
01-04-2000
 
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Magic Lamber forever

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The story :         (conceived by Mark Shan - written by Jay Aiken)


The war with the Stroggs goes on, and warriors on both sides are engaged in killing 
each other, to the far reaches of the galaxy and beyond.  Meanwhile, the Stroggs 
have not stopped their "Magic Lamber" project - and they have made an awesome 
conceptual breakthrough:  Magic Lamber will be not only a colossal war machine, but 
also a tremendous library computer, containing all human historical, cultural, and 
philosophical knowledge and data.  With this wealth of information, the Stroggs and 
Magic Lamber will be able to change both the development of human history, and 
then the very memory of our past, until humanity knows nothing but Magic Lamber, 
past and future - forever... 


Do you recall the gigantic Monolith from one of your missions before the first Magic 
Lamber assignment?  Our latest intelligence suggests it was the first step of this new 
Strogg strategy - a cosmic receiver that obtains and stores all human knowledge and 
wisdom, a tremendous volume of data.  From the underground receiver terminals, the 
computers of the Monolith send this data to "cultural processing laboratories", where it 
is transformed and stored in a plasmatic-compressed medium, and then altered and 
adulterated via the new Strogg technology of anti-photonic laser, when it is then ready 
to be recorded on a couple of Anti-Matter Compact Discs, each containing billions of 
terabytes of adulterated and evilly contaminated human "cultural knowledge". 
Possession of these AM-CDs will give Magic Lamber the supreme power it needs to 
begin carrying out the Strogg goals of obliterating and remaking human culture. 
  

Your mission - and you do not have the choice of refusing it, not if you want to live 
another day - is therefore: 
1 - Demolish the receiver monolith to buy us time in case you do not finish your 
mission. 
2 - Shoot down or blow up all of the lasers in the processing laboratories, and stop the 
recording process for the AM-CDs. 
3 - Take the CD with corrupted data that you are now being given, and insert it into 
the master memory circuits of Magic Lamber, to cause a massive crash of its computer 
systems. 
  

A number of great warriors for humanity have tried this mission before you, and failed, 
thus alerting the Strogg to our knowledge.  We know this makes your mission more 
difficult, but humanity has no choice - you are our last hope.  Good luck.  Insertion 
commences.... now                      
                            

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Author                  : Mark Shan 
                                                                             brushes          monsters

Filenames               : forever.BSP   Magic Lamber forever                   491               0
		          aracno.BSP    Aracno Palace                         2463             111                     
   		          aracno2.BSP   Aracno Palace upper floors            2094              60          
			  monolith.BSP  The Monolith                          2566              90
			  forbhall.BSP  Forbidden hall                        2632              45			 
                          mirrors.BSP   Mirror floor                          2255              30
                          laborat.BSP   Data processing laboratory            2004              70
                          plascore.BSP  Plasma production core                2518              71
                          lamblair.BSP  Magic Lamber's lair                   1305              23
                          neverend.BSP  Neverending Nightmare                 1366               0
        
                                                                  total      19694             500

Version Date            : 01.04.2000
Email Address           : markshan@tin.it 
Home Page		: http://utenti.tripod.it/shanks/mark.htm


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c r e d i t s:
          
                    
play testing        Jay Aiken                    (jaaiken@nc.rr.com)

technical support   Richard Neff                 (rickneff@aol.com)
                    Brian Griffith               (http://grinreaper.gamedesign.net)
                                                 (grinreaper@gamedesign.net)
suggestion          Eric Barbara                 (jbarbar1@tampabay.rr.com)

textures            Francoise-Xavier             (ogro@planetquake.com)
                    Delmotte (aka OgrO-Fix)      (http://www.planetquake.com/pandemonium)
                                        
                    Sean Johnson                 (sean@dpsoft.com)
                                                 (http://www.geocities.com/SiliconValley/Vista/5859)
                    Adam Cooper                  (adamc@axionet.com)
                    Jim Nobles                   (jnobles@multipro.com)
                    MeanArena (Quake3 textures)  (http://www.planetquake.com/meanarena)

Characters          Down of Darkness Team        (http://www.downofdarkness.com)
  

Prefabs             Scud                         (Scud@aurum.net.au)
                    Re-fabricator                (william@daark.demon.co.uk)

      
                  			                  
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p r o g r a m s   u s e d:

Virtus DeathmatchMaker II           (http://hometown.aol.com/dmm2editor/index.html)
Wally 				    (http://www.telefragged.com/wally)
Ulead Media Studio 5.2 Audio editor (http://www.ulead.com)
Paint Shop Pro                      (http://www.jasc.com)
Adobe Photoshop 5.0                 (http://www.adobe.com)


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p l a y   i n f o r m a t i o n:


Game    : QUAKE 2                          Single Player     : YES
                                           Cooperative       :  No
                                           Deathmatch        :  NO      

Difficulty Settings     : YES

New Stuff               : Includes new textures, sounds
			

Prefabs Used            : Mechs, Lamps
Build Time              : Dic 1999 - March 2000


Compile machine         : Pentium III 500 Mhz - 256 MB RAM - Voodoo3 3000 video card

Test machine            : Pentium III 500 Mhz - 256 MB RAM - voodoo3 3000 video card
                          Pentium III 450 Mhz - 256 MB RAM - TNT2 Ultra video card
                          Pentium II 266 Mhz - 64 MB RAM - Savage4 32 MB video card


note                    : Quake 2 engine DO NOT support reflective surfaces: what you see 
                         in some locations is only a visual trick, then some slowdown may
                         occur on lower end software rendered machines in areas with lots of
                         transparency: you need AT LEAST a Pentium II 266 Mhz  - 64 MB RAM machine
                         to have a decent framerate.

Know bugs               : You may occasionally experience problems restoring saved games in the final levels Plasma Production Core and Magic Lamber's Lair. 
                        I suggest saving in the Data Processing Lab prior to entering these last two levels, in case a saved game in one of these levels cannot be restored successfully.


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How To Use This Level:


You need the full registered  version of Quake  2 to play these levels.
You should also download the newest version of Quake 2 from id Software
(www.idsoftware.com) before playing.

To install this ZIP:

Extract all the files into a new folder in your Quake 2 folder called:  forever
( ex: c:\quake2\forever)

In Quake2, bring up the console (~ key) and type in:
		skill % (0=easy 1=medium 2=hard) <enter>
		game forever <enter>
                map forever  <enter>

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Copyright / Permissions:


Quake 2 (C) id Software (www.idsoftware.com). All rights reserved.

This level or the contents of this ZIP file MAY NOT be distributed
in  any form  unless the ZIP archive is left intact and unaltered.
This level (ZIP) may not be commercially exploited  or sold in any
way without my written  permission. 

