10/19/96

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Title                   : Torture

Filename                : torture.bsp

Author                  : Gyro Gearloose - gyro@nwlink.com

Description             : Quake level designed with single player in mind.

Thanks to 		: All of you Quakers out there who gave me feedback on

                          crucible.  This one's for you.  Chris & Trey for

                          Quest, a way cool and powerful editor for DOS,

                          id Software of course, and Dr. Benway for putting

                          up with night after night of me stumbling to bed

                          at 5:00 mumbling about woodgrain for racks and stuff.



               Check out further wackiness at:

                 http://www.nwlink.com/~gyro



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* Boilerplate info *



Single Player           : Yes

Coop                    : Yes (3 starts)

Deathmatch              : Yes (6 starts)

Difficulty Settings     : Yes

New sound/music/graphics: No

Base                    : New level from scratch

Tools used              : Quest 1.081, text editor, and qbsp_dos

Build Time              : Estimated at 100 hours over about 20 days

Distribution and legal  : Copyright (c) 1996 Aaron Logue.  All rights reserved.

                          Portions copyrighted by id Software, Inc.

                          This level may be electronically distributed only

                          at no charge to the recipient, and may not be

                          modified in any way.  UNDER NO CIRCUMSTANCES IS

                          THIS LEVEL TO BE DISTRIBUTED ON CD-ROM WITHOUT

                          PRIOR WRITTEN APPROVAL BY AARON LOGUE.



* Way Too Much Other Info *



This is my second Quake level.  The first, crucible, netted me lots of good

feedback.  It looks like people want some single player levels.  Curiously,

I never intended crucible to be for single play, but folks thought it was

okay for that.  I'll see if I can do better with an intentional stab at

single player design.  



I got all excited about trying to make some big stone head sculptures that

looked cool, but discovered that it's a lot harder than I thought.  You'll

find a few things along those lines in here, but I obviously need more

practice before I'll be able to chisel out a face.



To use: With the registered Quake, copy torture.bsp to quake\id1\maps (create

the "maps" subdirectory under your "id1" directory if you don't already have

one) and try one of the following:



quake +skill 0 +map torture         <-- easy single player

quake +skill 1 +map torture         <-- medium

quake +skill 2 +map torture         <-- hard

quake +deathmatch 1 +map torture    <-- explore level in deathmatch mode



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



Help me become better at this!  Make my day - email me your critique

of this level.  I don't know how long I'll obsess with Quake levels

(I was hooked on DOOM editing for about 6 months) but I know I'll make

at least one or two more.  I'm a user-driven kinda guy, so if you have a

sec, please yank this into your favorite text editor and pull no punches.

If you think of better questions to answer, add them!



Which skill/difficulty level are you critiquing:

Did the playability seem to match the skill level?

Are you mostly interested in single player or deathmatch levels?

If deathmatch, how do you typically use a downloaded level -

  2-player, modem to modem with a friend?

  On a private LAN?

  On a server accessable via the internet?  (If so, where? Can I visit? :) )

What are your favorite and least favorite monsters to deal with?



Rate the following from 1 to 5 (1=too little, 5=too much):

  Ammo

  Health

  Weapons

  Armor

  Monsters



Fill in the blanks from 1 to 5 (1=strong agree, 5=strong disagree)



The textures used matched the architecture             ___

There were more monsters than the level needed         ___

Required me to follow a preordained path               ___

The text file accompanying the level is too big        ___

There weren't enough monsters to hold my interest      ___

Allowed me to wander about however I felt like it      ___

The level should have been more puzzle oriented        ___

The level was claustrophobic - needed more open spaces ___



Any other comments:



Thanks and many happy frags!



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



--- SPOILER WARNING --- Read no further if you don't want hints.



After you come up the start lift, you can take any of three basic routes:

the dungeon, the skull, or the cathedral.  Your choices will affect

how the level plays, so if one order seems too difficult, switch to a

different order.  Each route permits the opening of one of the three

sets of bars over the exit, so to complete the level, all three paths

will need to be traversed.



The Cathedral:



There really aren't any tricks to speak of in the cathedral.  Shoot

the wall behind the key to reveal an extra box of nails.  Know the

sequence that the mouths open and strafe the Scrags before they have a

chance to emerge.  Go below and lower the lift, then go back up and

get the key.  Either drop straight into the exit room or return to

the opening area when done.



The Dungeon:



As soon as you grab the double shotgun, an ogre is going to try to

jump on your head.  Run back up the stairs.  If the ogre intercepts

you, you'll just have to duke it out with him.  Otherwise, hang out

and get him and the first tarbaby to fight it out amongst themselves.

Take out the second tarbaby with two double-shotgun blasts, and jump

over the ledge into the dungeon.  Once committed to the dungeon,

there's no going back...



The zombie prisoners in the dungeon can be killed after they've been

released.  The trick is to hit the switches in the other two torture

chambers first, then get the zombies and the ogre fighting amongst

themselves by dashing into the room and quickly backing out.

Eventually, one of the ogre's grenades will incite the zombies to riot

and they'll kill the ogre.  When the ogre dies, the zombies break out,

and you need to run in and hit the switch.  This gives you access to the

quad damage and silver key upstairs.  Quad damage plus shotgun equals

zombie gibbage.



The Skull:



Standing at the mouth of the skull, turn around and look at the left

door.  A target should be visible.  Shoot it, and the mouth of the skull

opens to reveal a passage.  Below you will find the super nailgun and a

switch.  The switch opens both the doors and a set of bars to the exit door.



The Exit Room:



Handling the exit room depends on how you got there.  It's possible

to take on the dungeon first and use the Quad to dispatch both the

zombies and the exit guardians before it runs out.  If dropping

into the exit room for the first time from the cathedral, it's probably

safest to run right past the guards into the teleporter.  Of course,

they'll be fully awake the next time you pass through.  Waking them up

via the skull may be the best bet, since you'll have the super nailgun

to pick them off.  Experiment with the order of the passages you use

into the exit room to find the one that works the best.



Deathmatch mode should work, but has not been playtested.  I removed

the exit bars and placed a jump barrier across the exit, and forced the

the skull's jaw to remain open.

