July 15, 1998 ================================================================ Title : Structural Mechanics Filename : pak0.pak (smd1.bsp, smd2.bsp) Author : David Hyde Email : rascal@magnolia.net hyded@ex1.wes.army.mil Updates : http://www.magnolia.net/~rascal Description : Structural Mechanics Division at the Waterways Experiment Station in Vicksburg, MS. Violates every author's rule of not copying existing architecture, but this building isn't your typical office environment. This is a map of my workplace, with a few extra traps thrown in. The monsters are real. Story : While the Marines were off fighting on Stroggos, we had a few visitors here on Earth. The Strogg have taken over the Structural Mechanics Division (guardians of the free world). Your mission is to detonate all explosive testing devices within the SMD before the Strogg do it themselves, and, of course, kill all Strogg. This will enable the SMD to get back to business as usual, and more importantly, allow you to claim primary authorship in a career-enhancing technical report. Bugs/Problems : The work area of the building is too large and too detailed to be playable on a software-only system. It runs exceptionally well on a P300 w/256Mb and a Monster 3D II (duh), and pretty darn good on a P200/32Mb and a Monster 3D. I can't vouch for anything else. Installation : 1) Create a directory \smd below your Quake2 directory. 2) Unzip pak0.pak to the \quake2\smd directory. 3) Play by using the command line quake2.exe +set skill X +set game smd +map smd1 Credits : Knifeswitch prefab modified from that found at BadMonkey Prefabs (http://www.rcip.com/badmnky/prefab/prefabs.html) I have no idea who the original author is. Thanks to Matt (Tron) at 3D Gamer's Edge (http://members.harborcom.net/~solosoul) for posting a review of this map and for his sage advice. Changes: Divided large work areas with dividing walls... really hated to do this, but the map was virtually unplayable on all but the fastest systems. Corrected a perplexing hall-of-mirrors problem in one of the 2nd floor offices. Fixed a couple of areas where the player could get stuck previously (cab of instrumentation truck and inside one of the reaction vessels). Corrected a few inconsistencies in types of ammo/weapons that were given up by dead Strogg, e.g. machinegun is no longer given up by a Berserker. Other : All of the explosive devices and testing equipment depicted in the map are real, and are fairly accurate representations of the real thing. However, we perform the majority of our explosive tests at remote test sites rather than in-house, for obvious reasons. The exception to this is the large Blast Load Generator (the large cylinder on rails), in which we frequently detonate charges up to about 50 lbs. The only inaccuracy with the BLG is the exaggerated earthquake. This info is provided for those of you who might get the wrong impression that we are completely insane... no, we don't detonate large quantities of explosives just outside the restroom (usually). ================================================================ Play Information ---------------- Single Player : Yes Difficulty Settings: Yes... 0,1,2 Cooperative : No Deathmatch : No way Construction ------------ Base : Nothing Editor(s) used : qED Build Time : Way too long Textures used : Original Q2 textures, plus custom textures included in pak0.pak Copyright / Permissions ----------------------- Do whatever you want with it, but include this .txt file. If you make any money from this, have a beer on me.