======================================================================
Title			: Nike for Quake 2
Filename		: nikeq2v5.zip
Version		        : 5 10:10 PM 10/10/99
Author                  : Brenda EP
Webpage                 : http://planetquake.com/nike/
				Please check webpage for current email address and please don't mail-bomb me.
Last Email Address      : brendaep@snet.net

Description		: Nike for Quake II is VR simulation of 1950s-70s Nike Missile Bases, and playable level Pak.			
			These levels push current hardware to it's very limits, please check "Requirements" before downloading.

Pros                    : Good Realism over anything else INCLUDING r_speeds.
			By changing skill levels, you can toggle gameplay or VR-walkthrough.
				May give slower machines a chance to look.
			It's something very different and looks pretty real.
			It may inform as it entertains.
			Over 140 new textures, new sounds and voice clips.
			It has a nice campy feel to it.
			At least 4 out 5 dentists don't recommend Nike for Quake 2 for patients who chew gum : )

Cons			: Object drawing will drop at a distance.
			Framerates are slow.
			Long load-times.
			Unnatural map separations.
			Climbing certain places is a pain.

Requirements            : Registered Quake II version 3.20 or newer.
			Graphic accelerator:
				12mb Voodoo 2/TNT 1/2 class hardware accelerator or better.
				There are contiguous distances of hundreds of feet in some levels.
				One simply cannot render this stuff without an accelerator on a PC (NFW!).
				Most of these levels are high detail, and wide-open areas.
				May not work with 8mb or lower video cards.
			>32mb RAM or more.

			>PII 233 or better processor.

			~ 30 MB Hard Disk space and enough to operate windows and the game.

			* Were really pushing what is expected for PC 3d rendering here so:
				Save work and close all other programs before using.
				Save work and reboot your computer after using.
				Always keep recent backups.
	
			Tested on:
				Celeron 433
				128 Megs Ram
				1-12mb Diamond Monster 2  (Voodoo 2) with reference drivers.
					Timedemo Averaged 30.8 FPS using included nikerad.dm2 during gameplay.

			Other combinations will give varying results.

			Recommended system:
				Nike analogue, 250-vacuume tube and potentiometer computer : )

Real Nike Missiles	: Were radar guided short-range missiles:
				Designed to defend against Soviet Bombers during the Cold War.
				Generally placed in rings to protect populated and other important areas.
				There were around 200 sites in the U.S alone.
				All in the US were deactivated because they were included in the SALT Treaty and also were being phased out.
				One Site has been restored SF-88 (San Francisco, CA, USA).
			There basically 2 types of Nike Missiles:
			Nike Ajax:
				Liquid booster, solid sustainer, conventional warhead.
					Red Fuming Nitric Acid and Jet Fuel : |
					Stirred, not shaken this time, 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.

			(There also was a Nike Zeuz but I think they were just a prototypes)

			For more information see the websites below.

Installation            : Do not overwrite anything.

			Note: Directories MUST be created as this archive is extracted, if not it will make a mess and will not run.
				If you have any doubts, extract them to a temporary folder and move them to your Quake 2 directory. 

			Unzip the files using "Use Folder Names" option in your Quake 2 directory.
			You may copy any .cfgs you use from your /baseq2 or other directory.
				This way you will not have to set up graphics and such again.

			For gameplay: double-click on the nike.bat placed in your Quake 2 directory.

			For VR: double-click on the nikevr.bat placed in your Quake 2 directory.

			2 Maps are DM'able nikead and nikerad.


Playing			: For general Quake 2 information read the Quake 2 Manual.
			VR:
				When you approach most buildings and other Nike things, a message will appear identify them.

			Single player:
				I recommend lowering the CD volume at least half in the Windows (Not Quake 2) mixer ap.
				If you play instead of walk though there are some game things identified as well.
					i.e. Strogg blah, blah... these are not real.
				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:
				Sorry Nike Q2 V5 does not support DM
				Some levels use switched and ramped lighting.
				I compromised on the lighting for DM last time, and didn't get enough interest in DM.

			It's almost night outside, you may want to, adjust monitor brightness or gamma.
				If you do, note where the gamma was, so it can be returned.

			Save games often.

			You will be expected to be a more agile and dexterous than usual.
			
			Doorways fit a person with only 6 inches to both sides.
			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.

			Buttons are smaller than they are on Stroggos, you may have to look for them : )

			Some poles and things are climbable as they are in real-life.
				Climbing ladders through small horizontal openings is very difficult.
					If you climb a ladder turn a little to the side when you reach to the top.
					This trick works for climbing down as too.

			You can change "levels" by slipping through certain gaps in fences.

			My Quake 2 skills are 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 :~(
				Quake 2 has a limit on the number of visible models (doors, windows) that are visible at once :~(
			
Story:
======================================================================
August 10th, 2142:

As I am sure you have read in history books, the Strogg 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 Strogg 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)

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

Credits                 : None of the following endorse this software:
			In no particular order, I would like to thank:

			Voices:
				Intro Narration..........Dom Urbano
				Controller...............Brenda
				AM Radio Voice...........DJKraze
				Cat Friend (Mika)........Carolyn
				Bitterman's Sister.......Amanda Fagan

			Too much help to list: Anne Curr

			Version 5 Compiling help : David S.

			You brought me to that Nike site, this is all your fault, I blame you totally! : Steph S.

			Hosting:
				http://www.planetquake.com
				Kasi

			Nike Related Web sites:
				Special thanks, provoked me to put in the IFC trailers:
					http://www.jps.net/ethelen/
				Glad to hear from the neutron generator was not exactly there...
				and the site was not especially "hot"
				Maybe I should get a Dosimeter if I am going to do this stuff.
					http://alpha.fdu.edu/~bender/
				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:
				Robin Hermance-Moore
				p-banshee@geocities.com

			Information about glide error:
				Russell B. 

			Nike Elevator Sound:
				http://www.nikemissile.org

			Duck and cover from:
				Atomic Cafe is a must-see!
				Propaganda and Paranoia can be very entertaining : )
				http://slonet.org/~rloomis/acafe.html
	
			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

			Some Sounds and Radio Background Sounds for Voices:
				Id

			Special thanks:
				Cecil
				Rust
				David V
				ET
				Paul
				Corolyn

			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

			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:
				Id
				Ritual
				Rouge
				Hypnotic

			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.gamedesign.net.com
				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		

			'Sneaked peek at your SF-88 launcher photos, thanks:
				Judy
				Ann
				Brenna Manx McKatt
					AKA "The Furry Meatloaf"

			Glide Error Help:
				Russell B.

			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 Jersey Launch Magazine.
			
			Moose Trained to Mix Concrete and Sign Complicated Insurance Forms By:
				Monty

			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
				Static(Tic-Tac) and Gates Imissu
				Mika
	
			Level design, most textures, story and dialogue as at parts from Id's -
			custom sky, research and some original sound editing: Brenda EP

			I am still working on the credits, I'm sorry if I forgot anyone : (
	
			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

======================================================================
Copyright / Permissions	:

			This level Copyright (C) 1997, 1998, 1999 by Brenda Ellen Perdion.

			These levels were not made by or supported by Id Software.
				Please do not ask them for help on this.
	
			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 II with it.
	
			You can't do anything else with it.
	
			Use at your own risk.
	
			Light Fuse, get away!
		
			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.

			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 Half-Life fans.

			This level should only be used by people over the age of 18 years.
		        This level should not be used by people that cannot tell fantasy from reality.
			This level should only be used by people that possess a repect for all living things in real life.

		        Every living thing that leaves my world, leaves also a void that will never be filled.

		        P l e a s e    D o n't    H a t e    I n    R e a l    L i f e
	
		        E n j o y    L i f e's    D i v e r s i t y

======================================================================
Other Works by Author   : Nike for Quake 1
			Ctype for Quake 2
			Blevel for Quake 2
			Dwell DM for Half-Life
			Iron Maze for Quake 2

Bugs / Changes          :
			All Maps:
				Regrettably, I had to change the "Controller" voice, the other one fit real good.
					I couldn't find anyone on short notice.
				Fixed spot in environment map.
					8-Bit environment maps are now included.
				Set curves for Arghrad.
					Used angle based cueing for better sun lighting, I don't know why this works better but it does.
				Mitered all corners except where impossible.
				Set driveways, small foundations and sidewalks flush.
				Reworked fence texture for masked texture.
					Only works in GL but it wont run without anyway, otherwise fences will be pink.
				Changed doorknobs to simpler ones.			
				Painted working areas of most buildings two-tone.
				Fixed wires and tapered ends.
			Nike:
				Made street lights translucent and blueish.
				Used diamond bars on lights.
				Reduced exposed pool polys.
				Lowered catfriend volume and removed trigger from skill 0.
				Lowered light on water in sewer.
				Moved grate to detail.
				Made map-change triggers smaller.
				Fixed gate-sign spelling error.
			Nikead:
				Redid outside lights
				Added heaters in Admin building.
				Tank:
					Reworked and moved out of detail.
					Redid ladder.
				Reworked wires and tapered wire ends
				Removed incorrect door from generator building.
				Made most inside doors already open.
				Mess:	
					Mixed mess bathroom door.
					Fixed texture error in eastern messhall doorway.
					Added heaters and asbestos covered pipes in messhall.
			Nikerad:
				Made in-floor diamond-plated cableways flush and part of the floor.
				Hipar Tower:
					Made new dome and texture.
					Tower is more realistic and very close to scale.
					Added supports under Hipar
					Made Hipar railings smaller with small posts.
					Changed platform texture to higher resolution.
					Added clipbrushes to help funnel player up.
				Hipar Building:
					Trimmed Hipar heating vents and made thinner.
					Made Hipar heating room accessible.
					Added fans and vents and reworked the roofs to match.
					Better Hipar antenna dish and waveguide.
					Added Klystron details.
				Generator Building:
					Added generator engine fans.
					Added indication of cabinets in office.
					Added fans and vents and reworked the roofs to match.
					Made some interior doors stationary.
					Added small heaters.
				IFC:
					Added vents
					Added clipbrushes in trailer doorways.
				Small towers:
					Removed dome mounting rings.
					Made Lowpar mount func_wall to prevent brush destruction.
					Changed rail parts to separate func_wall to prevent brush destruction.
					Changed platform texture to higher resolution.
					Added clipbrushes to help funnel player up.
					Better Tracking Radar Antennas.
				T1 Trailer was remade solid (don't have enough into to make inside anyway)
			Nikel:
				Made in-floor diamond-plated cableways flush and part of the floor.
				Berms changed to correct C shape.
				Magazine personnel doors correct.
				Made fences more rounded as in real sites.
				RCAT Drone and prop no-longer get trashed because the fuselage is one brush.
				Ajax-style hatch opens from inside.
				Added clipbrushes to help funnel player up hatches and down stairwell.
				Fixed windows so they appear on both sides.
				Added Assembly/Warheading Building exterior lights and outside crane.
				Better chain faults.
				Redid light spotlight and spotlighting.	
				Moved magazine interior beams to detail.
				Moved magazine interior lights to func_wall.
				Better Nike Missiles.
				New missile exhaust.
				New flying distance flying models.
				New nuclear explosion with ramped dynamic lighting

Construction time       : Long

Misc.			:
			When I started out I just wanted to make launch magazine.
			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 ones.
			Doorways are 66 x 44 inches wide 
			Switches are 32 inches off the ground.
			None of the key models are seem appropriate.
			The inside of some of the real buildings are light-blue with dark brown paneling with red tiled floors : (
			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 : )
				The nuclear textures are named a(ngel) od
			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?".
			Except for the 6 spotlights in Nikel and blast effects, there are no point-type lights.
			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: 6151

			Nike (Intro)
				713 Brushes.
				Just a street and some fence.
				Should be about 1/4 mile long but was clipped to fit.
			Nikead:
				1570 Brushes.
				Some trees omitted.
				Admin Building:
				Mess Hall:
					Needs more tables.
					Needs kitchen appliances.
				Quarters:
					Not very accurate, it was difficult to tell where the walls were : (
			Nikerad:
				1861 Brushes.
				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.
				IFC Building is modeled from site in Milford, but looks like the Cromwell one (CT).			
				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.	
				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 communications.
				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 :~(
			Nikel:
				2007 Brushes.
				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.

Dedications             : 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 and is NOT about taking over active U.S. Military Bases,
				It is about taking it back from part mechanized, part living alien monsters.

			I continued to work on this because of positive mail and response from the Quake community.

			"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...

Whois Brenda?		: An androgynous person born in 1965.
			Likes:
				Playing/making maps for Quake 2.
				Hiking.
				Exploring.
				Playing Music:
				Guitar and Piano.
				Raspberry Tea.
				Banana Milk Shakes
				Raw chocolate chip cookie dough.
				Indian food.
				Cats.
				Anime.
				Friends.

"I tried to myself feel better, by having fun with the bitter irony of Cold War and my fear of nuclear incineration."
Thank you for playing
eof
