gun 2. Pop you head in the next doorway to get the attention of 2 enforcers back up a bit and shoot, they should not land a shot 3. Shoot the grunt in the high cage, you don't want to get caught in a cross fire. 4. Hit the button to see the two ogres do not walk up to the platform you will get pushed back stand at the base of the stairs and eliminate the ogres Round 3- THEY'RE FALLING 1. If you charge a Shamblier he will swing his arms at you, if you back up as he swings he will miss you, move forward again wait for the swing and back up again do not back up too far as it will make him shoot. This tactic is essential to get through this room. Kill the first Shamblier and turn around quick as a second drops down kill him the same way 2. After the two shambliers opening up 3 tin cans is pretty easy. Round 4- LOB N' LAUNCH 1. Kill the zombies they are pretty easy. 2. After going through the teleport crush the tin can, run to the left button first, run across to the right and then hit the middle switch do this fast and get out of the way Do not kill the ogres until you are on high ground The death of each ogre releases a spider Use the safty wall to block the spiders shots, beware after you have killed the last spider a tin can charges from the exit area. 3. Upon your return eliminate the ogre first, ogres on high ground are always dangerous 4. 4 marooned tin cans and you with a rocket launcher...oh happy day! Round 5- THE PERFORATOR! 1. See the ogres and ghosts - perforate them from the doorway 2. Go to the gate and take a little shot at the tarbaby now watch how slugish he begins an attack don't worry he can't hurt you, that sluggish start will be your main advantage later on. Kill the bouncing blob. 3. Go inside and hit the adrenalin button 4. See the fiend - perforate him 5. Turn left - see the fiend - perforate him 6. Turn right - see the tin can - perforate him 7. Hit the button and run back around 8. See the tin can - perforate him 9. The first blob you see is not set on ambush (that means he attacks if he hears you) and he CAN get over the fence. Perforate him 10.The other blobs in the room are set on ambush (that means they must see you first) Charge in,take advantage of their sluggish start and clear the room before they get up to speed. Round 6- THE ZAP MAP you are on your own in this one, there are several routes through the room it's up to you to find the fastest, you can make up for all your lost time in other rounds...I will tell you this though, 4 of the ogres trigger 2 ghosts each to enter the map of those 8 ghosts the death of one of them is the trigger for the exit...GFL.