Quake Levels
strom - screen shots- back to map list

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	- -          S T R O M           - -
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	  + + + V E R S I O N   0 . 3 + + + 

NOT 100% TESTED, ANY PROBLEMS - EMAIL ME

YOU MUST HAVE A REGISTERED VERSION OF 
QUAKE TO PLAY -STROM-

!!! WARNING - IF YOU WIPE YOUR OLD PAK0.PAK   !!! 
!!! ITS YOUR PROBLEM FOR NOT READING THIS     !!!
!!! EARLYER - THE STROM PAK0.PAK FILE (8.2MB) !!!
!!! GOES IN A "STROM" DIRECTORY UNDER THE     !!!
!!! "QUAKE" ONE.			      !!!

Maps compled, QuakeC edited by ray@ebom.org

              I AM NOT A PROGRAMMER!

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

 I n t r o

STROM started out as series of Quake levels that 
could be played as fast as possible. The architecture 
is not as complex as that of the orginal game, but a 
486 was in mind. The levels have also been constructed 
to be as much deathmatch as standard game play.

There has also been quite a number of changes made to 
the QuakeC, although minor. All the STROM maps need 
the "strom" pak0.pak file, if you don't include it 
things will not behave correctly. The full list of 
changes is below, under the title 'QuakeC for STROM'. 
To take advantage of these changes you should read 
this. Also below is a list of the map names under the 
title "How to play STROM".

i like big shadows and dark spots and traps, and 
playing fast. Some traps can not be escaped from!

You have been warned. 

-----------------------
 C O N T E N T S

i)   How to install STROM
ii)  How to play STROM
      a)Map list
iii) The Story
iv)  QuakeC for STROM
      a)Geneal
      b)Bindings
      c)Command Line
v)   Programs Used
vi)  A bit on ME
vii) version update
-----------------------
i)   How to install -S T R O M-

strom.zip needs to PKUNZIP extracted with the directory 
structure, from the directory were you have quake.exe
installed. i.e.
	c:\util>pkunzip c:\temp\strom.zip c:\games\quake -d

Or use 'winzip'

the new files and were they should be, should look like
the following (from the quake directory)
	-quake\
	       strom.bat
	-quake\strom\
		     pak0.pak
		     config.cfg		-optional	
		     strom.txt		-this text

-----------------------
ii)  How to play -S T R O M-

Go to the dos promt, (as if you were going to play 
Quake) and type 'strom' i.e.
	c:\games\quake>strom

Or you can do it the long way, which will let you take
advantage of the other comand line functions. (see 
QuakeC for STROM, or read the Quake techinfo.txt file)
	c:\games\quake>quake -game strom
	
-----------------------
a) Map List
	  start.bsp
	  cats.bsp
	  owls.bsp
	  rats.bsp
	  penis.bsp	(secret level)
	  slugs.bsp	(good deathmatch)
	  reds.bsp	(good deathmatch and the end)
	  love.bsp 	(deathmatch only game)	  	
	  fish.bsp	(deathmatch only game)

=======================================================
to jump to any level type the following at the console
	changelevel name
where 'name' for example would be 'slugs', the '.bsp' 
is unnecessary
=======================================================
-----------------------
iii) The Story - I thought I should put something in.
-And it goes like this-

Strange little legends float around your town. 

Today was one of those rain days where people seem to 
know where to gather without being told. You waited 
all morning for a break in the weather to get out of 
the house. The old Town Hall with surrounding veranda 
is where you find yourself and a collection of old 
timers. They are all sitting around talking, some 
of them acknowledge you and you feel welcomed. Legends 
and stories, some new and some old, are being told like 
you have never heard them before. One or two of them 
stick in your mind. An old woman tells the story about 
a night of the year where dimensions cross, where the 
Fairy Kingdom and our own are linked through 'Fairy 
Circles'. A young man nicknamed "Bilbo" who several 
hundred years ago entered one of these circles had 
returned from this "fairy" realm to notice everything 
was older and different. There were new houses and the 
old ones appeared older. He returned to the pub to 
search for a familiar face but none were found. He 
overheard a group of elders telling a story about a 
young man named Bilbo, who strangely enough fit his own 
discription, but spoke about this young mans mysterious 
disappearance 100 years ago. Bilbo was puzzled by this 
because to his recollection he had only spent one night 
with the 'fairies'. 

The other story was more of an explanation or discussion 
of the Death of Shub-Niggurath and how this event had 
thrown 'order and chaos' into a spin and how this would 
effect the fariy lands. 

The night was closing in fast. The rain did not seem 
like it is going to stop. On your way home, you 
begin wondering about the stories. 

Just off the path you notice a few dancing coloured 
lights. Walking over to them you soon see that they 
are what can only be discribed as mischievous little 
fairies. They call you over and tempt you to enter their
realm.... 

-----------------------
iv)  QuakeC for STROM
 a)  General

To start with I am NOT a programmer, but I did mess with 
the QuakeC for STROM

-Somethings decided- 
I started out with soild dead bodies that could be shot 
and had a bit of gut flying, then break-up into 
'gibbits', but because the bodies of dead were soild 
they became a bit annoying from time to time (quite 
alot of the time really). So this code was removed.

The Throwing Axe was an extra weapon that i started 
with but I then removed it for the Morningstar.

I didn't want the Morningstar in single/co-op games so 
i played with some of the code (and graphics). The only 
problem is that it appears in 'single' games, but does 
not function. -like i said "i'm not a programmer".

-Throwable Backpack-
This is something I thought was 'pretty cool', 
especially for deathmatch game. It works well, and its 
simple. Although It is another key to remember, 
something I wanted to keep away from. If you have some 
'rockets' in your possesion - hit the 'b' key. This 
throws a backpack over your head - shoot it and it 
explodes. 

But this has been removed from v0.3 of STROM.
 
-The MorningStar-
The Morning Star only functions correctly under 
deathmatch games.

To use the Morning Star 
a) press "1"
b) now press it again,
c) now experiment.

I used/modifyed MORNING STAR v1.11b from 

"Mike"  

Any comments/praise on the MorningStar can be forward to 
him. But remember I played with the code so don't report 
bugs to him!!

-Rain-
Well i was looking for mist, but i found Rain instead at 
the QuakeX site. To be honest, I didn't like the wave 
file include, so i didn't include it (and i didn't 
think it suited the atmosphere of STROM). I also think 
its a bit buggy ie. die in the rain and it turns on its 
side as it falls, Well thats 'sprites' for you. 

QuakeX can be reached at (i think)
http://www.planetquake.com/quakex/index2.html

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iv)  QuakeC for STROM
 b)  Binding

-New key and functions
 
 "1" normal axe OR Morningstar (see notes for details)

"impulse 21" can be used for the Morningstar 
instead/as-well-as the 1 key. 

=========================================================
 if you have a non-standard config.cfg file copy your 
 config.cfg to the strom folder and bind impulse 21 to a 
 key of your choice.
=========================================================

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iv)  QuakeC for STROM
 c)  Command line

-Handy comand lines and functions

 quake -game strom
	starts the strom game

 quake -winmem xx -game strom  	
	starts the strom game from within windows with
	xx megs of memory allocated, you need xx plus 
	8 megs. the extra is for windows (ie. -winmem 16
	if you have 24 megs)

 quake -game strom +map name
	starts the strom game at the 'name' map. All 
	for the original Quake maps can be accessed 
	except the 'start' map, which will take you 
	to the strom start.

 quake -game strom +skill 3 +map name
	starts the strom game at skill 3 at the 'name'
	map. (0 is easy, 3 is nightmare)

 *note 1
 '-game strom' need not be included, you will just go to
 "quake" instead
 *note 2
 "-winmem xx" comes before "-game strom" before 
 "-skill x" before "-map name"
	

=========================================================
 you can change the "gravity" of any level by typing 
 sv_gravity xxx 
 at the console (hit the ~ key). where xxx is any number.
 800 is normal, 100 is Ziggurat Vertigo. 
=========================================================

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v) Programes Used

	Netscape 3.0Gold
	Thred v0.6b 
		Jonathan Mavor ah289@freenet.carleton.ca
	EdQuake v0.50 -just the ripper untill i got 'AdQuedit'
		coded by Scott Mitting(smitting@netusa1.net)
		http://www.netusa1.net/~smitting/edquake/  
	QuakeME v2.3 (Quake Model Editor)
		Rene Post renep@xs4all.nl
	AdQuedit Quake Workstation
		Cable Hicks hicks@goldrush.com
		http://goldrush.com/~hicks/
	Winpack v1.2
		Antony J H Barratt antony@barcom.co.uk
	NewWad 1.3
		(originally pcx2wad 0.98 by Daniel Gilliland);
		Modified by Christopher Wise 
		wise@eng2.eng.monash.edu.au
	
	And Quake - the true Gods - idSoftWare
		www.idsoftware.com

All of the above have done a shit load of work and 
deserve all the credit. I could not have done what I 
did without these programmes.

----------------------- 
vi) A Bit on Me -

I began work on these levels around october 1996, (i 
think) and have no real training in computers what so 
ever. (I have only had a computer since Januray 1996).
The early maps took up to three weeks to complete, 
with the final two (slugs and reds) taking a bit more 
than a day each (but they are small!)
 
I have completed a Bachelaor of Fine Arts, at the 
University of New South Wales, College of Fine Arts, 
and thats about it for study. From time to time I 
have exhibitions of my 'Art' in galleries around Sydney.
 
I love spending time with my girlfriend Jenny, the rest 
of the time I am either riding my skateboard, on my 
computer, or taking photos of dead animal remains and 
deserted bulidings. 

ray@ebom.org
http://ray.onemoremonkey.com/

any comments on the levels are welcome, but please 
remember this is an early version of STROM!!! (so tell 
me about bugs/problems etc.)

----------------------- 
vii) version update

version 0.3
	-fixed a teleport destination for a dog on 
	 "Missing Cats".
	-fixed a problem with co-op games on "Muddy 
	 Owls".
	-fixed a problem with the "thunderbolt" 
	 underwater, (you died, but didn't).
	-updated progs.dat to v106 Quake C.

version 0.2
	-fixed a missmatch texture on penis.bsp
	-fixed a missing monster target on penis.bsp 
	 (for easy skill).

version 0.1 
	-first release on the net


----------------------- 
Thanks to 
Jenny
Ian
Thom
e.b.o.m. -rip







strom - screen shots- back to map list