CITADEL
Quake II™ levelpack by Andrea Rosa
 www.andrearosa.bravehost.com/citadel.htm

version 2.0

 

Thank you very much for downloading Citadel, a mod-levelpack for Quake II. These maps are the result of countless hours of planning, design and headaches. I’d love to hear feedback on whether or not you liked them, and why, so if you have any comments feel free to e-mail me (ilpinky@libero.it).

                                              

THE STORY
INSTALLATION AND GAMEPLAY
THE LEVELS
SPECIAL FEATURES
     New Monsters
     New Weapons
     New Military Supplies
     New Items
KEY BINDINGS
TECHNICAL DETAILS

KNOWN BUGS

DESIGNER’S NOTES
CREDITS

SOTWARE LICENSE

 

 

 

 

 

 

THE STORY 

 

 

During routine sensor scanning of the Stroggos surface, a strong energy emission has been picked up, apparently emanating from a mountain region of the planet previously assumed of scarce strategic value. After scouting the area where the emission was detected, we have discovered a large, fortified complex built on the bottom of a wide valley. Data in our possession suggest that the stronghold is housing a Power Core very similar to the reactor which empowered the Big Gun, possibly even more powerful. Unfortunately the device is buried under the planet’s surface, thus rendering an air strike ineffective: it will be your task to infiltrate this notable example of self-sufficient Strogg settlement, codenamed Citadel, in order to locate and destroy its Power Core. A successful mission may be a critical blow to the Strogg, as this would remove any chance they have for reorganizing their war machine.

 

 

You will be dropped by a Viper ship to a relatively safe area just outside of the enemy base. As usual, your first objective is to establish a communication uplink between the Strogg computers and the command ship. This will enable updated intel support on your field computer during the whole mission. Once the link is made move to the Main Complex, a large, heavily guarded logistical depot storing abundant military supplies. Before you can reach the industrialized area where the Power Core is located, you will likely need some sort of pass or authorization: we believe that this can be retrieved in the Robotics Facility, an high-tech factory located at the outskirts of a wild region we refer to as Badlands. Faint human life signs have been detected there, so we must assume that the Strogg are still using captured troops as catalyst for their nightmarish cybernetic constructs. Once you have gained the pass, you will find yourself in the Switchyard, an energy shunting station from which the Power Core can be accessed. A timed laser grid is active throughout the Switchyard, so be careful - of course, there must be some way to permanently deactivate those lethal lasers, however we have no clue about where the grid control is located, so you will have to look for yourself. Much in the same manner, we have no precise data about the Power Core surroundings, apart from knowing that it lies under the ground, however be prepared for extreme environmental conditions as well as heavy Strogg resistance.

 

 

We don’t expect energy to go immediately down after the Power Core destruction: its huge back-up batteries will likely sustain the basic infrastructures of the Citadel long enough for you to locate some mean of transport and evacuate the area, before the remnants of the Power Core collapse and the ultimate chain reaction takes place, spreading destruction for miles around. Good luck, soldier.

 

 

 

 

 

 

INSTALLATION AND GAMEPLAY 

                                                

 

First of all, make sure you have patched Quake II to the current, final version 3.20: Citadel will not work with the retail version of Quake II, so download and install the patch if you haven’t done yet. To install and play Citadel follow these steps:

 

 

 

1)   Create a new folder named citadel in the same directory where you have Quake II (this is the same folder on your machine where you’ll find QUAKE2.EXE) and extract all files contained in citadel.zip in it. Do not create the citadel folder in the QUAKE2/BASEQ2 directory, or the game will not work.

 

2)   Right-click on QUAKE2.EXE and select Create Shortcut. Right-click on the newly created shortcut and select Properties. On the Properties dialog box that appears, modify the command line in the Target field to include +set game citadel at the end (preceded by one space), as in the following example:

 

      "C:\Program Files\Quake2\quake2.exe" +set game citadel

3)   Start Citadel using the modified shortcut and select the skill level (easy, medium, hard) as in normal Quake II.

                                                                                                                                       

 

 

VERY IMPORTANT NOTE: unlike most recent Quake II levelpacks, Citadel is not compatible with Knightmare nor with other custom engines. Being a mod in its own right, Citadel comes with a dedicated DLL, gamex86.dll, which is needed to run these maps correctly. If you play Citadel with any other DLL, certain special monsters won’t be recognized as valid entities, some skins will be missing, strange errors will pop up, and the maps will ultimately fail to work. If you have Knightmare or other custom engines installed, then you don’t need to get rid of them, just make sure Citadel is running the gamex86.dll provided with this levelpack: this is achieved by following the above explained installation procedure.



Citadel is a single player game: it does not support deathmatch nor cooperative gameplay. Difficulty Settings are implemented, and they either affect the number of enemies per map, and their overall effectiveness. At this purpose, all monsters have enhanced AI compared to standard Quake II. Gunners, for example, use the correct elevation angle to launch grenades, while Tanks and Iron Maidens fire rockets at your last known position.

 

 

 

 

 

 

THE LEVELS



The heavily fortified complex codenamed Citadel is made up by six regular levels (External Base, Main Complex, Badlands, Robotics Facility, Switchyard, Power Core), and a secret level, which is up to you to discover. You start from the External Base, and your primary goal is to locate the Power Core and destroy it. Much in the same manner of a typical Quake II unit, gameplay in Citadel shifts from linear to non-linear: some levels are dead ends which require to be visited only once; other levels have multiple connections and you will need to visit them several times to achieve all your goals.

 


Here you have the enemy count for each level on easy, medium and hard skill. Please note that enemies created by monsters with spawning abilities (Medic Commander, Carrier, Black Widow) are not added to this count, as well as dead foes resurrected by medical Strogg.

                                            


 

                       

Easy

Medium

Hard

Secrets

 

 

 

 

 

External Base

26

32

42

2

Main Complex

108

138

167

7

Badlands

82

126

148

5

Robotics Facility

88

120

135

2

Switchyard

70

83

100

4

Power Core

49

70

75

3

Secret Level

53

59

64

5

 

 

 

 

 

 

476

628

731

28

 

 

 

 

 

 

SPECIAL FEATURES 

 

 

Citadel features a wide range of monsters and weapons from The Reckoning and Ground Zero (two mission packs developed, respectively, by Xatrix and Rogue Entertainment) and from Lazarus (a popular Q2 modification by David Hyde and Tony Ferrara). There are also three new monster variations: Cobalt Guard, Elite Gunner and Titan Hornet. Read this section carefully, as it will help you to take familiarity with the special content.

 

 

 

 

New Monsters

 

 

Sentry Turrets

Placed on the walls and the ceilings, these come in two deadly versions: Rocket Turret (yellow) and Blaster Turret (red), with the latter being particularly accurate. Often concealed behind explosive panels, these automated sentinels will test your reflexes. Sentry Turrets can be nasty opponents, but you can take them down rather easily: a well-aimed single rocket, most of times, will do the job. 

 

Hyperblaster Guard

These special troops have a modified version of the Hyperblaster as a deadly augment. 

 

Laser Guard

They mount a laser gun on their arms. Laser Guards have a keen eye and increased stamina.

 

Ripper Guard

This dangerous guard is armed with the Ion Ripper. Watch for its projectiles ricocheting off surfaces: they may miss you the first time… but find their target on the way back. 

 

Cobalt Light Guard

The weak and quickly assembled Light Guard now has a somewhat stronger alter ego outfitted with a faint power screen. Do not waste powerful ammo against Cobalt Guards: your shotgun should be enough, and you can even successfully take them down with your standard blaster, provided there aren’t more dangerous enemies chasing you…

 

Kamikaze Flyer

They usually appear when the Carrier shows up: upon a suicidal command sent by their big daddy, they will spin toward you at very high speed, exploding on contact and causing extensive damage.

 

Gekk

An amphibious creature that lives in the swamps of Stroggos. It’s still unclear if this is an indigenous breed like the Barracuda Shark or a Strogg biological experiment. Commonly found in packs, Gekks will patiently wait for you in the shadows. They are excellent swimmers, so engaging them outside of water is strongly advised. They spit acid spores from the distance, attempting to get closer to claw and bite. When killed, the Gekk may explode in a shower of bio-luminescent gibs.

 

Stalker

A vicious arachnoid-like abomination. They rely on a lethal slash attack and an high-powered blaster. Stalkers can make long jumps, and they can cling to the ceiling to evade your attacks. For this reason you should use tac-scan weapons to counter them, as they easily dodge projectiles such as Rockets, Flechettes, etc. Never undervalue the Stalker, not even when it looks dead: it may be a fake!

 

Daedalus

Enhanced version of the Icarus, the Daedalus wears a power screen and mounts the same blaster used by the Stalker. He has good strafing capacities, so the Railgun is the best weapon to counter him. Alternatively, use Homing Rockets. Also, try to hit the Daedalus on his back, where the power screen doesn’t protect him and where he can take considerable damage.

 

Elite Gunner

Equally as deadly as a standard Gunner, but outfitted with a power armour, more strength, and more hate for the Earth people. Use the ETF Rifle if you have it, but also energy weapons will prove to be effective. The Elite Gunner can be considered the iconic monster of Citadel.

 

Medic Commander        

Not only he can re-animate dead Stroggs from eternal sleep, the Medic Commander also has the ability to randomly spawn Guards, Enforcers and Gunners. If possible, take care of the Medic Commander first, then shoot at the newly created foes. As you may argue, the difficulty highly varies according to which kind of monsters the Medic Commander is able to spawn.

 

Beta Class Iron Maiden

She fires homing missiles which pursue you up, down and around obstacles. Homing rockets are destroyable, though, and somewhat slower than normal rockets, so all is not lost if you find yourself in an open area and one of these bitches manages to use her arsenal. For your relative luck, the Beta Class Iron Maiden will show up only toward the late stages of the game.

 

Beta Class Gladiator     

Instead of the Railgun this guy mounts a Phalanx Patricle Cannon, and his power shield is meant to endure heavy attacks. Often you will need to develop particular tactics to beat these tough opponents: try to lure them near explosive material, or find a safe place and snipe on them.

 

Beta Class Brain           

If you think Brains are weak opponents, then don’t be so overconfident with the Beta Class: they can grab you with a long range tentacle, and fire scorching lasers from their eyes.

 

Gamma Class Supertank

AKA the Administrator. Protected by a massive energy armour and enhanced with homing rockets, this special Supertank is the unquestioned master of the Robotics Facility. He can manipulate force fields, and he will likely use this ability to hinder your way or trap you within his dominion. Remember to plan your moves to elude his lethal heat-seeking missiles.

 

Titan Hornet              

They are gifted with an in-built warp field generator which grants them interplanetary flight, as well as pseudo-teleporting abilities. They will attempt to catch you unprepared by materializing at unexpected locations. Titan Hornets have a thick energy armour, so a Quad Damage may find practical use.

 

Carrier                       

Armed with a serial rocket launcher, double chainguns, railgun and grenade launcher, this hulkish flying arsenal also carries Flyers for total annihilation, sending them into suicidal missions if necessary. Quickly take cover when you see the Carrier! Do not absolutely engage this juggernaught in open areas, unless you have suicidal tendencies or an Invulnerability item in your pocket.

 

Black Widow               

The ultimate Strogg nightmare, armed with the Plasma Beam and the fearsome Disintegrator. She can spawn starving Stalkers, and the whole brood is longing for having you for dinner. Never get close to this screaming terror, since the Black Widow can also grab you, pulling you toward a painful death. Finally, avoid the temptation of using the Quad Damage, or the Widow will likely activate her in-built damage amplifier in retaliation.

 

 

 

New Weapons

 

 

Chainfist

Arm-mounted chainsaw. Good for saving ammo when facing melee units, it will also come handy for gibbing dead Stroggs which could be resurrected by erratic Medics, or unexploded bosses which hinder your way with their large bodies. With some practice and the right timing, you can successfully use the Chainfist to counter Berserks or nearby Gladiators, provided there aren’t other enemies chasing you.

 

Ion Ripper

The Ion Ripper is a versatile Strogg weapon that fires blasts of glowing energy boomerangs capable of ricocheting off walls (luckily you are invulnerable to your own shots). This weapon allows to launch attacks around corners out of sight. The Ion Ripper uses standard Cells, depleting two Cells per shot.

 

Phalanx Cannon

The Phalanx Particle Cannon uses magnesium slugs, or Magslugs, and fires two quantum accelerated torpedoes (a single Magslug is used to generate two bolts). This weapon delivers heavy firepower, causing extensive splash damage; for this reason the Phalanx Cannon must be used with extreme caution, especially in narrow spots.

 

ETF Rifle

This weapon fires explosive-tipped Flechettes that can pierce armour. Since Flechettes detonates on contact the ETF Rifle should not be used in close combat. If you thought the ETF Rifle seen in Ground Zero did lack punch, then you’ll be amazed by its renewed piercing power. Now, let’s nail ’em all!

 

Prox Launcher

A modified Grenade Launcher that fires proximity mines. These are able to attach themselves both on the walls and the ceiling, and explode causing heavy damage when someone gets too close to them – including you. You can make them explode remotely by toggling the Prox Launcher with the Grenade Launcher: this is useful should you accidentally misplace one or more proximity mines that hinder your way (if you need to launch a grenade after placing proximity mines, then select another weapon between the two launchers, or use hand grenades.)

 

Plasma Beam

By unleashing a constant flow of scorching energy, the Plasma Beam can dispose of many Strogg enemies with ease. This is a powerful tac-scan weapon, but it drains your cells very quickly, so do not abuse it.

 

Disintegrator

An obscure Strogg weapon alimented by dark matter spheres called Disruptors. These literally annihilate their targets and have latent homing properties, but can be carried only in small quantities due to their radioactive emanations. The consuming power of the Disruptors slowly affects the weapon itself, so bear in mind that the Disintegrator will melt sooner or later, becoming completely useless.

 

 

 

 

New Military Supplies

 

 

Magslugs

These are the magnesium slugs that are used in the Phalanx Particle Cannon. Each box contains 10 Magslugs.

 

Flechettes

Munitions for the ETF Rifle. They can pierce armour and detonate on contact with the enemy, causing minor splash damage. You get 50 Flechettes per box.

 

Prox

Proximity mines for the Prox Launcher. Each box contains 5 Prox.

 

Homing Rockets

                                   

When fired, homing rockets track whatever target you were aiming at. If your inventory includes both standard and homing rockets, you toggle between them by re-selecting your Rocket Launcher. You won’t find many of these goodies, so use them wisely.

 

Disruptors

Dark-matter spheres for the Disintegrator: each box contains 3 Disruptors. You can carry only 15 spheres at once, regardless if you have an Ammo Pack or not: that’s the actual limit an human can tolerate, due to the radiations emanated by the spheres themselves.

 

 

 

 

New Items

 

 

Sniper Zoom

The sniper zoom allows to smoothly zoom between the default FOV and 5 degrees. Press <Y> to zoom in, <U> to zoom out. Best used with the Railgun. This utility is available by default.

 

IR Goggles

The IR Goggles help seeing entities in dark areas by turning them full-bright orange for 60 seconds. They either detect enemies and items.

 

Defender Sphere     

The Defender Sphere floats over you and fires at every enemy who hurts you. It is best used when you are facing multiple enemies and you have few places to take cover. In Citadel the Defender Sphere lasts for 90 seconds, thus giving some consistent assistance.

 

CBU-71                     

The Cluster Bomb Unit 71 is a dispenser type munition consisting of a SUU-30H/B dispenser which stores BLU-86 bomblets with M224 fusing. Upon releasing this bomb you have a few seconds to take cover before it detonates. According to intelligence the Strogg have stolen three CBU-71 from a wrecked Viper and have concealed them at secret locations. Due to its weight, you can carry only one CBU-71 at once.

 

Steroids                    

Steroids look like a green Adrenaline. They have no healing effect, but each dose permanently extends your health capability by 2 points. You can reach 125 health points by collecting all Steroids & Adrenalines scattered through the maps.

 

 

 

 

 

 

KEY BINDINGS 

 

 

These are the default key bindings for Citadel. Each new weapon has been coupled with an old one: they share the same numeric key, so you can toggle them. The Rocket Launcher is used to fire both standard rockets and homing rockets. The Disintegrator is the only new weapon which gains priority over an old one (the BFG10K). The Chainfist can also be handled by pressing <H>.

 

 

1

 Blaster / Chainfist

2

 Shotgun / Ion Ripper

3

 Super Shotgun / Phalanx

4

 Machinegun / ETF Rifle

5

 Chaingun

6

 Grenade Launcher / Prox Launcher

7

 Rocket Launcher

8

 Hyperblaster / Plasma Beam

9

 Railgun

0

 Disintegrator / BFG10K

 

 

H

 Chainfist (alternate hotkey)

 

 

G

 Hand Grenades

B

 Rebreather

S

 Silencer

X

 IR Goggles

E

 Environment Suit

P

 Power Shield on/off

D

 Defender Sphere

Q

 Quad Damage

I

 Invulnerability

M

 CBU-71

 

 

Y

 Zoom in

U

 Zoom out

 

 

If you don’t like these settings, you can define your own key bindings. The easiest way to do so is by editing the file CUSTOM.CFG (you can use a normal text editor). Then, you will load this file from the console either by entering EXEC CUSTOM.CFG or with the short command MYKEYS. Please do not edit the file CONFIG.CFG - if you do so, the game may behave in unpredictable manner or not work properly, and you will have to re-install Citadel.

 

 

By default, CUSTOM.CFG contains the same above stated key bindings, as well as comments on the available commands. The syntax for setting up key bindings is bind <key> <”command”>

 

 

You will notice that a slightly different syntax has been used for weapons, in order to have more than one weapon assigned to a numeric key, so they can be toggled. If you don’t like this layout and you prefer to have all weapons assigned to unique keys, then you should erase all weapon-related commands and redefine them (note: all the commands you need are listed in the comment remarks of CUSTOM.CFG, ready to be copied and pasted into your key bindings).

 

 

 

 

 

TECHNICAL DETAILS 

 

 

 

 

Working time

35 months (june 2006-may 2009)

Build/test machine

Pentium 4 @ 1.8 GHz ~ 256 MB RAM ~ Inno3D GeForce2 ~ Win98

Featured maps

base.bsp

complex.bsp

badlands.bsp

robotics.bsp

switch.bsp

power.bsp

secret.bsp

ending.bsp

Polyhedrons per map

2970

4239

3508

5276

3804

3491

4736

57

Compiling time per map

22’ 43”

53’ 58”

40’ 26”

47’ 08”

51’ 17”

59’ 19”

30’ 15”

18”

Editor used

QuArK v4.07

Compiling utilities

QBSP3, QVIS3, QRAD3

Other programs used

Adobe Photoshop, JASC Paint Shop Pro, Wally, Cygnus Hex Editor, MapSpy, MPQ Viewer

 

 

Software requirements

Quake II patched to version 3.20

 

 

Single player

Yes

Cooperative

No

Deathmatch

No

 

 

Difficulty settings

Yes

 

 

New textures

Yes  (Unreal, Ground Zero, Zaero, modified id textures)

New skins

Yes  (Ground Zero, The Reckoning, modified id skins)

New models

Yes  (Ground Zero, The Reckoning, Lazarus)

New sounds

Yes  (Starcraft, O.R.B., Half Life, Ground Zero, The Reckoning)

 

 

 

 

 

KNOWN BUGS 

                                   
Give All – In order to provide a lighter download, not all of Xatrix and Rogue extras have been redistributed with this levelpack, but only the files related to those entities which have been actually used throughout the levels. If you type "give all", you will get many more extra items (without graphics and sound) which were not meant to be found in Citadel (for example the JetPack). Using "give all" may also lead to an index_overflow error and crash the game, because the extra features included already push the Q2 engine to its limits. Err… this was just a technical report, not an invitation for you to cheat in my levels, did you copy?


The Disintegrator Issue
– This was nasty, but luckily showed up during early beta testing. Basically, if you used the Disintegrator against the Jorg when the latter was about to die, this would have gibbed the Jorg along with Makron, who is needed in his integer form to trigger a subsequent critical event. As a result, there was a chance for players to end up permanently stuck. This was worked around by simulating the Disintegrator’s meltdown before you could use it in such context. Cheaters out there be aware that this bug may show up again if you "give" yourself a new Disintegrator via cheat codes and use it against the Jorg.


David Hyde and Tony Ferrara for LazarusThese maps have been tested intensively, and I haven’t discovered any other bug, so far. Should you find any, please contact me (
ilpinky@libero.it), so I can fix them and release an update on the Citadel website. Thanks in advance for your help!

 

 

 

 

DESIGNER’S NOTES

 

 

id Software for making Quake II

Armin Rigo author of QuArK

Geoffry Dewan for his compiling utilities based on code from id Software

I started working on this levelpack in April 2006, releasing version 1.0 in May 2007. The first version had no Secret Level and no External Base, so the game started directly in the Main Complex. Feeling that the levelpack could be expanded, I kept working discontinuously on Citadel for two more years, creating two additional maps while improving the overall gameplay; most changes from version 1.0 were made following users’ feedback, and at this purpose a big thank goes to everyone out there who e-mailed me with their comments and, often, with suggestions on how to improve the game (see Credits.)

As you have probably noticed, the design of Citadel was heavily influenced by The Powersphere Quest by Cedar Kraus: explicit references to it can be seen in the Main Complex, the Badlands and the Switchyard. The Robotics Facility was designed following the architectural scheme of the Research Lab from the original Q2 levels, mixing it with environmental elements seen in Incarceration by Greg Barr.

 

 

 

 

 

 

CREDITS 

 

 

id Software for making Quake II

Armin Rigo author of QuArK

Geoffry Dewan for his compiling utilities based on code from id Software

David Hyde and Tony Ferrara for Lazarusid Software for Quake II

Armin Rigo author of QuArK

Geoffrey DeWan for his compiling utilities based on code from id Software

Ty Matthews and Metal White III for Wally

Xatrix for The Reckoning

Rogue Entertainment for Ground Zero

David Hyde and Tony Ferrara for Lazarus and MapSpy

Knightmare for the original version of gamex86.dll and needful technical advises

Gunnar Olafsson for additional playtesting

HLR for construction consult

Korozive and Mark Shan for moral support

Cedar Kraus, author of The Powersphere Quest
, which strongly influenced the making of Citadel

 

 

 

 

SOFTWARE LICENSE 


This levelpack can be redistributed freely, provided you leave the ZIP archive unaltered. You can upload it on your website for free download, as long as you credit me (Andrea Rosa) as the author. You can make as many copies as you want, and share it with you friends. You cannot redistribute this levelpack for profit in any way without my explicit permission: this includes, but is not limited to, inclusion in commercially exploited compilations and/or magazines.

 

Andrea Rosa, Cittiglio (VA) Italy