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.