July, 2001

All is well. You are walking through an empty field. The hilltops seem 
to glow under the sun.  From the distance, you can hear the waves as 
they sweep gently against the rocks. The grass, still wet from last 
night's rainfall, sizzles under your feet. As you breathe deep, your
lungs fill with the fresh, sweet morning air. You smile with thoughts 
of what has been put behind you, and what is to come. All is well.

From your right you hear a boulder crash to the ground. You turn to 
look - but nothing. Then again - three more boulders - only this time 
louder. Then again, and again. More and more boulders. Louder and louder. 
You look - but still you see nothing. 

"Captain! Captain!" The gleaming hilltops slowly blur, and turn to a 
moldy, stained dull green. Your lungs now begin to fill with dank, 
mildew-infested air. You realize then that there is no fresh air, no 
waves, no grass. Only...

"Your ship is ready. Prepare to launch!" You reach stiffly for the 
doorknob. It turns defiantly under your callused fingers. The door 
squeaks open, and you are greeted by a boy who appears to be no more
than 13. "Lunch?" you ask.

"Uhh, no, Captain. Your ship - it's been..."

The words drift away as you make your way down the 
corridor. No one should have to go through this - not again. But how 
many times have you heard yourself say that before? Hundreds?

"I am reporting the information to you as it has been given to me. Sir, 
the Strogg have obtained the technology for a new, highly advanced 
communication system. This system is being used to transmit data which 
is highly useful to the Strogg Empire. Should - "

You look at this boy - this innocent - how did he get dragged into 
this, you wonder. At his age? He can't be more than five feet tall - 
and no more than 100 pounds. Is this legal?

" - mission is to destroy this communication system. After it is 
destroyed, sir, what you will find is unknown. How long it will take 
you to get back is unknown. You're on-board computer will steer you in 
the direction of what has been determined to be the safest landing 
area. You will - "

"Yeah, yeah, whatever." You holster your issued blaster, and climb the 
ladder to the cockpit. So much for 'climbing the ladder to success' 
like I had planned, you think to yourself. You strap yourself in, and 
before long the engines begin to roar behind you. You start wishing for 
the field. For the waves. For the fresh air. All is not well.



- Description -		

What			: Five-level Single Player Unit for Quake2
Called                  : Damage, Inc.
Filenames               : Intro, Commsecd, Secarea, Basin, Dvalley (.bsp)    
Me                      : Jeffrey Hayat
E-mail Address          : jeffh@nvbb.net
Homepage		: www.nvbb.net/~jeffh
Date of release		: Today

				
- Play Information - 

Game			: Quake2.
Single Player           : Yes.
Deathmatch/Coop		: Uhh, no.
Difficulty Settings     : In a way - keep reading.
New skins		: No.
New sounds		: Yes - two.
New textures		: A few custom textures by me.
Other textures		: A few textures from the Xatrix mission pack.
Mods                    : Lazarus (see below). Get it here: http://lazarus.gamedesign.net

- Construction -

Base            : Five new levels from nothing but absolute total scratch.
Build Time      : Way too friggin' long!
Compile Times   : See previous answer.
Editor used     : Worldcraft (reg).
Other stuff used: Lazarus mod by David Hyde and (Mad Dog) Tony Ferrara
		  Geoffrey DeWan's QBSP, QVIS, and QRAD
		  MapSpy by David Hyde and (Mad Dog) Tony Ferrara		   	  
		  Wally by Ty Matthews and Neil White III
		  QPed by Pete Callaway
		  Paint Shop Pro 7 by Jasc Software

Computer used   : P2-333 128MB RAM, Vodoo2

Known Bugs      : None that I am aware of, except: In Commsecd, you must 
                  retrieve an Airstrike Marker, and call in an airstrike.  Upon 
                  placing the Marker in it's receptacle, the Marker will remain
                  in your inventory.  Just be a sport and ignore this.  I could 
	          fix this (really, I could), but... If you find anything else -  
		  please, please let me know.  Thanks.

Thank you's     : The afore mentioned David & Tony for a GREAT mod (Lazarus), a 
                  great utility (MapSpy), and also for their patience, and 
                  taking their own time to help me (and others) at the Rust forums
		  (www.Gamedesign.net) with questions and problems.  Also thanks 
		  to everone else at Rust for the same, especially SoftShoulder,
                  for help with the fog.  Thanks to Geoffrey DeWan for great  
	          compilers - without them, my maps would not look as they do now.
		  That may not be saying all that much, but...  And to Metallica 
		  for the name. (Please don't sue me - I can't afford it right 
		  now).

 
- (Somewhat) pertinant info -

To play:
- Make a new folder in your Q2 directory parallel to your baseq2 
	 directory (right-click/new folder).  Call this folder damage.
- Unzip the contents (.pak file, gamex86.dll) into this folder.
- After starting Q2, pull down the console, using the tilde, or ~ key.
- Type: game damage.
- Set your skill level: type: skill 0 (or skill 1, or skill 2, or skill 3)
- Then type: map intro. The map should start.

- READ! -

The Lazarus mod incorporates some new stuff. I haven't even come near using a
small portion of this stuff, but some of this stuff is:
1. A flashlight.  Pull down the console, using the tilde, or ~ key, and bind
   a key to use the flashlight.  Type: bind f use flashlight.
2. There is a player-controlled turret floating around somewhere. If you
   use it, jump backwards to get off.  The turret, I mean.
3. Hit points.  Rather than do the typical thing here, and play around with
   the amount of monsters, ammo, and health for each skill level, I left this
   alone.  Every skill level has the same amount of monsters, ammo, and health,
   but the higher the skill level, the higher the hit points are for each
   monster, thereby making them harder to kill - as well as draining more ammo.
   Let me know what you think of this idea.

- Listen carefully: the successful completion of this unit requires that 
the objectives and goals be completed in order.  If you start to noclip 
around (CHEATING!) or use notarget and wind up not killing certain dudes
(CHEATING!), and if you give yourself ammo and weapons you shouldn't have 
yet (CHEATING!), and if you load the next level without finishing the 
previous one (still CHEATING!), you are looking at a whole host of 
errors - some of these include the infamous SZ_Getspace Overflow error - 
and game crashing.  NO CHEATING!  If you get stuck, e-mail me at
jeffh@nvbb.net (a screenshot or eight might help), and I should get 
back to you within a day.  If you decide to take a dip in the beginning of 
Intro, and can't get back up onto the walkway, keep looking around.  There
IS a way - but it's not exactly what I would consider obvious.

This unit was built and tested with Q2 vers. 3.20.  I make not a guarantee
about anything if you have a lesser version.  

You are forewarned: in case you haven't noticed yet, I am a wise-ass.  There are a few
snyde comments throughout the levels, and if you feel you might get offended, or that
you may not be able to handle them, just delete this stuff now, and go watch Barney,
or something. :-)

- Copyright stuff -

This unit is (c) by Jeffrey Hayat  March, 2001
You must have the registered version of Q2 to play this unit. Q2 is (c) by ID software.
These levels are meant for the enjoyment of others, is free of charge, and therefore 
is not to be used on any sort of commercial product, in whole or in part.

You MAY distribute this .PAK through an electronic network, but not without this text file. 
You MAY NOT use any of these levels, in whole or in part, as the groundwork or
basis for another level or unit without obtaining permission in writing from 
the author (me) first.  You MAY extract my custom textures (the jeff folder) and 
use them at will, but please be so kind as to mention that some of your custom textures  
are mine, or that they at least started off that way.  Thank you.

"Blood will follow blood.
Dying time is here.
Damage Inc."

-Metallica

