================================================================ Title : USS Enterprise NCC 1701-D Filename : NCC1701D.ZIP Author : Andrew Wyllie Email Address : andywyllie@aol.com Misc. Author Info : Likes computer programming & games, cats and cycling. Description : Yes, you guessed it - this is a recreation of the Starship Enterprise from Star Trek: The Next Generation! It utilises custom Quake-C code to provide turbolifts, Captains log entries and healing facilities in Sickbay. If you thought watching the TV show was fun, just try chasing your friends around the ship, or simply acting out your own episodes :-). IMPORTANT!: Installation instructions ( PLEASE READ THIS FULLY !!!) : From inside your Quake directory you must create a new subdirectory. You could call this 'startrek'. eg MD STARTREK then CD to that directory and unzip the archive from there as follows: PKUNZIP -d NCC1701D It is vital that you include the -d option. If you are using WinZip (or some similar utility) to extract the archive you must enable 'create directories', select your quake directory and then add '\startrek' (for example) on the end (minus the quotes obviously). YOU MUST LOAD THE GAME AS FOLLOWS: quake -game startrek +map ncc1701d Replace 'startrek' in the line above with the name of the directory you extracted the files into. The CONFIG.CFG file supplied has been set up with the following custom controls: BIND S "IMPULSE 21" BIND X "IMPULSE 22" BIND F "IMPULSE 23" BIND V "IMPULSE 24" BIND R "IMPULSE 25" If you choose to use the supplied file, the only things you are likely to need to worry about are the video mode and the gamma correction (brightness), both of which are usually different for different machines. If you replace the supplied CONFIG.CFG file, you should set up the above controls. You may assign them to different keys, but be careful not to replace any standard Quake control keys. In this document, I am assuming you are using the above keys for simplicity. IMPORTANT NOTE: To use other maps you must restart Quake normally. Other maps are incompatible with the custom Quake-C code used by this map, and may malfunction or not work at all. ================================================================ READ THIS: How to play this level --------------------------------- You may be itching to play this level right now (that's what I hope anyway) but there are some instructions you need to read first. These concern new features such as turbolifts, transporters, forcefields, etc which use new keyboard controls. TURBOLIFT operation: -------------------- To call a turbolift, simply walk up to the door and it will automatically come to you if it is not in use. You will hear a chime to indicate when it has been called. Once inside, you can change between decks using S and X. S changes up to the next available deck - eg from Deck 12 to Deck 10; X does the opposite. TRANSPORTER operation: ---------------------- To operate a transporter, walk to behind the control panel. Then use S and X to change between available beam in/out points. To beam out anyone standing on the transporter pad immediately, press F. For a delayed beam out, press V and a timer will start running, and then activate the transporter when it reaches zero. You can also beam in any players or monsters (YES!) standing close to the beam out point. Simply select the right location and press R to beam in anyone standing there. Warning! Beaming in or out more than one player or monster at a time will result in the death of both! FORCEFIELD operation: --------------------- The ship contains certain forcefields in key positions. You can control them from the tactical station on the bridge (the display on the big wooden horseshoe). Once again, use S and X to select the right forcefield group. You can then activate the group using F or deactivate it using V. JEFFERIES TUBES: ---------------- Certain parts of the ship can be accessed from the main Jefferies tube network. The easiest way into it is from main engineering: go into the orange door on your right when you are looking over the table towards the warp core. Once inside, standing next to the ladder allows you to climb up and down. Do so using D and C as you would when in water. At this point R opens and closes the inter-deck doors so you can go up and down. You can also shoot them for a while and they will open, but pressing R is easier. You will find some tunnels leading off the main vertical tubes. You can go along these. At the end, shoot the door or axe it and it will slide open. You can enter from the outside in the same way. KNOWING YOUR WAY AROUND: ------------------------ This is a very large level and, although it only contains a relatively small fraction of the decks and rooms on the actual ship, there is still plenty to explore. Note that some decks are accessible by the main turbolift only, (Decks 19 & 36) while for others you must use the saucer section turbolift (Decks 10, 11 & 12). However, all decks are accessible through the main Jefferies tubes. Deck 1: Main bridge This is the control center of the Enterprise. Try your hand at the captain's chair or go into his ready room or thre conference lounge. There's even a bathroom (it's in the offical blueprints, so there!) where you can slowly regain your health ;-) Deck 2: Officer's quarters Here's where Worf, Data and La Forge live. If you are into hiding Deck 3: Main shuttlebay Okay, so this is only the upper deck of the main shuttlebay but there's still plenty of shuttlecraft and weapons lying around. I thought this would make a great place for a massive deathmatch shootout. You can even go inside one of the shuttles - check it out. Deck 5: Crew quarters Some miscellaneous quarters for you to visit or use as a hiding place. Deck 6: Transportation The four main transporter rooms are located on this deck. Inside each one, there is a weapons locker in the small area at the back. Shoot or axe the wall to open it. Deck 10: Ten forward Visit the social hub of the Enterprise! All it's missing is Guinan and some synthale. Deck 11: Holodecks A holodeck malfunction has resulted in some monsters from Worf's Klingon training missions being able to exit the holodeck. You've been warned! By the way, resistance is futile (sorry, couldn't resist) since killing them only keeps them out of action for 30 seconds, then they reappear in the holodeck. Have fun. Oh, and Lt Data is practising his comedy cabaret in the other holodeck, but excuse his poor humour. Deck 12: Sickbay After being injured, this is the place to go. The beds in sickbay will heal you, but faster than the bathroom on the bridge. It's also a great place to ambush an opponent when they're most vulnerable! Deck 19: Auxilliary battle section transporter A remotely located transporter room. All the usual destinations are available and if you look in the weapons locker you'll find another double-barrelled shotgun. Deck 36: Main engineering The home of the matter/antimatter reactor or warp core. You can climb up and down beside the warp core to other decks. If you damage the warp core too much, you will start a core breach which means that absolutely everyone and everything on the ship will die. Go out in a blaze of glory! This is also the main access point to the Jefferies tubes. By the way, since the warp core is so important it's forcefield is, unlike the others, virtually indestructible. Use it to stop annoying pests from blowing up the ship every few seconds. ================================================================ Words from the Author: I created this level because I think Star Trek is wonderful, and the Enterprise-D has always been my favourite starship. With this level, you can explore the ship with a level of realism that was never possible until Quake arrived. I must admit to taking much of my initial inspiration for making this level from Duke Nukem 3D, where there is a secret area with the bridge of the Enterprise (E2M3), but only Quake could deliver a fully customisable true 3D environment to make this level possible. I don't know if I am the only one to have written Quake-C code for interactive turbolifts/elevators, forcefields, etc. If you can't get these kinds of features anywhere else, drop me an e-mail and I might consider sending you the source code or some basic instructions (if I ever get around to completing them). Note that I don't have a great deal of Internet access time and modem links are slow, so I will not respond to hundreds of requests. Given enough demand, I may upload the source and instructions to ftp.cdrom.com at some point in time. Additional Credits to : Trey Harrison and Chris Carollo for Quest - the best DOS map editor around! See http://www.nuc.net/quest/ for more details. Paramount Pictures for perhaps the best TV show of all time - Star Trek: The Next Generation. ================================================================ Play Information: Single Player : If you want to rehearse for deathmatch, or just marvel at the scenery, go ahead! Deathmatch : YES! Take a look in the weapons lockers and enjoy some 24th century deathmatching... Cooperative : If you like that sort of thing, but I bet you can't go an hour without killing someone! Compiled BSP : Yes PROGS.DAT : Yes New sounds : Yes. Jazz music in Ten Forward, red alert klaxons and more. Map : No (I might release it separately later) MDL : Yes. Players look somewhat like Captain Picard, and a poor attempt at Lt Data is there too. Quake-C code : No (I might release it separately later) * Construction * Base : Based on technical specs and blueprints for Star Trek The Next Generation, by Rick Sternbach and Michael Okuda Build time : If you mean level design, texture drawing, etc then I really don't know, but it must be over 500 hours. Yes, I suppose you could call that sad, but if I had taken that attitude this level wouldn't exist. Now, you won't believe these compile times ;-) QBSP: 25 mins LIGHT: 40 mins VIS: 91000 secs (yes, that's >25 hours - never again :-) A vis -fast takes around 8 minutes to run, but performance was rather too jerky for my liking, so I left the computer running this vis -level 2 (the default) for an evening, a night and then the next day while watching TV, sleeping and then watching Star Wars: Special Edition at the cinema. When it finished, I was rather pleased! BTW: I have a Cyrix 6x86 P166+ with 32Mb RAM and 512Kb level 2 cache, and the MAP has >2500 brushes. Editor(s) used : Quest (http://www.nuc.net/quest) - it's great, try it! OS/2 system editor for Quake-C writing and map tweaking, Paint Shop Pro for texture drawing. Known Bugs : Such a massive level is unfortunately going to be a little slow on some machines, although after that 25 hour vis -level 2 I hope it's not too bad. Also, as much as I would like to, there is no way I could add any more areas of the ship. This level is far too big as it is. * Legal information * All trademarks, including Star Trek, USS Enterprise & NCC 1701-D, are the property of Paramount Pictures. No infringement is intended by their use, or in the recreation of the ship. This level is provided free of charge, and may be copied freely so long as I, the author Andrew Wyllie retain credit and all the original files remain included and unchanged. This level took many hours of work, so please be fair. If you want to include this level on CD, BBS, FTP, WWW site, etc that's fine by me so long as you do not charge for this level and the original files and documentation remains unchanged. * Where to get this level * FTP sites: ftp.cdrom.com/pub/idgames2/