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Into Oblivion/Nostalgia

A .pak filed archive, containing two (?) linked...

Into Oblivion/Nostalgia

A .pak filed archive, containing two (?) linked

tefdbl2a.zip: Absolute last update of tefdbl2b.zip; please remove old version.

Contains lighting and brush fixes for "tef_no.bsp". Also, "tef_no.bsp" is now compatible

with the Hipnotic Reaper-bot patch (the version in tefdbl2b.zip is not). -TJ

===================================================================================

IMPORTANT: THE MAPS IN THE TEF DOUBLE PACK #2 REQUIRE REGISTERED QUAKE V.1.06 OR HIGHER,

AND QUAKE MISSION PACK #1, "SCOURGE OF ARMAGON" (BY HIPNOTIC); DOS or WIN95 NB!NB!NB!

===================================================================================

Title : Into Oblivion/Nostalgia

Filename : tef_io.bsp/tef_no.bsp/???.bsp

Author : T. H. Johansen (TJ)

Email Address : [email protected]

WWW Homepage: : http:\\www.cris.com\~torjoh

Date of release: : May 15, 1997; Finally updated July 1st.

Description : A .pak filed archive, containing two (?) linked

levels with required files for simpler loading.

!!!!!UNUSUAL LOADING; SEE BELOW! MISSION PACK NO. 1 NEEDED!!!!!

QUICK LOADING INSTRUCTIONS: To play these levels,

put the supplied pak1.pak file in your /quake/hipnotic/

directory (NOT in /id1/), and start Quake at the DOS prompt

by typing:

quake -game hipnotic -hipnotic (+skill n) +map tef_io

which will load map no. 1 (of the ones enclosed).

Please read the "loading information" section below

for more comprehensive instructions, if needed.

PLEASE START WITH TEF_IO, BECAUSE THEY'RE LINKED IN THIS ORDER!

----------------------------------------------------

These levels can be played in all modes, including

single player, cooperative and deathmatch play.

Single player mode may be played on all

skill levels (SKILL 0, 1, 2 or 3).

Special entities were implemented to suit

multiplayer style in both maps. Enjoy!

-------------------------------------------

The story for this double pack is the following:

-------------------------------------------

You did great on the Altar of Pain. You brought wrath upon the

doomed creatures as you wrenched your way through the Slime

Ground. You solved the cryptic riddles facing your wits in Spawn

City, and you survived the fatal traps and swimmed your way

trough Water World.

Now it is time to finish the job. Once and for all.

As you stepped through the teleporter exit in Water World, you

could hear your mobile communication set ringing. It is your

"dear" commander from the IIA (Interdimensional Intelligence Agency).

"Captain, you're doing a great job", he says. You frown as you

reply: "Get me out. Of here." "Oh, yes, of course. But you see,

you're not quite finished yet, my boy. We're sending you to the

last outpost, where we think the source for all this pain is

residing", the IIA man responds. "What source?", you ask, afraid of

the answer. "We're not entirely sure", he says, "but we think it

has to do with the past. Your past".

You get even more angrier: "My past? What the fuck are you talking

about, asshole!?". "Calm down. Get your weapons ready, we're

depending on you", the IIA man says slowly. "To get to the source,

you'll need to penetrate the stronghold serving as a shield for it.

We at the IIA name it only 'Oblivion'. May God be with you!"

You shut down the communicator. Clear your vision. You're about

to begin your final act. You think about this as you get ready to

fade Into Oblivion.

Additional Credits to : Id Software, for the original masterpiece, Quake.

Hipnotic Interactive for "Scourge of Armagon", and for

releasing their version of qcc.exe and all the source, along

with a near "ready-to-use" list of their new entities.

Ben Williams for his excellent QuMa v.1.5

Beta-testers Stig Muren, Svein E. Wahl, Thor Anders Aarhaug

and more. Thanks!

The following nine custom monsters are used, which are the result

of the effort made by these fine people:

1 - Snakeman : Bubbah -Tan Sian Yue; [email protected]

2 - Manga babe : Ludovic Texier; [email protected]

3 - Willy the spider : Ken Turner; [email protected]

4 - Bazooka babe : Bubbah -Tan Sian Yue; [email protected]

5 - Cyber demon : Marc Fontaine; [email protected]

6 - Wyvern : Jim Rowley; [email protected]

7 - Drone : Jacob Fenwick, Robin Ball, Jim Dodge

[email protected]; [email protected]

[email protected]

8 - Blarg : Bubbah -Tan Sian Yue; [email protected]

9 - Raptor : Astro (sounds, mdl's) and Gopal Nener (qc)

Modified for editorial use by TJ.

Special thanks go to Marc Fontaine and Jim Rowley for giving

me their .qc code exclusively upon request. Thanks!

=========================================================================================

* Play Information *

Level Name : Into Oblivion

File name : tef_io.bsp

Single Player : Yes.

Cooperative 2-5 Player : Yes.

Deathmatch 2-6 Players : Yes.

Difficulty Settings : Yes, all of them.

Anything else new : Yes, new monsters included. Supports Hipnotic entities/items.

* Construction *

Base : New level from scratch.

Build Time : Quite a long time.

Editor(s) used : QuMa v1.5, qcc.exe for recompiled code.

Qbsp v29 (original version!), Light and Vis from Id.

Quake101.wad (texture file).

Win95 Notepad, WordPad etc.

PakExplorer v1.12, by Ashley Bone.

Qbsp -verbose build time: 1421 secs

Light -extra build time: 975 secs

Vis -level 4 build time: 16859 secs

======================================================================================

Level Name : Nostalgia

File name : tef_no.bsp

Single Player : Yes.

Cooperative 2-5 Player : Yes.

Deathmatch 2-6 Players : Yes.

Difficulty Settings : Yes, all of them.

Anything else new : Yes. new monsters included. Supports Hipnotic entities/items.

* Construction *

Base : New level from scratch.

Build Time : A good few weeks.

Editor(s) used : As for Into Oblivion; see above.

Qbsp -verbose build time: 2042 secs

Light -extra build time: 1097 secs

Vis -level 4 build time: 3150 secs

=======================================================================================

Platform used : P90 w/16 MB RAM running Win95 and reg. Quake v1.08 with SoA.

Known Bugs : Hopefully none, if the loading instructions are followed!

* Loading information *

To load these maps, you NEED THE QUAKE MISSION PACK NO. 1 INSTALLED (Scourge of Armagon),

and you should further do the following:

- The supplied .pak file is called "pak1.pak", because it has to go into the

/quake/hipnotic/ directory (which already has a "pak0.pak" lying around) :)

- In DOS, type: quake -game hipnotic -hipnotic (+skill n) +map tef_io

- To play deathmatch, type: quake +deathmatch 1 -game hipnotic -hipnotic +map tef_io

The parameter, "+skill n", is to select the skill mode; n = 0 (easy), 1, 2 or 3 (nightmare).

(Do not type the parantheses, of course!)

When you have completed "Into Oblivion" you will enter the

teleporter and automatically be taken to the next level called

"Nostalgia" (...unless...hmmm...well, your choice!).

Monster count: Into Oblivion: Skill 0: 24 (Well, easy!)

Skill 1: 45 (Most people should get through quite well)

Skill 2: 56 (Reasonable difficult, but not that hard)

Nostalgia: Skill 0: 25 (Only for children and wimps)

Skill 1: 48 (Quite modest when power-ups are used wisely)

Skill 2: 63 (Quite hard...you should try it, though)

I recommend playing on HARD (skill 2), because that is by

far the most rewarding and immersive mode to play on. TRY IT! I've gotten through

both of these maps on hard, and it was a blast! Good luck,

and don't cheat! The secrets aren't that hard to find, either, and they'll

help you a lot!

NOTE: The initially reported monster-count on the status

bar in "Nostalgia" is not correct. The status bar updates itself along

the game for reasons not entirely known. Probably because I've used the

original J. Carmack version of qbsp.exe when compiling, while code from

Hipnotic is used (regarding spawning of monsters, I guess). Don't care about

it, you will see the correct monster count when you exit (or at the near end).

(Or just look at the numbers above :)).

* Legal Stuff *

You may distribute these levels and include them in any compilation

etc., as long as you include my text file and give me credit. I would like to

be contacted in beforehand, thanks! You may NOT use these levels as a

base for new maps. This work Copyright (C) 1997 TJ productions.

Parts of this work are the work of others, please respect

their rightful copyright.

* Technical documentation *

To support the original id monsters, the total of 9 custom internet monsters and the 3

new monsters by Hipnotic, as well as their new entities, all at the SAME time, I had

to use the .qc v1.07 code released by Hipnotic along with the code for the custom

monsters, and recompile everything using the qcc.exe compiler also released by

Hipnotic (to make everything work).

Also, the code for the Raptor monster was originally not UNIQUE, in a way that made it

convenient for editorial use, without some technical modifications. I therefore renamed

its entity classname to "monster_raptor" (instead of "monster_demon1", which belongs to

the Fiend), and gave it a unique sound directory, renamed the .mdl files etc. to make

the Raptor appear when I wanted it to, not just replacing every Fiend (as originally was).

* Where to get these maps *

ftp.cdrom.com

* Other Quake levels by TJ *

"Altar of Pain" (tef_aop.zip)

"Slime Ground" (tef_sg.zip)

"Spawn City" (tefdbl.zip)

"Water World" (tefdbl.zip)

All these maps may be found on ftp.cdrom.com and mirror sites.

Read about my maps on my homepage: http:\\www.cris.com\~torjoh\quake1.htm

*Archive info*

Archive filename: tefdbl2.zip

Including:

-A .pak file containing the two (...?) levels

(tef_io.bsp and tef_no.bsp) along with

necessary .dat, .wav and .mdl files.

-tefdbl2.txt (this file).

-A monsters.zip file containing the .txt documentation for

all the custom monsters (except for one) used

in this package.

A list of authors is supplied above.

TJ, May 1997.

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