Here are some notes for level designers who wish to make a
Special Forces Quake mission.  PAK1.PAK contains the levels,
PAK0 is all the graphics, sounds, progs, etc. So distribute
new missions either in .BSP format or PAK1.PAK

WEAPONS:
       NEW WEAP         QUAKE WEAP
1 - COMMANDO KNIFE      AXE
2 - MP5                 SHOTGUN
3 - ASSULAT SHOTGUN     SUPER SHOTGUN
4 - SNIPER RIFLE        NAILGUN
5 - GAS GRENADE         SUPER NAILGUN
6 - GATOR MINE GUN      GRENADE LAUNCHER
7 - C4 CHARGE           ROCKET LAUNCHER
8 - AIR STRIKE          LIGHTNING GUN

NEW BAD GUYS
1 - MERC                SOLDIER
2 - NAZI                ZOMBIE
3 - TERRORIST           ORGRE
4 - NINJA               KNIGHT
5 - SNIPER              SHAMBLER
6 - GUNSHIP             WIZARD
7 - BIO HAZARD          SLIME
PLUS YOU CAN USE THE FISH AND DOGS SINCE THEY ARE REALISTIC

*Dont use Hell Knights, these are the FUTURE VICTIMS and do not have
any attacks, they just bother the player and bad guys!

LEVEL GOAL: You can setup a "level exit" portal to give the player
a go-to goal, or use NO EXIT and the level becomes Kill-em-all,
and will end when 100% of the enemies are dead (be sure that all
are reachable or not too well hidden in KEA mode, the player is
going for best time here, not long hunt for secret baddies).

Levels should be e1m1-e1m9.  The start level was changed to act
like a normal exit to e1m1 level, so you can create a new start
or leave it as-is.  Do not create for e2 or e3 cuz they'll never
get to it without using a map command.

When building a map, you should place at least 1 bad guy else the
level will end right away when you go to test it (do to the KILL 'EM
ALL rule in effect).

KILL 'EM ALL rules only work on episode 1! So dont make KEA
levels for anything but e1m1 - e1m9!

Email me your maps so I can pass them around! Thanks, the Hitman
