====================================================================== 23:37 25.05.2000 Sandman. Commonly known as the guy who makes us dream. When he has won the lottery, he gives us wet dreams of lust and pleasure, and if he hasn't gotten laid for a while, he gives us nightmares. When he's on a bad LSD trip, he makes us dream the most psychic Twin Peaks/ X-files/ Ricky Lake/ Scooby Doo crossover murder mysteries, often resulting in childhood trauma for the majority of us. But sometimes, Sandman just isn't there. Sandman has been gone for a long while now. Noone really knows when he left, but at one point he did, leaving us without lust, without nightmares, without Scooby Doo. At first none of us noticed, because it's not always that we remember from last nights slumber, It was empty, but then, the visions showed up. Now nobody has slept for god knows how long, living in constant fear of even yawning, fear of the terrors that has taken Sandmans place. All of us have seen the visions at one point or another. Visions from a different world, a world of terror, evil, and vileness, a world where the creations from the nightmares are all gathered up, waiting for a soul to suck dry of fear. Those who's not strong enough to wake up in time are reduced to just a breathing shell of a human, nothing left to fill it but the occasional twitch here and there, perhaps the last piece of mind trying to flee from whatever's haunting it. Some believe it is a sign of the endtimes, some believe it is aliens, and some just refuse to believe it. Those usually snap quite soon anyway. All of us know though, that it can't last for much longer. There are limits for both the human psyche and body, and one day those limits will break us, throwing perhaps the whole of humanity into coma. But we still hope that one day, someone will have enough courage to face their fears, and if possible, bring us back Sandman. I myself, have endured long, but I don't think I can stand this any more now. I think it is time to sleep soon. I have seen who awaits me in my head, and I know I can't possibly stand up to them once more. Please, if you think you can do what we all have failed, at least try to save our minds. They're all trapped in dreamland, come find them there... ======================================================================= ======================================================================= Title : Insomnia. Filenames : pak0.pak progs.dat czg07.txt Author : Christian Grawert (CZG) Email Address : grawert@online.no Website : http://www.planetquake.com/greyvoid/ Description : Single Player Level(s) for Quake. Other levels by Author : czg01 - The research facility. czg02s1 - Sky palace 01. czg04 - Numb nimbus. Collaboration with Fat Controller : czg02 - Memento mori. Also work as mapper for the Nehahra Project : http://www.planetquake.com/nehahra/ neh1m5 - Industrial silence neh1m6 - Locked-up anger neh2m2 - Sacred trinity czgnehc4 - Somewhere in Mexico (Cutscene map for non-interactive demo.) czgnehc3 - Seal of Nehahra (Cutscene map for non-interactive demo.) ======================================================================= * Play Information * Single Player : Yes Coop starts : Yes Deathmatch : No Difficulty Settings : Yes Music Track : A lot, for use with the original soundtrack GLQuake Supported : No, the r_speeds are high enough as they are. * Construction * Base : Scratch Editor(s) : WorldCraft , Paint Shop Pro 6 , WALly, Maketex.exe, Tex-Mex, CoolEdit, Notepad, Proqcc. Known Bugs : OK, so the backstory doesn't explain why you start off with a shotgun and an axe on the first level, big deal! Build Time : Who knows? God? No, he doesn't know. I bet SPoG does though. He knows all except for DaMauls shoesize. Texture Wad : Mostly Zerstörer, Quake 2 and Quake 3 Arena textures, and a few of my own. Compile machine : PII 350 MHz 64 Mb RAM Compile tools: : WQBSP , LightDLX, Tyrlite, VIS-ts , Hvis . (Available from fileplanet.com, except for LightDLX and Hvis.) QBSP : A long time. HVis (level 4) : Even longer. Tyrlite (extra) : Godfuck long. Brushes : Copious amounts. Entities : Quite a few. ======================================================================= * Information * Whoah, a lot of maps this time. Play them and enjoy them, and when you're done, you MUST email me and tell me what you think. Please, you must. It is really dissappointing fo us mappers to see lots of people download our work, only to find that two or three people even give us feedback. It's even sadder that most of you don't even bother to read this .txt. Pearls for swine I say. (Don't take this personal as you're obviously reading this. I mean the swine who's not reading. ;-) ) You get some custom code with this one too! Yay! Mostly bits cut'n'pasted from the Hipnotic mission pack source, and also some stuff I made myself. (Made myself meaning copying a couple of lines of excisting code and changing a few values here and there.) The source is of course compiled with ProQCC made by Lee Smith. ( lees@infoave.net ) Credits: Gee, who should I thank? Umm, lets start with everybody that hangs out in #terrafusion. You all make my day something new and refreshing. Thanks to SmallPileofGibs (SPoG) who is the oracle of all mapping and made these maps possible by learning me the wonderful inner workings of curves and and even Qbsp, light and Vis. Thanks to Shambler as well. Wouldn't know why I should thank him, but he keeps Q1SP alive, so he's great too. Also thanks to my sister, who surprized me by showing even a slight interrest for my work. (Wow.) Thanks to my beta testers; Than, Bal, Vondur, DaMaul, uhm... a couple of more guys that I just can't remember atm. Sorry :-/ Handshakes to the omniously named Death2Uall ( http://factory.thebackburner.com/ )who made the gothic Q3A soundpak, from which I have found some useful samples. ======================================================================= * Installation * Make a directory paralell to id1 in your quake dir and call it czg07. (Ie. C:\Games\quake\czg07\ ) Extract all files in this .zip to it. If you are running GLQuake in windows, create a shortcut that runs quake with the following parameters: -game czg07 (Ie. C:\games\quake\glquake.exe -game czg07) All your other parameters may also be added here, like -heapsize and all that jazz. NOTE: You need a lot of RAM to run this level smoothly. You can make Quake use more RAM by adding -winmem xx to your DOSQuake command line, or -heapsize xx000 to your GLQuake command line. Substitute xx with the amount of RAM that you want to use. I use -heapsize 56000 and get perfect performance. NOTE: With the release of the Quake source code, a lot of new versions of GLQuake are pouring out. If possible, use one that disables that awful waterwarp "feature". Like DarkPlaces. (Plug for LordHavoc.) If you're playing GLQuake, (which I higly recommend you to do,) use r_wateralpha 1 , r_shadows 0 and gl_flashblend 0 and a very high GL_subdivide_size. (like 1024. The higher the setting, the better the performance, but the sky looses quite a lot of visual quality. Anything below 128 is suicide.) All of these are ofcourse set in the console. NOTE: There is an autexec.cfg included, to set these variables for you and load up the start map on startup (Running the standard demos before loading the start map may cause those nasty GL_Cache_mismatch errors) and thus if you are running software quake, you'll get some errors of the type "Unrecognized command r_wateralpha" and so on. Just ignore these, as you won't suffer any of the pains of the GL wickedness. ======================================================================= * Copyright / Permissions * Commercial distribution of this material, in whole or in part, requires prior agreement with the author. Commercial distribution includes any means by which the user has to pay either for the support (e.g. CD-ROM, or magazine CD-ROM)or for the material itself. Unauthorized commercial distribution is prohibited. © 1999 Christian Grawert QUAKE® is a registered trademark of Idsoftware, Inc. What to do now, what to doooo....