Nike For Quake 2 Notes: Version 4 (1st non-beta version) 3:33 PM 2/10/99 Feedback is very welcome. See "Contact" Nike for Quake II is VR simulation, and playable level Pak. * This Pak pushes Quake 2 and current hardware to it's very limits. * Please read "Requirements" before downloading. My goals in Nike for Quake 2's goals are: * Suggest 1960-70s Nike Missile Bases. The exact bases HA-31 and HA(artford, CT)-32 never actually existed. My hope is to make you feel like they could have. * Realism over anything else. INCLUDING r_speeds. There are many, many fine levels out there that are optimized for speed, or have a balance between the two. These... are not... those levels : ) These levels are for people who: Are lucky enough to have the hardware Want something different. * To get people interested in a piece of history, especially a part not often heard about, yet everywhere. Nike Missiles that were designed to defend against Soviet Bombers during the Cold War. They were generally placed in rings to protect populated and other important areas. There were around 200 sites in the U.S alone. Nike Missiles were radar guided short range missiles. There were basically 2 types of Nike Missiles: Nike Ajax: Liquid booster, solid sustainer, conventional warhead. Red Fuming Nitric Acid and Jet Fuel : | Stirred, not shaken bartender : ) Nike Hercules: Solid booster and sustainer, conventional or nuclear warhead. The Nike Hercules had a range of ~75-90 miles. Carried conventional or nuclear warheads. They all were being phased out. All Nike Missile systems in the US were deactivated because they were included in the SALT Treaty One Site has been restored SF-88 (San Fransisco, CA, USA). For more information see the websites below. * Make myself feel better, by having fun with the bitter irony of Cold War and my fear of nuclear incineration. * Have VR / Gameplay Toggle By changing skill levels, you can toggle gameplay or not. May give slower machines (like, mine), a chance to look. Cons: Framerates are slow. Object drawing will drop at a distance. Long load-times. Unnatual map seperations. Climbing ceartain places is a pain. Pros: The military bases could be almost real. It's something very different. It still looks good. I am pleased how the Radar and Launch areas look, I think you will be too. It is almost a simulation. It may inform as it entertains. It has a nice campy feel to it. There are over 100 new textures. There are sounds and voice clips. At least 4 out 5 dentists don't recommend Nike for Quake 2 for patients who chew gum : ) Requirements ........................................ : ( * Other combinations will give varying results. Quake II Registered Copy Version 3.19 or Better I am using 3.20 Beta Graphic accelerator: One simply cannot render this stuff without an accelerator on a PC (NFW!). There are contiguous distances of hundreds of feet in some levels. Most of these levels are high detail, and wide-open areas. Voodoo 2/TNT class hardware accelerator or >. Note: My friends 8mb early Creative Voodoo2 Cannot run this thing without crashing. In fairness to Creative and 3DFX please remember: It may be that her card only has 8mb. Her machine is overclocked. Her machine has a LOT of memory resident helper aps. It may be a rare marginal card, she is going to have it checked. Creative makes fine products, so lets not just assume anything yet. THIS IS A NASY ERROR THOUGH: GrTexDownloadMipMapLevelPartial: mipmap level Cannot span 2 Mbyte boundary This is a esspecially nasty runtime error because the VII card may still be switched on. Were really pushing what is expected for PC 3d rendering here so, Make sure you all work is saved and all other application are closed! My Orchid Righeous Voodoo 1 NEVER crashed. I haven't tried it with a machine with decent speed yet. My V2 Card DIDN'T crashed in over 12 hours of play testing, where the other one couldn't last 2 minutes of gameplay: Diamond 12mb Scan-line Interleave: Not Detected FBI Revision: 4 Frame Buffer Memory: 4 MB Texture Mapping Unit(s): 2 TMU Revision: 4 Total Texture Memory: 8 MB FxMemMap VxD Version: 4.10.01.0201 WinGlide 2.x Driver Version: 2.50 Direct3D Driver Version: 4.10.01.0201 Direct3D 32-bit DLL Version: 4.10.01.0201 Direct3D 16-bit DLL Version: 4.10.01.0201 Rush: Sorry my friends is not set up for Quake 2 at this time, I havn't had the chance to try. Lots of ram. (I have 96megs) >=200 PPro / PII 233 Processor ~30 MB Hard Disk space and enough to operate windows and the game. * Save work and close all other programs before using. * Save work and reboot your computer after using. * Always keep recent backups. I had: P166 96 Megs Ram Orchid Righteous Voodoo 1 VR Only, and barely that. Clicky drawing, sound stuttering, speed nowhere near required gameplay. Perhaps not be worth downloading for this machine, at this time. I have: P166 96 Megs Ram 1-12mb Diamond Monster 2 with stock drivers (Voodoo 2) Better, Ok overall for VR-Only. Really too slow for gameplay, but belive it or not, I did gameplay testing with this machine. Slowdowns (with last version) here and there with: P200mmx 64mb Ram 2 V2 Cards SLI (Machine is processor bound) Should run fine on: PPro 200/PII/PIII 233 and > Still my minimum recommended processor (A Pentium I 233 is not nearly as fast as a Pentium Pro 200 from what I have seen) 96meg Ram 64 should be fine and 32 minght be ok. 1 12mb Voodoo 2, non SLI I'd like to see it on: PII 450 and > SLI Voodoo Board(S) or V3 or The "Brick" TNT If someone were to mail me just such a machine... I would be willing... to test it and report back what I have learned : ) I.. would do that for you. : ) Recommended system: Cray X-MP : ) Nike analogue, 250-vacuume tube and potentiometer computer : ) Installation ........................................ Please do not overwrite ANY other file especially any .pak file. Create a new directory under your Quake 2 directory named: Nike Mine looks like: C:\Quake2\Nike Sorry, I can't find a Pak-thingy that would let me use long filenames. So it's really an UnPak : ) It wont affect playability. Unzip the nike.zip and place all the files and the other files in that directory with "use folder names" It should look like: Quake2 Nike Blueprint 935439.jpg - Just a fluffy thing, see Game Story - yes you can view and or print it. Env Maps Sound ... Blah, Blah Textures ... Yack, Yack ... Whatever There should be about 224 files and 12 folders. There is a fancy custom console screen that only appears when running this (un)Pak. There are no new executable or configuration files. For GAME run Quake 2 with: +set game nike +map nike Like: C:\Quake2\quake2.exe +set game nike +map nike For VR Only: +set game nike +set skill 0 +map nike Like: C:\Quake2\quake2.exe +set game nike +set skill 0 +map nike This will remove monsters items, and things, but let you walk through and fire the missile. The gun picture can be removed in Multi-Player/ Player Setup/Center but it will still fire. If you see landing pods underneath you when you start it's set for gameplay. If the gate's sign has NO red writing on it the skill level is set for VR. If the gate's sign has red writing on it the skill level is NOT set for VR. Things, monsters if you will, attacking you for instance... would be a clear indication that it is set for gameplay : ) (You can copy the Quake 2 Icon and edit it's properties) Playing ........................................ *** While playing, I recommend lowering the CD volume at least half in the Windows (Not Quake 2) mixer ap. (So you can hear the sound clips better) For general Quake 2 information read the Quake 2 Manual. Save games often. Single player: Most shooting will be done with the shotgun only. There is less health and more armor that you may be used to. I think, that it is easier to protect someone from a gunshot-wound... than to heal someone with anything to be found in a First-Aid Kit. Deathmatch: DM in Nike was not play-tested. You will only have machineguns ammo and perhaps a few hand grenades. Gameplay will be NIQ style. After spawning you should find a gun immediately near you. Health is usually found where other things are not. 8 Spawn points in each map. Map Names: Nike.bsp (Intro) No DM Loop Nikead.bsp (HA-31 Admin Area) 3-6 Players Best bet for killer machine DM because it has windows. Nikerad.bsp (HA-31 Radar Area) 2-4 Players Nikel.bsp (HA-32 Launch Area) 2-4 Players End Loop These maps are not very bot friendly. The doors are not very nice. If someone makes good route files I will include them. I am not very good at making route files. I keep breaking the links : ( *Note, players using 8-bit textures may increase game speed slightly. It's almost night outside, but there is enough of light to see where you are going. You may want to, adjust monitor brightness or gamma. If you do, note where the gamma was, so it can be returned. You will be expected to be a lot more agile and dexterous than usual. Approach all doors slowly and take and/or step back as they open, as not to bump your nose : ) Don't get pinned behind doors. There must be a better way to do this : | Some places require you to look up and or duck. Some poles and things are climbable as they are in real-life. Climbing ladders through small horizontal openings is very, very difficult. If you climb a ladder turn a little to the right as you reach to the top. This trick works for climbing down as too. You can change "levels" by slipping through certain gaps in fences. Buttons are smaller than they are on Stroggos, you may have to look for them : ) My Quake 2 skills are at best average: I made gameplay for a player like me. I wanted the gameplay to be possible for me without cheating. In one map (HA-31 Admin, (nikead)) all windows are not shootable :~( I spend over a month running experiments and this is the only solution I could find :~( Quake 2 has a limit on the number of visible models (doors, windows) that are visible at once :~( it would really be really weird if only some were breakable. So, when your at the other areas, please break a few windows for me in honor of those that couldn't. Except in Deathmatch, when you approach most buildings and other Nike things, a message will appear identify them. If you play instead of walk though there are some game things identified as well. i.e. Strogg blah, blah... these are not real. Game Story ........................................ August 10th, 2142: As I am sure you have read in history books, the Stogg arrived here 178 years ago. Their presence had not gone unnoticed by our military. There were two missile bases under construction in the area the Strogg were surveying. Even our early missile technology then was capable of downing a Strogg ship, and so the Strogg saw the bases as a threat. Paradoxically the bases were so far down on the priority list that they almost never placed, and the site was only given one set of launchers, whereas most others from this era had at least 3-4. They were occupied while they were doing their survey, and left upon completion. We were bewildered then, by a military defeat of this nature We chose not to release information until the beginning of the war. Now we have won the war, yet we find the outcome very unpalatable. We have just acquired the means to change the present, by altering the past. Our best people have determined that the above-mentioned point was a critical time node. We cannot yet move the type of equipment through time that would destroy a Light Reconisis Ship, But technology existed even then, to do so, and it's up to you to make use of it. You will be a part of one of the two 15-person companies we are sending back. Objectives: You will defold and land facing East. Gather supplies from pods. Proceed 1/4 mile to the end of the cul-de-sac. Rendezvous with Company Alpha. Return 1/4 mile West to HA-31 (First Right Near from your Landing Zone.) Remove the Stogg presence there. Enter Radar Area's fence. The antique missile radar system must be locked onto the Strogg LRS's. Return to the end of the cul-de-sac. Enter HA-32 launch 2ed right from Landing Zone. Launch the nuclear missile, destroying the LRS's. You have voiced opinions questioning the efficacy of the historic missile systems. This has been noted. I will remind you: 1) It is not possible to move the equipment necessary to take out a LRS. 2) Assembling such equipment from available era materials would be too time costly. 3) The equipment then/there is capable of doing the job. Lastly I will remind you that I expect your full cooperation. Enclosed: Early Military History Achieves: Proposed HA-31, HA-32 Site Construction Blueprint C1960 (Catalog: Blueprint 935439) Legal ........................................ These levels are Copyright (C) 1997, 1988 by Brenda Ellen Perdion. These levels were not made by or supported by ID Software(tm). Please do not ask them for help on this. These levels are not endorsed by the United States Military. I don't think... Children (because they are to sensitive), People who don't have a good idea of reality, People who don't know the difference between right and wrong, People who don't have respect for real life living things, ...should play Quake 2 or this pak. You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic format that is sold for money or barter without my explicit hand written permission! You can play Quake 2 with it. You can't do anything else with it. Use at your own risk. I am disclaiming any responsibility whatsoever for anything. This legal information is in beta as well as the level and not finished yet. I may reserve future rights. Quake, Quake 2, Creative, Diamond, ID, Rouge, Hypnotic, Voodoo, Voodoo 2, Pentium, TNT, and Windows are trademarks of their companies. All company and product names are registered trademarks of their companies. Please don't sue me, I am poor : ( But I have friends : ) I am not some cooperate conglomerate, just one person who made wants to share something unique with Quake 2 and Nike fans. Read after ........................................ Contact ........................................ Current Webpage: (Page is somtimes difficult to get one) http://pages.cthome.net/brenco/ Please read Bugs and Misc below before submitting a bug. Please rate and email me: I have no real idea what the game is like anymore : | Email: bperdion@snet.net Please Rate the game: from 0 to 10 in the email heading: Overall Quality 0-10 Gameplay 0=Easy to 10=Impossible Example: Overall=5 Gameplay=5 Please Include: Processor speed Video RAM Please don't mail-bomb me. Thanks : ) Fake Faq's ........................................ Why were the doors on the generator building 8' tall. I have no idea, but that's the way they are in Cromwell, CT. Did real Nike Missile launchers have monsters inside? Sort-of, but they were supposed to help us fight the other monsters. Do you expect me to belive that the United States Goverment ran electrical wires right through chain-link fences? No...I expect you to believe, they went over concrete bridge and a small brook first... and then throught the fences. (severed wire stubs still remain in the fence in Cromwell CT) Credits ........................................ None of the following endorse this software. In no particular order, I would like to thank: Voices: Intro Narration: Dom Urbano Controller: Anne Curr AM Radio Voice: DJKraze Bitterman's Sister: Amanda Fagan Sandy's (Cat) Friend: Brenda Too much help to list. Anne Curr: You brought me to that Nike site: This is all your fault. I blame you totally! Steph S. Nike Missile Web sites: Special Special thanks, provoked me to put in the IFC trailers: http://www.jps.net/ethelen/ More good sites: http://alpha.fdu.edu/~bender/ Glad to hear from the neutron generator was not exactly there... and the site was not especially "hot" Mabie I should get a Dosemeter if I am going to do this stuff. http://www.fortunecity.com/tattooine/dredd/201/index.htm http://www.xs4all.nl/~erkelens/catalogus2.html I hope I see someday: http://www.nikemissile.org Nice site also: http://www.zianet.com/dpiland/ Mess hall sketch: http://www.erols.com/evanswc/nike/text/nikefrm1.html Launcher Manual Controls: http://www.xs4all.nl/~erkelens/catalogus2.html Sign Photos http://www.mysterious-tech.com/html/document/silo98/nike/nikesam.htm Bitterman's landing pod prefab by: (Rotated and retextured, sorry) Robin Hermance-Moore p-banshee@geocities.com Information about glide error: Russell B. There is one other person who helped me on this issue and I don't have your name yet, sorry. Next version will have mention. Nike Elevator Sound: http://www.nikemissile.org Cold War Film: http://slonet.org/~rloomis/acafe.html Atomic Cafe is a must-see Propaganda and Paranoia can be very entertaining : ) Air-raid Siren: Http//specialoperations.com Buzzer: Http//scumrunners/adsnet.com Cricket: Ftp//uniovi.es Bird: Http//ablecom.net/pub/davec/wavlib Morning Dove : ) http://www.naturesongs.com/birds.html Explosion: Http//militarycity.com Diesel sound modified from original obtained from: http://www.humvee.com/y/mm.htm Canadian goose info: http://www.ducks.ca/naturenotes/cangoose.html Phone Sound: Microsoft Netmeeting Modified for timbre and echo Cat Noise: http://www.asan.com/users/coby/catsound.html Furnace Sound: Id's Amb8 and Amb19 Strogg LRS Sound: Modified from 2000 Sound Effects Background Sounds and Squelch Noises for Voices: Id Special thanks for the help with the Quake 1 version: Dominic Urbano Gerhardt P. Kim B. Ken Averson General WarT' (aka Carl Glave) Geoff Phillips Tim Wright Janis Jagars Eric Sambach Id Software Walla a.k.a. Bryan Gibson-Winge goldrunsh.com/~hicks/adquedit robertm@captivation.com antony@teamfortress.com Talon's Strike Joost Schuur Cdrom.com Chris Special thanks for the help with the Quake 2 version: Rust David V ET Paul World totally lit, in: Arghrad http://www.planetquake.com/arghrad/ Arghrad is as much a work of art as the Quake 2 Engine. Some of textures obtained modified from: Walla a.k.a. Bryan Gibson-Winge bryangw@channelzero.com Id Ritual Rouge Hypnotic Some Sounds including backgrounds in the radio comminications: Id Software Sound Edited in: Cool Edit Sound Forge Zip File Created in: Winzip Textures made in: Adobe PhotoShop Wally: http://www.telefragged.com/wally/ Corel Some Helpful Quake Editing sites: Rust: http://www.planetquake.com/rust/ Annihilator: http://www.annihilator.com/ The Forge: http://www.planetquake.com/worldcraft Quake Prefab Park: http://www.planetquake.com/qpp/ Provided Nike Radar Site Aerial Photos: Cromwell, CT Town Hall (Please don't visit any Nike site, or any military place without permission and adult supervision!) Provided Nike Launch Site Photo: Steve, U.S Army Thanks for not arresting me : ) Ed Eileen Adopted your I-beam texture trick, and good tutorials. David Hyde 'Sneeked peek at your SF-88 launcher photos, thanks: Judy Ann Brenna Manx McKatt AKA "The Furry Meatloaf" Radioactive trifoil (sign thingy) for console embossing: Trifoil? Three Foils? (WTF?) http://wings.buffalo.edu/services/fac/rps/rad.gif Thanks for not biting or kicking me, or otherwise attacking me : ) Horses at former Ansonia launch site. Large brown groundhog/woodchuck shaped thing in Cromwell site's mess hall. Thanks for not giving out on me: Rusty magazine ladder at New Jersy Launch Magazine. Inspirational and or Neat: Powersphere Quest: I like co-op Too much fun : ) nfn07530@naples.net Gunman: Great looking maps, can't wait to snoop. http://gunman.telefragged.com/ Loki's Minion CTF: Lot's of neat maps : ) Successful Big project. Strogg LRS Layout: Gary Anderson Bell Skycrane Niq: More skill : ) http://www.planetquake.com/niq/ mfox@matrox.com Provoked me to set setup for GLQuake, Glquake updates: http://www.planetquake.com/gldojo/ndex.html Beyond Belief Part I: Fun, cool, professional, Thanks: Matthias Worch aka Langsuyar langsuyar@ocrana.de matthias.worch@uni-essen.de Jawbreaker AKA gljaw: The first GLQuake water-fixed map I saw. I like heights in Quake Maps. Matt Sefton: matt.sefton@dial.pipex.com Generations: www.planetquake.com/generations Structural Mechanics: "Must see" Excellent entitiy animation and overall realisim My desks pale in comparison : ) Neat forklift ride. David Hyde rascal@magnolia.net hyded@ex1.wes.army.mil http://www.magnolia.net/~rascal Half-Life: OMG! Moral Support: Tobie and Racoon Pipin Fagan Vanoue Urbano Samantha DeKatt Level design, most textures, "story" and dialogue, as at parts from Id's, and some original sound editing: Brenda EP I am still working on the credits, I'm sorry if I forgot anyone : ( I have made about 120 new textures in the textures/bep directory of the pak The following and probably a few more were based on other peoples textures: metal3_1 wiszjam pool2 Some older Id's textures and one or two from Hypnotic found in textures/other and textures/e1u1 Bugs / Changes ..................................... Version 4: Added: Clip brushes. Potenometer Cabinet texture. Rcat Drone. Compilor scraps polys but it's still there. Assembally Building crane transion detail. Placed Ajax-converstion type hatch with couterweights. Acustic ceiling in Generator building office. Computer cabinet doors open with sounds. Changed: Better gameplay: Hercules drive is in one peice. Assembally and Assembally/Warheading buildings (mostly new). I-beam textures added to structures. Launch Magazine. Replaced the Launch Control Indicator with the correct Launch Control Cabinet. Redid elevator pump. Under elevator changed. Redid vents. Added fences at ends of elevators. Tar/concrete situation above to a more correct a strip of concrete. Tarred the celler doorway, added door handles and counter weights to doors. Put landing in stairs as I have seen in most pictures. Cat noise is cuter. : ) Generator sound is 16-bit 22khz now. Breaking window in Nikerad's office will make generators seem louder. New signs. Texture changes. Fixed: Nikead's bad texture and proud electrical conduit sticking through mess roof. Beta 3 Fixed: Nikead's 3 mixed face contents. Nikead's Boiler identification trigger. Texture replacement botch in Nikerad cabinet in BC trailer. Added: 8-Bit Sky's for those who use them. Added idenification for Hipar Antenna Added cabinet indenification in trailers. Nikerad's BC trailer now requires key. Added more overlap between Nikead and Nikerad gates. More pleasing. Added phone in Nikerad. Brightend Radome light. Changes: Skipped to beta 3 to avoid confusion when uploading. Bugs: Bad texture in Nikead/Messhall/West Doorway. Proud Electrical Conduit on Mess Hall Roof I wish I could fuse Nikead and Nikel as in real life. Nikead really needs clip brushes over fences. : ( I wish it didn't take me 6 days a map to compile this stuff. I can find no Pak creation tools that allow longer filename, oops : | I am probaly not going to redo for Quake 2 version just to have a Pak(age) : ) It looks nicer, people are less likely to snag textures but ~ohwell. Thanks for this Russell B. Voodoo 2 Glide Error? This sounds like a bug in the 3dfx OpenGL implementation in its use of Glide. 3dfx hardware divides its texture memory into 2MB chunks; one of the textures in the game is crossing that chunk boundary, which is a Bad Thing. One possible solution: Open display properties, select the Voodoo2 tab. In this page, click the "advanced" button. In the advanced properties page, depending on the exact version of drivers you're using, there may be a box labeled "limit texture memory to 2MBytes for Glide apps." Check it. Performance may be reduced, but it shouldn't crash any more. You might also install a newer version of the 3dfx OpenGL drivers: http://www.3dfx.com/docs/opengl_beta/opengl_beta.html and see if they help. -Russell B. Misc. ........................................ General: When I started out I just wanted to make launch magazine. I have been working on this thing for over a year : | (H S!) It could never: run too fast; be too detailed; be accurate enough. Go to the bathroom at HA-31 because there is no place to in HA32 yet : ) Most information on this is declassified. My neighbor thought I was a spy : ) The sites in my area have red trim and cream walls, your area may differ, : ) offer is void where prohibited. One site was never painted. Building scale is about 1 unit = 1 inch I think Quake 2 people are more durable than real-life Doorways have been opened to 66 x 44 inches wide (player go size is 64 x 32, but try doing it in a hurry : | None of the key models still seem appropriate to the period. Switches are 32 inches off the ground. The inside of some of the real buildings are light-blue with dark brown paneling with red tiled floors : ( Some wires are above ground and some are below in the admin/radar site and the assembly/launch sites follow suit. Most buildings begin with a half-course of bricks : | All brick faces and roof (T)ins have small scaled textures. There is a texture named coah(T)r : ) Buildings are to some extent in scale drawn from: Aerial photographs, Nike Missile web pages, Sketches from site exploration with permission from local officials. Radar and Admin buildings were placed on an actual aerial photograph texture on the ground. They should be very, very close to actual positions. Forgive me as I have taken a few liberties, such as straitening buildings, and breaking up sections. Wide open areas create a certain randomness to some of the levels. Sometimes I win and sometimes I loose. Sometimes I don't know who is shooting me from where, kinda scary. There is situations where I think, "Hey where (TF) did he come from?". There are no 8-bit versions of the enviroment maps included. Except for the 4 spotlights in Nikel, there are no point-type lights, all other lights are surface or sky. The 4 spotlights also use surface lighting as well as spot go give a light corona affect. I put my friend through 52 takes for the controller's voice clips. Generators: I don't know the actual size of the generators in the generator building. I guessed and copied the emergency diesel generator in my building. Total brushes: 5476 Point entities subject to change. Nike (Intro) Just a street and some fence. Should be about 1/4 mile long but was clipped to fit. Solids 727 Faces: 4951 PointEntities 125 SolidEntities 42 Nikead: Some trees omitted. Admin Building: HOM in closet @ from center door. HOM on windows of side of officers quaters @ between tank and mess. Qvis3 usually works very well, but nothing is perfect. No... there are no area-portals on this map. Mess Hall: Needs more tables. Needs kitchen appliances. Quarters: Not very accurate, it was difficult to tell where the walls were : ( Solids 1577 Faces: 10254 PointEntities 231 SolidEntities 84 Nikerad: Rear Generator building door should be removed. The non-Hiprar radars are without radomes. Because of our climate, I think this is unusual around here, but shows off the radars nicely. Tracking radars still have fabric covers. Radome has texturing distortion errors, which cannot be fixed without making a pre-distorted texture. Real towers do have fuses and circuit breakers. I could find no decent information on Cromwell IFC trailers and building. While all other buildings are somewhat intact, almost all traces of these buildings were removed? There is a mystery here. IFC Building is modeled from site in Milford, but looks like the Cromwell one (CT). IFC trailer controls should be very close. The Hipar Radar Antenna is about the 8th version. I was informed that the pole was too close to be a boresighting pole, perhaps it was for commmunications. The grates over the radar platforms originally rotationally opened. It's very difficult to trigger a door from underneath. External triggers made the sounds keep triggering. They are now static :~( Solids: 1586 Faces: 10062 PointEntities: 188 SolidEntities: 81 Nikel: Most sites that I have seen have at around 3 or more sets of launchers. Generator building is vague. Trying to be a type B (mod) magazine. Modeled after pictures of: SF88, FT Hancock's, what is left Portland, plans and photos from LC-HABS-HAER Collections. Nike missiles are not fired straight up but at ~85deg, the boosters would fall right on the launch site. Railings under magazine omitted because the passage is only about 24 inches. Solids 1817 Faces: 12172 PointEntities 210 SolidEntities 70 Dedication ........................................ The people of the armed forces that protect us. This game level was not meant as disrespect to them or belittle what the do. * It is only a game This is NOT about taking over active U.S. Military Bases, It is about taking it back from part mechanized, part living alien monsters. "The technology is looking out for its own ass." (I can't remember source?) But mostly: I don't know a lot about it but... I had heard that a child was injured or had lost their life exploring an old Nike site... I had heard that this was the reason that the magazines in CT are filled with earth. While this is regrettable to someone who likes exploring... Most regrettable is that or any child should get hurt or die... ........................................ Thank You for playing -Brenda Ellen Perdion ........................................ Brenda is: A kinda androgynous person born in 1965. Who Likes: Playing/making maps for Quake 2. Hiking. Exploring. Playing Music: Guitar and Piano. Raspberry Tea. Banana Milk Shakes Raw chocolate chip cookie dough. Cats. Anime. Friends. eof