Nike for Quake 1 Notes: These text pages are formatted for: anything : ) ---------------------------------------- This level-pack works with registered Quake's GLQuake. Quake has RSAC Advisory: Violence 3 out of 4 - Blood and Gore Language 2 out of 4 - Profanity ........................................ Introduction: Nike for Quake is a: Quake 1; single-player; short adventure; add-on Pak. I wanted to: 1 Attempt to recreate the feel of real 1960's Nike radar and Missile Bases. 2 Feel like I was playing outdoors as well as in. 3 Explore the limits of GLQuake's rendering engine. 4 Make a Quake level for people to enjoy. 5 Have some kind of plot, goal and gameplay. 6 Get people interested in a piece of history, especially a part not often heard about, yet everywhere. Nike missiles were radar guided short range (~75mi) conventional/nuclear capable (except Nike Ajax) missiles. There were over 200 sites in the U.S alone. Nike Missile bases that were designed to defend against Soviet Bombers during the cold war. They were being phased out because they could not stop an ICBM. All Nike Missile systems in the US were deactivated because they were included in the SALT Treaty One Site has been restored, but is unoperational SF-88. Sites may be being used for something else Military, so please be careful! Don't be hopin' fences if you don't know what is on the other side! For more information see the websites below. ........................................ This level-pak has HEAVY hardware requirements for it's time. If you can view this file, you may want to check before you download. I am sorry if your system can't play this game yet. It Requires: GlQuake 1 .97 or > The Quake 1 CD for background music. Hardware accelerator. Without it there will be almost nothing but gray. Lots of ram. I Have 64 Megs Ram. May run with 32 or 48 but your computer will probably be page'in away. >=166 Pentium 11 Megs free hard disk space and enough space for Windows to run. Sound Card There are contiguous distances of almost 348 feet in some levels. One simply cannot render this stuff without an accelerator (NFW). I have: P166 64 Megs Ram Orchid Righteous This is the slowest system I would dare try it on. NO Greying occurs. A little visual noise here and there, but ok. Almost tolerable Sound may be choppy in a few places when weapon discharges. Runs okay on: PPro 200 64 Megs Ram Hercules Stingray 2ed generation 6meg? System seems MUCH faster than mine. Almost fun. I'd like to see it on: PII 233 and > Quantum Obsidian or Voodoo II Recommended system: Cray XMP : ) Framerates/r_speeds: Odviously were NOT my primary concearn. This started out as a VR project. May be slow, but I hope the richness may make up for it. Only get slow when you see certain areas of distance and detail, that otherwise would not have been included. Will NOT be the same as you are used to. If you don't expect them you wont be disappointed : ) ........................................ Please: Don't post on the internet, screenshots of the launcher area, above or below. If you do I will be very very very sad :~( It's not that it's wonderful or anything, but exploration is part of the Quake's fun? As for the others, okay, but please give me credit. I have no real idea what the game is like anymore : | If you play these levels, and your system is at least as above. Please rate this level and email me: 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 I am not some cooperate conglomerate. I am just one person who wants to share something unique with Quake fans. Don't mail-bomb me or Don't send me a files over 1 meg without asking. Also send thanks: gnrlwart@telefragged.com Thanks : ) Also... please don't stalk me, the job is already taken : ) ........................................ Installation: Please, please do not overwrite ANY other file especially any .pak file. Create a NEW folder/directory under your Quake (1) folder/directory named: Nike Mine looks like: C:\Quake\Nike Unzip the nike.zip and place all the files in the new folder/directory: pak0.pak nike.text custents.txt GLQuake Nike.ink Nike.ico There is no configuration files in the Pak You can copy or make your own. Run Quake with: -game nike +map nike You should run it with as much memory as possible -winmem XX ...where xx is the amount of ram you can afford. Mine Reads: GLQuake.exe -winmem 24 -game nike +map nike Type ~ (tilde) to open the console. Type map nike Type ~ (tilde) to close the console. You can do a game save this point, so if anything happens your player can just restore to that point. Also there is be a Windows shortcut/silly icon included in the Zip: GLQuake Nike.ink Nike.ico You should be able to just drag GlQuake Nike.Ink to the desktop. The shortcut assumes that your game-directory setup and memory is as above. If your folder setup is not the same: Right click on the shortcut. Select properties Edit the "Target" path. Change the icon path. If you can't seem to use it, just make sure you run GlQuake with: -game nike +map nike If you use the icon or have one set up, you can just double-click on the icon Map "nike" will start automaticaly. ........................................ Playing: It's supposed to be night outside, but there is just enough ambient light to see where you are going. When you start map "Nike (Intro)" you should JUST be able see the fences on either side of the road. (You may want to adjust your monitor brightness or gamma on your video properties) MOST but not all closed doors, are shootable. In some maps you change levels by moving to a certain area. It's easier to get into a building if you walk straight in. Instead of stepping over the side of the stoop. If you climb up a "ladder", turn a little as you reach to the top. If you climb down a "ladder", turn a little as you start on your way down. The song in the beginning is real and does not repeat. Because these are slow levels: I made gameplay on the easy side. A few solders deserve Darwin Awards. Award given to those who have foolishly removed their DNA from the gene pool. If you want to just look at the scenery as a VR experiment and not exchange shots: Search for "Cheats:" further down. ........................................ Legal: These levels were NOT made by or supported by Id Software(tm). Please do NOT ask Id for help on this. These levels were made by and are Copyright (C) 1997 by Brenda Ellen Perdion. Note: You must use this software in accordance to the Custents.txt as well. 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 and the explicit hand written written permission! You can play Quake with it. You can't do anything else with it. I am disclaiming any responsibility whatsoever for anything. Use at your own risk. I may reserve future rights. Quake, ID, Rouge, Hypnotic 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 : ) ---------------------------------------- Posthumorous / Read after: Fake FAQs: "Brenda, someone locked the slipgate on me... and I... I can't leave" Hit all the breakers: Radar and genererator buildings. One the base of each small radar. Visit the IFC trailer with the radar console in it. "Brenda, I went into a building and its really dark!" ... "Brenda, now they're shooting at me and I can't see!" Try looking for a light switch. "Brenda, what's this stuff supposed to be?" "What am I looking at as I am waking through?" Nike (Intro): Just a guard-house. Nike Admin: On the left: Admin(istrative) building. Crew quarters. On the right: Mess Hall. Small center building next to the tank: Boiler Room: Nike Radar: On the left: The large radar thing: Hipar (high power) Radar. Hipar Radar Building. Center: Generator Building. IFC (Integrated Fire Control) trailers and building. Right: Target and Missile Tracking Radar on Towers. Big trailer: Just a extra big trailer could be a "T1" Nike Launch: Small shed? Generator Building. The sites are near but separated. It needs it's own generator. Big grass lump. Some operations were separated so if something exploded it might not destroy everything. Building with missile horizontally. Missile assembly building. Another big grass burm. Launcher aboveground: Nike Hercules Missile and three launchers. Ladder looking things: Missles could be moved onto the launchers along these. The small pipes sticking up: I think that this is a radiation detector of some kind, and its bumper posts. Launcher underground: Magazine for missile storage. A blast-resistant place to hide when the missile was launched. Nike Debriefing: Just there for story, nothing real. "Brenda, are the real Hipar radar towers really THAT big?" From the pictures I saw... there a little bigger. "What was that weird song in the beginning" It was a cut from a nuclear attack safety film. It sounds like its from the 50s. A friend sent it, when I heard it I had to put it in. "Is it true that there is a dopefish texture hidden in one of the maps?" No comment. "It's fuzzy, what is the text on the newpaper and computer ?" Newspaper? What newspaper? Oh, the one in the office: A Story Nike Missles A story about the world being saved. The text from TA1193 "Still only $30.00" Computer: Hard drive name: Top Secret Folders: Terrorist Groups Objectives Diplomats Slipgate Instuction Manual : ) Assasins CIA FBI Equipment Accounting Research Files: TA1193 TA1221 TA1192 Disk free space: 809T(erra)B(ytes) Time: 10:34 "Will this be the last/only Quake I release?" I think so. "Will there be a Quake II version?" Maybe. "Did real Nike Missile launchers have monsters inside?" Sort-of, but they were supposed to help us fight the other monsters. ......................................... Notes/Gripes/Known Bugs: These are my first Quake Maps. I wanted to finish these before Q2 came out, oh well : | I have been researching and working on this for over 5 months : | Total brushes: 3384 at last count. Some maps took 3-5 days to -level 3 Vis : | It could never: Run too fast. Be too detailed. Be accurate enough. Most information on this is declassified. A friend once thought I was a spy : ) There may be active Nike sites in Korea, using recycled U.S Equipment? : | Nike architecture was very different than what I am used to seeing. Buildings are to some extent in drawn in scale and inspired by: Aerial photographs, Nike Missile web pages, Sketches from site exploration WITH permission from local officials. Radar and Admin buildings EXCEPT the IFC stuff 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. The inside of some of the real buildings are light-blue with dark brown paneling with red tiled floors : P One site was never painted. Building scale is about 1 unit = 1 inch If I jumped off something that's 15' (small tower) + 32" (railing), I would take some hitpoints. DON"T EVEN THINK OF TRYING IT IN REAL LIFE! IN THE GAME, if I jump off the game's 20' (Hipar tower) + 32" (railing), I take only 5 hippoints. I would like to be able to do that. Switches are 32 inches off the ground. Doorways have been opened to 66 x 44 inches wide Player go size is 64 x 32, but try doing it in a hurry I found rotating doors too complicated, so I used breakable ones. Carving out the roll-up doorways cost little in time because they are not entities, and are solid. None of the key models seem appropriate to the period. Some wires are above ground and some are below in the admin/radar site and the assembly/launch sites follow suit. The Nike sites in my area have red trim and cream walls, your area may differ, offer is void where prohibited : ) Above-ground utility poles and wires are very very very ugly. If you don't believe me, look around any town. They help make the game, and any town : ), a little more scary. 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 the-f#$% did he come from?". Solders can climb over the burms. Lights with wire bails should have been models instead. All facets or the light would have been lit. 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. The real fans in the generator buildings have 4 blades each and no more. Nike (Intro): Solids: 73 PointEntities: 8 SolidEntities: 16 Psst, The guard-house really belongs in Nikead. Silly song is really scary if you listen to it. I didn't think Quake/Custents could handle a .wav this large, but they did : ) Placing rusty fire barrel with 2 lights makes this: Hullnum 2: No entities in empty space -- no filling performed Nikead: Solids: 1293 PointEntities: 108 SolidEntities: 98 It was trimmed to Quakes / my graphics board's (3dfx z-buffer?) rendering capabilities. Console pixels may litter screen. Basketball also court was omitted. From one end to the other, It takes ~15 seconds to run, and ~5 by Quake rocket : ) Rocket Launcher was included to eliminate those: distant; clueless; 3-pixel-high; solders : ) Above mentioned solders are not as impressed with Quake's dynamic lighting, as I am : ) Guard-house moved to Nike map. Countless windows slow map. Mess Hall: Should be a little longer North-to-South. Command Post: Not enough Info, not at all accurate, vague at best, may redo : ( Quarters: Not very accurate, it was difficult to tell where the walls were : ( I should/could have made the poles platforms entities (see below), but I was already done. There may have been transformers on the light pole platforms. Nikerad: Solids: 874 PointEntities: 119 SolidEntities: 51 I tried to emulate the way Quake II excludes detail brushes. I know that there is a lot of overdraw. Towers are really fake move_wall entities. They would overwise create large number of useless ports that are prone to sawing leafs. They can hide nothing. They create no Vismap ports of their own, so it should Vis faster. This trick saved this map and perhaps the project : ) Ladders are not straight-up. Real Nike bases have fuses instead of circuit breakers. I could find no decent information on Cromwell IFC trailers and building. I drew from other Nike photos. Some IFC trailer controls are were made from actual photos. While all other buildings are somewhat intact, almost all traces of these buildings were removed? There is a mystery here. I could find no good solid spheres so I made some. They are not good but they work to some extent. Nikel: Solids: 888 PointEntities: 125 SolidEntities: 33 Modeled after pictures of SF88 and what is left Portland. Nike missiles are not fired straight up but at ~85deg, spent boosters would fall right on the launch site. The information that I had on the inside of the launchers was not enough. The ones in my area are filled. I can find few photos, and SF88 if a few thousand miles away. The launch controls are total fabrications copied from the IFC trailer. I have just learned that the vent fans were really centrificle. The last word in the sentence above was not in my MSWord Dictionary : ) I have only cross-section sketches of early Ajax-period magazines, and elevator-area photos. Missile launcher rails, complicate and slow the map a lot. It does not look good without them. I tried it : ( They too are entities just like the radar towers. I thing in real life a Nike Missile would move even faster than 2000":Second : ) I was going to put the missile "Cart" in, but the website said most didn't have them. I was going to put a little sets of stairs next to the launcher rails in, but I only saw them in the European sites. Nikedb: Solids: 256 PointEntities: 39 SolidEntities: 40 There is a room for the sole perpose of lighting the newpaper. -Yes, I DO think that, I have more emoticons than most Quake-level text files : ) ........................................ Cheats: You can travel throughout the levels and fire the missile while avoiding graphic violence. Although with a missle going to meet a plane and all, violence is implied. Type ~ (tilde) to open the console Type: impulse 9 (Gives you keys) god (You can't get hurt) notarget (You will not be seen) Type ~ (tilde) to close the console This will have to be repeated atfer each level after you see the "Loading" sign. If you accidentally shoot at a person, they will shoot back. ........................................ None of the following endorse this software. In no particular order, I would like to thank: You brought me to that Nike site. This is all your fault. I blame you totally! : ) Steph S. Anne Curr : ) Too much help to list. Pit Guard Voice : ) Dominic Urbano He has a great male voice. Pit Laughs : ) Gerhardt P. Technical Sound Help : ) Kim B. Artwork in office: Paintings: Harvey Dodd Photo: Anne Curr Nike Missile Web sites : ) Best Nike Website, special thanks, provoked me to put in the IFC trailers : ) http://www.wp.com/ethelen http://www.nikemissile.org A Calvary Award to : ) Ken Averson: He sent me a better Qbsp compiler, Special thanks : ) You may remember him in such mods as: QBSP GLQuake See-through Water. Vismap Replacement utilities. KenA@TSO.Cin.IX.Net A Calvary Award to : ) He sent me a patch for his Custents, Special thanks : ) Custents Quake C runtime, missile sound: General WarT' (aka Carl Glave) wartrench.telefragged.com Please send thanks to: gnrlwart@telefragged.com Please read the enclosed "custents.txt" For making GlQuake Available : ) The most supported, Unsupported software, Supported more than most supported software: Id Software (Please hire me, itta' be ok.) Lots of great office textures except computer created by : ) Walla a.k.a. Bryan Gibson-Winge bryangw@channelzero.com "fieldofg" WAS from Ray Dream Designer. Now serves as name only. The texture is new. Name be changed in next version. Is made from an bumpmap of : ) Lockeed/U.S. Government, Simulation Texture. http://sdbf.irk.aetc.af.mil/catalog_files/textures/grass256.htm Some of textures obtained from, Id, Quake, Ritual, Rouge, Hypnotic : ) Ground_1 It's really not seamless at all. Background in bepnikefence Sky Concrete Nice. Some button textures Roads and rooftops If you really object please write me and I will redo. Mergewad utility : ) Written by Geoff Phillips (c) Feb 1997. binky@DeathsDoor.com Some Textures Created in : ) Adobe Photoshop Corel Photopaint Corel Draw Adquedit goldrunsh.com/~hicks/adquedit qART Lite info@microtronics.com Maps Created In : ) Worldcraft QSP GLQoole Stoneless Pak Created in : ) Winpack antony@barcom.co.uk ArghLite : ) Tim Wright Email Address: argh@ziplink.net Additional Credits to: Source: id Software & Ritual Entertainment Inc. Lightdis: Janis Jagars Minlight: Eric Sambach Fastvis Captivation VIS : ) Works well on difficult large maps. Original source supplied no obligation by iD Software 12th September 96 Modification by Antony Suter TeamFortress Software antony@teamfortress.com Further modification by Robert Morgan CDL robertm@captivation.com Text Created in : ) Notepad Microsoft Word Sound Edited in : ) Cool Edit SW Sound Forge Diesel sound modified from original obtained from : ) http://www.humvee.com/y/mm.htm Yes, Hummer : ) Computer noises converted from: Microsoft Plus Zip File Created in : ) Winzip Inspirational: Provoked me to set setup for GLQuake, Glquake updates : ) http://www.planetquake.com/gldojo/ndex.html Single player Quake Map Sites : ) http://www.planetquake.com/spq/matt http://awoq.time2quake.com/ 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 Made a 10,000 brush map at Id, : ) Brandon James Fantasy Quake : ) I have't played it yet but it looks cool. http://fantasy.stomped.com Air Quake http://www.planetquake.com/ikq/airquake.htm Some Helpful Quake Editing sites : ) http://www.planetquake.com/chopshop http://www.planetquake.com/QuakeLab http://www.planetquake.com/worldcraft 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 Photos : ) Steve, U.S Army Duckcover.wav: From film: Duck and Cover: U.S Office of Civilian Defence Obtainded from : ) http.//www.petnuke.com Thanks for your patients: Quake Map Hotel: http://www.planetquake.com/hotel/ Cdrom.com: Joost Schuur ...and thanks to anyone who; hosts, plays, reviews this map. I am still working on the credits, I'm sorry if I forgot anyone. : ( ........................................ 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. This level is NOT about taking over a active U.S. Military Base, It is about taking it back from terrorists. Quote from the game: "The people you will meet there are not U.S. personnel." Commander Fray is corrupt, and the world must know what happened. Pit Voice, "The funniest thing is the fool doesn't even know that their commander really works for us". It is plausible that the solders were slipped to a holding area, and the didn't have a chance against the technology. I hope this Quake level leads people to learn more. Because very few people I have talked to knew much. "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 Bye ........................................ Lastedit: 2:39 PM 1/22/98 eof