King REoL proudly presents...
REoL TOUGH: Total War! A new level to play with, for Quake II!
Level Design by George J. Fiffy II.
HTML FORMAT! MAKES EVERYTHING EASIER AGAIN! Also note, some parts of this document WILL NOT WORK if you're not connected to the 'net. THIS DOESN'T AFFECT THE ENTIRE DOCUMENTATION!

Quake II is (c)1998 id Software. All rights reserved.
If you're trying this with the Test Version, IT WON'T WORK! JUST BUY THE WHOLE GAME! Trust me, it's worth more than what you pay. :)
Will work with ANY version of REGISTERED Quake II (Used 3.05).

Since REoL TOUGH is an International favorite everywhere (whatever), and some people complain about the way things are typed, Here are some things you'll need to know:
* This doc is typed using US English, and bad grammar/spelling. :)
* Things IN CAPS highlight important info, among other things.

HOW TO PLAY:
(1) Put the level in your C:\QUAKE2\BASEQ2\MAPS directory. If you don't have that directory, make it. Maps won't run without it.
(2) Start a game of Quake II as normal.
(3) As the game starts up, hit ESC. Now you'll see the Quake Option Menu.
(4) Hit the ~ key and enter a SKILL level, by entering SKILL X. X is the skill you want: 0 for EASY, 1 for NORMAL, and 2 for HARD. Skip the SKILL process if you're starting on NORMAL Skill, and go to Step 5.
(5) Now, enter MAP RT5YEARS and LEAVE OFF THE.BSP EXTENTION! Enjoy!

Supports Single Play, and up to 4 in Multiplayer and 8 in Deathmatch. 16 was just overwhelming for REoL TOUGH fans playing these levels of the Quake Generation. :) I also learned Quake II doesn't do more than 4 in Multiplayer.
SORRY, NO CTF SUPPORT! Get a BSP TO MAP CONVERTER and put them in if you want it. No knowledge of this game variation whatsoever. :(
(C)1998 REoL TOUGH. Modify map as you may, as long as credit for the orriginal work is given to yours truly.

Cool Sites & Stuff (This part requires connection to the 'net):
Come visit the home of REoL TOUGH, at the: REoL TOUGH DeatH Site
TONS of add-ons for games like DooM, DooM II, HeXeN, Quake, and Quake II!


Have comments, especially after playing this map? E-MAIL ME HERE!
If you're not on the 'net, the address is gerogef551@aol.com
Mark Klem's DooM (II) Site!
If it wasn't for Mark Klem, I'd never be inspired to start level editing! Check this out!
Planetquake
Most popular Quake site! News, Add-ons, you name it, they have it!
Quake2.COM
Another great Quake page!
A World of Quake II
Level Review Site. Gave ARMEGEDDON an award!
Talon's Strike!
Level Review Site. Gave ARMEGEDDON an award!
Lt. Dan's Quake Page (...where YOU rate the levels!)
ARMEGEDDON started 17'th on the TOP 50 LIST! Long gone now! :D
     
Another Stupid Story:
This is how it all started in May of 1994, with a copy of DooM, and an editor called DEU. Trying to make a level, attempts failed, until a very large, round arena was made. It had tougher monsters put in, but it was impossible to do. Walls were later put in, but they were horribly out of line, and corners overlapped, or didn't meet at all. In other words, the first REoL TOUGH map made (then known as Total War) was released in June that year, and was a total disaster.
That was about 5 years ago, and to celebrate the 5'th anniversary of REoL TOUGH, a recreation of the very first level ever made for DooM, but done for Quake II. Unlike the orriginal, some walls were made larger and areas increased or decreased in size to keep refresh rates up a bit. The same lack of attention to detail was recreated, like the poorly joined walls, gaps, overlaps, crooked seams, and even the non-functioning sky testures on the walls were recreated.
This is not meant to be a highly rated map, or to get even half-decent ones at that, but just a way to reflect back to that summer 5 years ago.

BUT WHY? (Section dedicated to awkward operation and other stuff.)
Q: Why is this level fullbright?


A: This was the way the orriginal level for DooM was.
Q: With Quake II's capabilities, many authors make GIANT levels. Why are you making yours intimate in nature?


A: If you played my Quake 1 maps, they were mostly too intimate because I didn't have the memory or HD space to make huge levels. Quake II, on the other hand, has a very efficient BSP (map) structure, so memory and HD space are no problem. However, these intimate settings, you must admit, are not as close and personal as Quake 1. Once again, it's all in realism. If in real life, we made these big structures id and other authors made, they would be CONDEMNED on the spot by Building Inspectors, if they didn't COLLAPSE already! My structures more or less represent what can be built in real life, and aren't so overwhelming either.
Q: In your Quake 1 maps, you had 16 player support for Deathmatch. Why only 4 in Multi's, and 8 for Deathmatch?


A: Got WAY too many complaints from Deathmatchers that the level was WAY OVERCROWDED to enjoy a 16 player fight. Keeping realistic size in account, chopping the headcount in half should make everyone happy. As for the Multiplayers, Quake II only allows a mere 4 starting spots.

Q: I get error messages (*something* is not a field, monster stuck in wall, etc.) when the map loads. Is this bad?


A: These levels are playtested for problems, AND DOABILITY (HARD setting). If messages appear when you start up the map, they will not affect the outcome of the game, they are just bullshit. I'll TRY to remember to prevent them before release. :)

Hints and Tips:
(1) There's some goodies behind the barriers.

(2) Just like the orriginal Total War, this can be a very near impossible map to complete, or if done right, way too easy. See if you can figure out the easy way.

(3) This level provides you with PLENTY for ammo.

Known Boo-boos:
(1) Couldn't get the sky textures to work (HOM), so I left it white, like an overcast sky, but things can hit the "sky".

(2) Done before the true 5'th anniversary. :)

Miscelaneous:
Editor used for building: Worldcraft 1.5 Winbugs95/98/No Thought
EDIT Text editor to MANUALLY enter Surface Property values.
Nodebuilder for BSP making: QBSP3, QRAD3, QVIS3, Winbugs95/98/No Thought
WAD2 file for textures: The ones WC came with.
     Build Times (Using a Packard Bell Legend 300CD (Pentium 60):
     Megs O' RAM: 24    Free HD Space to compile: 168MB
     QBSP3: 0 minutes, 15 seconds. (Good.)
     QRAD3: Not used. Level is fullbright, like the DooM one was.
     QVIS3: 1 minute,  25 seconds, full VIS. (No surprises here.)
     
Single Player: Yes. Multi: 4 Deathmatch: 8 CTF: NONE Difficulties Supported: None. All the same, like the DooM one was. Additions: None

Thanks for trying REoL TOUGH: Total War! You read enough crap, so close up the browser and start playing my level! C-ya'

King REoL
TODAY'S MORAL: If a cow is in a tree, chances are, it doesn't belong there.