9/12/2019 Quake2 Reckoning
.: November 18, 2005.: December 2, 2005 Mode(s), Quake II is a released in December 1997. It was developed by and published. It is not a direct sequel to; id decided to revert to an existing trademark when they were unable to agree on a new name that did not violate another company's trademark.
The soundtrack for Quake II was mainly provided by, with some additional tracks by; the main theme was also composed by Bill Brown and, and one track by Jer Sypult. The soundtrack for the Nintendo 64 version of the game was composed by, credited as Ken 'Razor' Richmond. The single-player mode in Quake II involves gun-battles often with multiple enemies in large, outdoor areas. Quake II is a, in which the player shoots enemies from the perspective of the main character. The gameplay is very similar to that featured in Quake, in terms of movement and controls, although the player's movement speed has been slowed down, and the player now has the ability to crouch. The game retains four of the eight weapons from Quake (the Shotgun, Super Shotgun, Grenade Launcher, and Rocket Launcher), although they have been redesigned visually and made to function in slightly different ways.
The remainder of Quake 's eight weapons (the Axe, Nailgun, Super Nailgun, and Thunderbolt) are not present in Quake II. The six newly introduced weapons are the Blaster, Machine Gun, Chain Gun, Hyperblaster, Railgun, and 10K. The Quad Damage power up from Quake is present in Quake II, and new power-ups include the Ammo Pack, Invulnerability, Bandolier, Enviro-Suit, Rebreather, and Silencer. The single player game features a number of changes from Quake. First, the player is given mission-based objectives that correspond to the storyline, including stealing a Tank Commander's head to open a door and calling down an air-strike on a bunker. CGI are used to illustrate the player's progress through the main objectives, although they are all essentially the same short piece of video, showing a computerized image of the player character as he moves through game's levels. Another addition is the inclusion of a non-hostile character type: the player character's captured comrades.
It is not possible to interact with these characters, however, as they have all been driven insane by their Strogg captors. The game features much larger levels than Quake, with many more wide open areas. There is also a hub system that allows the player to travel back and forth between levels, which is necessary to complete certain objectives. Some of the textures and symbols that appear in the game are very similar to some of those found in Quake. Enemies demonstrate visible wounds after they have taken damage.
Multiplayer The multiplayer portion is similar to that of Quake. It can be played as a free-for-all deathmatch game mode, a cooperative version of the single-player game, or as a 1 vs 1 match that is used in official tournaments, like the. It can also be played in mode (CTF). The deathmatch game benefited from the release of eight specifically designed levels that id Software added after the game's initial release. They were introduced to the game via one of the early patches, that were released free of charge. Prior to the release of these maps, players were limited to playing multiplayer games on the single-player levels, which, while functional as multiplayer levels, were not designed with deathmatch gameplay specifically in mind.
As in Quake, it is possible to customize the way in which the player appears to other people in multiplayer games. However, whereas in Quake, the only option was to change the color of the player's uniform unless third party modifications were used, now the game comes with a selection of three different player models: a male marine, a female marine, and a male cyborg; choice of player model also affects the speech effects the player's character will make, such as exhaling in effort while jumping or groaning when injured.
Each model can be customized from in the in-game menu via the selection of pre-drawn skins, which differ in many ways; for example, skin color, camouflage style, and application of facepaint. Plot Quake II takes place in a environment. In the single-player game, the player assumes the role of a Marine named Bitterman taking part in 'Operation Alien Overlord', a desperate attempt to prevent an invasion of Earth by launching a counterattack against the home planet of the hostile civilization. Most of the other soldiers are captured or killed as soon as they approach the planned landing zone. Bitterman survives only because another Marine's personal capsule collided with his upon launch, causing him to crash far short of the landing zone. It falls upon Bitterman to penetrate the Strogg capital city alone and assassinate the Strogg leader, the Makron.
Quake 2 Reckoning Walkthrough
Development. Unlike its predecessor, Quake II 's engine allows for colored lighting effects and. Originally, Quake II was supposed to be an entirely new game and IP; titles like 'Strogg,' 'Lock and Load,' and even just 'Load' were toyed with in the early days of development.
But after numerous failed attempts, the team at id decided to stick with 'Quake II' and forego the gothic theme from the original in favor of a more sci-fi aesthetic. 'It was a conscious decision to change Quake II's direction and controversial inside the company. We weren't happy with the original Quake story. John Romero was gone, so there was no one left to defend it. Kevin Cloud headed up Quake II and he wanted to make it story-driven.' — Todd Hollenshead Artist and co-owner Adrian Carmack had said that Quake II is his favorite game in the series because 'it was different and a cohesive project.'
Unlike Quake, where hardware accelerated were supported only with later, Quake II came with support out of the box. Later downloads from id Software added support for AMD's instruction set for improved performance on their processors, and released a native renderer for their V1000 graphics chip. The latest version is 3.21. This update includes numerous bug fixes and new levels designed for multiplayer.
Version 3.21, available as source code on id Software's server, has no improved functionality over version 3.20 and is simply a slight modification to make compiling for easier. Quake II uses an improved introduced in Quake. The game code of Quake II, which defines all the functionality for weapons, entities, and game mechanics, can be changed in any way because id Software published the of their own implementation that shipped with the game. Quake II uses the functionality of the to load the game library at run-time—this is how mod authors are able to alter the game and provide different gameplay mechanics, new weapons, and much more. The full source code to Quake II version 3.19 was released under the terms of the on December 22, 2001. Version 3.21 followed later. A -friendly version was released on January 1, 2002 by a going by the name of Major Bitch.
Since the release of the Quake II, several update projects to the have been created; the most prominent of these are projects focused on graphical enhancements to the game such as Quake2maX, EGL, Quake II Evolved, and KMQuake II. The source release also revealed numerous security flaws which can result in remote compromise of both the Quake II client and server. As id Software no longer maintains Quake II, most third-party engines include fixes for these bugs. The 3.24 that fixes bugs and adds only meager tweaks is recommended for Quake II purists, as it is not intended to add new features or be an engine mod in its own right.
The most popular server-side engine modification for multiplayer, R1Q2, is generally recommended as a replacement for the 3.20 release for both clients and servers. In July 2003, Vertigo Software released a port of Quake II for the Microsoft platform, using, called Quake II.NET. It became a poster application for the language, showcasing the powerful interoperability between.NET and standard C code.
It remains one of the top downloads on the website. In May 2004, Bytonic Software released a port of Quake II (called ) written in using. In 2010 Google ported Jake2 to, running in and. Quake II 's was a popular license, and formed the basis for several commercial and free games, such as, and. 's 1998 video game, which went on to sell over eight million copies, was originally going to use the Quake II engine during early development stages.
However, the final version runs on a heavily modified version of the, with a small amount of the Quake II code. Ports Ports of Quake II were released in 1999 on the (ported by Raster Productions) and (ported by Hammerhead). In both cases, the core gameplay was largely identical; however, changes were made to the game sequence and multiplayer replaced network or Internet play.
A Macintosh port was developed by Logicware and released in 1999. Quake II: Colossus ( Quake II with both official add-ons) was ported to by id Software and published by in 1999. officially ported Quake II: Colossus to the to test their OpenGL acceleration in 1999, and provided the game files for free download at a later date—a Windows, Macintosh, or Linux install CD was required to install the game, with the official add-ons being optional. Jake2 is a Quake II port shown by the JOGL team for JavaOne 2004, to present an example of Java-OpenGL interoperability.
Jake2 has since been used by Sun as an example of Java Web Start capabilities for games distribution over the Internet. In 2009, Tectoy Digital ported Quake II to the Brazilian gaming console. The game is available for free, but does not feature CG movies or multiplayer support of any kind. Quake II on the PlayStation The PlayStation version contains abridged versions of Units 1, 3, 6, 7, 8, and 10 of the PC version, redesigned to meet the console's technical limitations. For example, many short -like corridors were added to maps to provide loading pauses inside what were contiguous areas in the PC version. In addition, part of the first mission of the N64 port is used as a prologue.
Some enemy types were removed and two new enemies was added: the Arachnid, a human-spider with twin arms, and the Guardian, a bipedal boss enemy. Saving the game is only possible between levels and at mid-level checkpoints where the game loads, while in the PC version the game could be saved and loaded at any time. The game supports the peripheral to provide a greater parity with the PC version's gameplay. The music used in this port is a combination of the Quake II original music score and tracks from the PC version's mission packs, while the opening and closing cut-scenes are taken from the Ground Zero expansion pack. The PlayStation version uses a new engine developed by Hammerhead for their future PlayStation projects and runs at a 512x240 resolution at 30 frames per second. The developer was keen to retain a visual parity with the PC version and avoid tricks such as the use of environmental fog. Colored lights for levels and enemies, and yellow highlights for gunfire and explosions, are carried across from the PC version, with the addition of effects located around the light sources on the original lightmaps.
There is no; instead, a flat -textured purple sky is drawn around the top of the level. The game uses to render blood, debris, and rail gun beams analogously to the PC version. There is also a split-screen mode for two to four players (a four player game is possible using the PlayStation's Multi-tap).
The only available player avatar is a modified version of the male player avatar from the PC version, the most noticeable difference being the addition of a helmet. Players can only customize the color of their avatar's armor and change their name. The twelve multiplayer levels featured are unique to the PlayStation version, with none of the PC multiplayer maps being carried over.
The Nintendo 64 version has completely different single player levels and multiplayer maps, and features multiplayer support for up to four players. This version also has new lighting effects, mostly seen in gunfire, and also uses the for extra graphical detail. This port also features an entirely new soundtrack, consisting mostly of pieces, composed. A port of Quake II was included with for the on a bonus disc. This is a direct port of the original game, with some graphical improvements.
However, it allows for System Link play for up to sixteen players, split-screen for four players, and cooperative play in single-player for up to sixteen players or four players with split-screen alone. Mods As with the original Quake, Quake II was designed to allow players to easily create custom content. A large number of mods, maps, graphics such as player models and skins, and sound effects were created and distributed to others free of charge via the Internet.
Popular websites such as and Telefragged allowed players to gain access to custom content. Another improvement over Quake was that it was easier to select custom player models, skins, and sound effects because they could be selected from an in-game menu. Two unofficial expansions were released on CDs in 1998: Zaero, developed by Team Evolve and published by Macmillan Digital Publishingand Juggernaut: The New Story, developed by Canopy Games and published by HeadGames Publishing.
Other notable mods include, Weapons Factory, and RailwarZ Insta-Gib Capture the Flag. Release Despite the title, Quake II is a sequel to the original Quake in name only.
The scenario, enemies, and theme are entirely separate and do not fall into the same continuity as Quake. Id initially wanted to set it separately from Quake, but due to legal reasons (most of their suggested names were already taken), they decided to use the working title. Quake II was also adopted as a name to leverage the popularity of Quake according to. Quake II has been released on, but this version does not include the soundtrack. The game was released on a bonus disc included with Quake 4 Special Edition for the PC, along with both expansion packs. This version also lacks the soundtrack. Quake II is also available on a bonus disc with the Xbox 360 version of Quake 4.
This version is a direct port featuring the original soundtrack and multiplayer maps. In 2015, Quake II: Quad Damage, a bundle containing the original game with the mission packs has been released at GOG.com, unlike the previous releases, this one contains a new customizeable launcher and the official soundtrack in OGG format which was made possible to play in-game, making it the only digital release to include music. Expansions Quake II Mission Pack: The Reckoning Quake II Mission Pack: The Reckoning is the first official, released on May 31, 1998. It was developed.
It features eighteen new single player levels, six new deathmatch levels, three new weapons (the Ion Ripper, Phalanx Particle Cannon, and Trap), a new power-up, two new enemies, seven modified versions of existing enemies, and five new music tracks. The storyline follows Joker, a member of an elite squad of marines on a mission to infiltrate a Strogg base on one of Stroggos' moons and destroy the Strogg fleet, which is preparing to attack. Joker crash lands in the swamps outside of the compound where his squad is waiting. He travels through the swamps and bypasses the compounds outer defenses and enters through the main gate, finding his squad just in time to watch them get executed by Strogg forces. Next, Joker escapes on his own to the fuel refinery where he helps the Air Force destroy all fuel production, then infiltrates the Strogg spaceport, boards a cargo ship and reaches the Moon Base, destroying it and the Strogg fleet. Notably, the section of the game that takes place on the Moon Base has low gravity, something that was previously used on one secret level of the original Quake.
Quake II Mission Pack: Ground Zero Quake II Mission Pack: Ground Zero is the second official expansion pack, released on August 31, 1998. It was developed. It comes with fourteen new single-player levels, ten new multiplayer maps, five additional music tracks, five new enemies, seven new power-ups, and five new weapons. In the expansion's story the Gravity Well has trapped the Earth Fleet in orbit above the planet Stroggos. Neosat software and loader operator.
One of the marines who managed to land, Stepchild, must now make his way to the Gravity Well to destroy it and free the fleet above and disable the entire defenses of the planet. Patrick Baggatta of gave the expansion 7.5/10, describing it as similar to the original, but noting occasionally confusing map design. Elliott Chin of gave the game 7.9/10, citing it as decent for an expansion and praising the monsters and enhanced AI. Of rated the expansion D+, citing bad level design and few additions to the original game, and noted the multiplayer power-up gameplay as the only fun feature. Quake II Netpack I: Extremities Quake II Netpack I: Extremities contains, among other features, 11 game mods and 12 deathmatch maps. Compilations Quake II is included in a number of official compilations:. Quake II: Quad Damage - contains Quake II and all three official expansion packs.
Quake II: Colossus - a Linux compilation that contains the original game and two mission packs. Ultimate Quake - includes the original trilogy.
Reception Reception Aggregate score Aggregator Score (PC) 87.31% (N64) 81.27% (PS) 79.81% Review scores Publication Score 9.0/10. This section needs expansion. You can help. (May 2017) Quake II received positive reviews. Aggregating review website gave the PC version 87.31%, the Nintendo 64 version 81.27%, and the PlayStation version 79.81%. Editor Michael L.
House praised Quake II by stating 'the beauty of Quake II is not in the single-player game, it's in the multi-player feature'. Editor Vince Broady described Quake II as 'the only first-person shooter to render the original Quake entirely obsolete'. Quake II won 's 1999 'Best Shoot-'Em-Up' award, and the magazine's Christopher Breen wrote, 'In either single-player or multiplayer mode, for careening-through-corridor-carnage satisfaction, Quake II is a must-have.' It also won 's 1997 'Action Game of the Year' award. The editors wrote that 'for pure adrenaline-pumping, visceral, instantly gratifying action, Quake II is the hands-down winner.
No game gave us the rush that Quake II did.'
Review - The Reckoning Quake2 Mission Pack 1: The Reckoning review by The first mission pack for Quake2 is one entitled 'The Reckoning' by Xatrix Entertainment. I'd been waiting to buy this one until I had enough money to do so, and I lucked out and got it on sale at CompUSA for US$14.99. Not only was this mission pack worth the wait, it was also more than worth the money. The information on the box indicates that it has 18 'arduous' new levels (along with seven deathmatch-only levels not mentioned on the box, one of which is co-authored by Tim Willits) to conquer, along with the typical marketing hype - lots of strong adjectives and huge text. I'm glad to report that while these claims may be a bit exaggerated, that exaggeration is only due to hype and certainly not to content.
Only one other proviso in this review - I was not able to play the deathmatch levels in deathmatch mode (running around by myself doesn't count). Since so much of the enjoyment of deathmatch comes with playing live opponents, it's nearly impossible to determine if a deathmatch level is any good simply by running through it; therefore, only the single play aspect of the mission pack will be reviewed. I'll go over the levels first, with a brief synopsis of each including comments on new textures when appropriate; two screenshots of each deathmatch level, along with a brief description, will also be listed. Next will come a look at the intangibles of the pack such as music and cinematics.
Finally, I'll run down the new and modified aspects of play, including new and modified monsters, new weapons, and new items. Now, on with the show. Single-Player Levels The 'meat' of any single player add-on pack is unquestionably the levels.
Xatrix have obviously worked hard on both the creation of the levels as well as the inclusion of the new textures and the adherence to the story line. The eighteen single-player levels included with the mission are of top-notch quality; as stand-alone levels, or as pak-type missions, any of these levels would have earned a TLKA on my page. Taken together, and blended seamlessly into a whole, they provide a single-player gaming experience unequalled thus far; in fact, in many cases, they surpass the quality of the original id levels, no mean feat. Here are my impressions (and some highlights) of each of the levels in the pack (and no, I'm not giving anything away.).
Level titles in boldface are my personal favorite levels in each individual unit. (The numbers shown in the screenshots are not part of the mission pack, by the way; they come via. The mission pack uses the standard Quake2 numbers.) First Unit. The Swamps serve as your introduction into the world of The Reckoning. Excellent outdoor areas both architecturally and texturally; they look and feel real, while keeping the running speeds high.
Good use of 'natural' features (rocks and rubble) to accentuate the outdoorsy feel. Semi-linear flow throughout, which rewards the explorer, and due to the similarities of some of the indoor cave areas, remembering where you are can be difficult. No mechanical goals at all in this level - simply find your way into the. This level sports an extremely well-thought-out flow, as it is linear without making you feel like you're being led by the nose. Excellent thematic detail, despite the relatively low brush count. Running speeds are high, and the layout is intricate and somewhat claustrophobic (low ceilings, dark areas). What struck me was the consistent use of 'detail' architecture, such as doors and piping - everything looks as though it was built by the same hand, immersing the player even more.
I loved the look of the 'flayed wall' after I found the secret, too; blown-up walls should look like this. Waste Sieve is the final unique level in this first unit. You'll find yourself going even further into the depths of the sewage treatment plant. It gets even darker and more claustrophobic, and sometimes a bit challenging to even proceed; the level winds in and through itself, giving you complex play areas (screen shot). This makes sense, though, because you're really not supposed to be where you are, and thus there is no clear path for you to follow. Excellent explorer-type secrets (my favorites), with plenty of stuff to climb on and jump up to.
Second Unit. Outer Compound has you entering a unit with the objective of shutting off the Strogg power supply. This level is most excellently done, featuring smooth running speeds and interesting thematic architecture. It also features your first encounter with the rest of your strike team (screen shot); evidently, they can't pilot the pods as well as you can.
The ornamentation and brush structures throughout this level are simple for the most part, with texturing carrying the weight (and carrying it well, I might add). Some complex secrets are to be found here, along with a wonderful circularity; there isn't a lot of backtracking required. Inner Compound seamlessly continues the theme begun in the Outer Compound, and sports a very nice blending of outdoor and indoor areas. It also features a secret that is very difficult to find and get to, which is all the more rewarding when you find it.
Good use of specials to enhance the play experience; the three-way laser thing was very cool. This level is linear, but it doesn't feel like it due to all the exploring you'll be doing. The combat difficulty rises sharply in this level due to the introduction of one of the modified monsters. Core Reactor is where you'll find the power cubes you'll need (one is shown in the shot to the right) to get out of the Inner Compound. The running speeds were a bit slow in some spots due to this level's construction; you'll be exploring along the upper and lower levels of an outside 'ring', which is liberally stocked with crates and overhead piping, giving this level a true 'reactor' feel.
Some side areas are present (one of which is in the shot to the right) and the functioning machinery gives it life. Indeed, shutting down the machinery by removing the cubes is one of the cooler effects in this level. Combat is difficult due to the constricted areas, and the author has cleverly used monsters that use direct-hit weapons; you'll work hard for your kills here. It's fun to prowl around the level after you've killed everything and scrounge for the abundance of ammo that is present here. Get as much as you can hold, because you'll need it. The Warehouse is next on your list, and contains quite a few thinking/observation type secrets; that is, you can often see the item in the secret, but you'll need to figure out how to get there. More of the quality architecture that's become the norm, along with an excellent adherence to theme.
There is some slowing in spots, but nothing unmanageable and never at critical times. Again, this level features consistent structural and architectural details (doors, terminals, and the like). Some puzzles in this one, too.
I especially liked the route you take to exit this level, since you can see the exit route throughout your wanderings in this level. Intelligence Center is the final unique level in this unit. The secondary goal at the start of the level is absolutely perfect, and completing it is just too cool.
The architecture in this one is surprisingly bland, but as it consists of mostly hallways, it's not unexpected; nevertheless, it is consistent and feels real. Another modified monster makes his appearance here; better have a quad by now, because you'll wish you did if you don't. Some very good combat in this level, along with both a two-part secret as well as a secret that you can't reach by conventional means. Third Unit. Industrial Facility features some rather large architecture, yet the running speeds stay high.
This level really makes the player feel small, as if these structures were made for titans. It's big both inside and out, giving you a lot of running room in combat. This one's the 'hub' for this unit, as you'll see it three times. Outer Base is the next in line.
The secondary goal is a bit too specific, but this one features some great wrecked architecture (screen shot) and secrets that require you to be clever and observant. The architecture is a bit on the bland side, brush-wise, but the textures carry some of the load admirably, and the level as a whole runs very smoothly. Refinery has an excellent secondary objective and a very good theme. This one's play areas vary widely in size, and there is plenty of stuff to jump on, climb around, and swim through; it's an explorer's heaven. The best part about all this jumping and climbing around are the secrets you'll find along the way. One really interesting thing was watching what happens after you retrieve the airstrike marker (not found in this level); if you stand by the door leading out from the airstrike marker area (on the side of the ledge) you get to watch the fireworks.
And they're really well done. In fact, I'd save the game before you put the marker back so you can watch it as many times as you want (I watched it five times, for the record). The plot twist that happens here is as interesting as it is unexpected. Water Treatment Plant is another enormous level; however, this one does slow in places due to its size and all of the water.
Excellent indoor and outdoor architecture (screen shot) comprise this level, and the adherence to theme - and logical location of areas and items - is superb. Seven secrets in here, so keep your eyes peeled; I went back through it three times and only found five. Some of the secrets are intricate and complex, and you can climb just about everywhere in here as well. Takes a very close second to the Refinery for my favorite level in this unit; being able to play them back to back was incredibly fun and immersive. Badlands is where you'll find the airstrike marker, in a somewhat-unusual location.
More of the excellent outdoor architecture and texturing is seen throughout this level, with the monster count being appreciably higher than before. Secrets are well-hidden yet logical in their placement; when you find one, you'll think, 'of course!' The tension in this level is fairly high; the monsters make noise pretty much all throughout the level, so it can be hard to pinpoint exactly when you'll be attacked.
Good use of specials here both to advance the plot as well as to expose the item you're looking for, though it's subtle; keep your eyes open after the earthquake. Fourth Unit. Lower Hangars features an excellent 'heavy metal' storage-area feel. The architecture is fitting and proportional as well as fast-running. The combat difficult rises markedly in this level, so be sure to save your rockets and slugs for this level; you'll be glad you did, as this level has some of the more effective monster placement and selection. This level contains a bounty of storage crates and staging areas, making it fun to (again) jump and climb all over the place looking for secrets (five).
The Hangars contains, as usual, excellent architecture and texturing. The running speeds through most of this level could best be described as 'erratic' due, no doubt, to the conveyor-belt mechanism which forms the backbone and the backdrop of this level - plenty of moving entities and rotating brushes and the like. This level feels the most 'alive' of any of them; it truly feels like you've stumbled into a working (and actively populated) Strogg area. More puzzles in this one, and a rather clever means of escape; not only is it well done, but it makes sense with the theme and your primary objective. I didn't particularly care for the 100-point beating I took after exiting the level (passing through the security lasers), however. Strogg Freighter has an excellent transition from the previous level; in fact, the liftoff sequence is almost too cool for words. This one's a low-gravity level, aboard the Strogg freighter which is taking you (all unwittingly) to your final destination, and features the first appearance of the beta gladiators.
For the record, I hate these things, but thankfully i had two traps by that point, which made things a bit easier. Delicious, too, I might add. The architecture, lighting, and texturing were simply thematically perfect - everything looked like it belonged, and it all fit well into a cohesive whole. The endgame was challenging in that you have a timed puzzle to decipher (and no, you're not supposed to blow up the ship - you're stowed away because you want it to arrive, remember?) Fifth Unit. Cargo Bay is where you disembark your hijacked freighter. This level features consistent structures with 'The Hangars,' giving a solid thematic feel and transition. One thing I did not like, however, and that was the presence of clip brushes on the second deck as you enter the level (where the red armor was).
I was able to get up on the shelf without rocket jumping, yet couldn't turn the corner around the box that was sticking out until later in the level. Despite this, it's a nicely-thematic level, with a semi-linear flow and good secrets. It runs smoothly throughout, and due to the low gravity, it's possible to circumvent quite a lot of the level (generating an error message, no less, in one area) with a bit of creative gymnastics. The endlevel specials sequence was nicely done, giving the player a feeling of desperation trying to escape in time. Command Center is the last level.
It's a huge level, with spacious playing areas, fairly uncomplicated structures (to keep the running speeds smooth), simple - if time-consuming - puzzles, and a somewhat predictable endgame. The beta gladiators are evidently the elite guard, because I'd guess about half the monster population in here (at least, it felt that way) were the beta gladiators. Unfortunately, the endgame itself was very easy due to the amount of powerups I possessed at that point. A solid ending to an outstanding series of levels. Deathmatch Levels Munitions Dump (xdm1) by Alex Mayberry is a small, fast-paced map. Rooms are separated by short hallways, plenty of hardware and ammo is around, and it looks like it'd be good for maybe 8-10.
Deadly Reckoning (xdm2) by Dan Koppel has an intricate layout with teleports strategically placed to get you back in the action. A rather large-sized level, this one could probably hold 14-18, with plenty of 'turn the corner' frags happening. Reservoir Stroggs (xdm3) by Aaron Barber is a huge, intricate level with a lot of water and piping. This one could easily hold 20, or even more, due to small-sized open areas and lots of connecting passages. The Sludge Pit (xdm4) by Rhett Baldwin is filled with slime, along with a couple of button-operated bridges to either help you or hinder your opponents. A lot of narrow hallways with tall ceilings; be sure to look around to find any powerups.
Small, tight, and/or narrow areas are the norm here - the grenade launcher may be your best friend. Stomping Grounds (xdm5) by Alex Mayberry and Aaron Barber is a huge, multilayered fragging arena. It's vaguely reminiscent of q2dm1, with the curved multi-level stairways. Check out those arenas in the shots; can you imagine having a grenade launcher with lots of grenades?
Hidden Agenda (xdm6) by Mal Blackwell is a level with a lot of water. The play areas are intricate and multi-layered, with weaponry scattered liberally about. Play areas are on the smaller end of the scale, with lots of obstacles (pillars and such) making this more of a railgun-type level than rocket launcher. Unless you're feeling lucky.
Xedge (xdm7) by Tim Willits and Mal Blackwell is our old favorite q2dm1. With a twist. Mission-pack-specific weaponry and ammo have been added, as has a passageway from the hole in the wall over the rockets to the railgun room.
It's more than just a passageway; it's a new section back there. No more will you be trapped when you get the railgun. Thanks to, I have a list of who created which level in this pack.
One interesting note about this list and that is that each level designer was responsible for an entire unit; this certainly explains the cohesion and similar architecture and 'feel' through the levels in each unit, and is a way of creating levels and units that I find preferable. The list: The Swamps Mal Blackwell Sewers Waste Sieve Outer Compound Dan Koppel Inner Compound Core Reactor The Warehouse Intelligence Center Industrial Facility Alex Mayberry Outer Base Refinery Water Treatment Plant Badlands Lower Hangars Mal Blackwell The Hangars Strogg Freighter Cargo Bay Dan Koppel Command Center QUAKE is a registered trademark of Software, Inc. QUAKE®, QUAKE 2®, the stylized reproductions of the QUAKE® and QUAKE 2® trademarks, including, without limitation, the Q in QUAKE® and QUAKE2®, and the images depicted in QUAKE® and QUAKE 2® are the copyrighted property of Software, Inc. All other trademarks and copyrights are the property of their respective holders. All original material on this page ©1996-98. No part of this material may be reproduced or utilized in any form or by any means without permission in writing.
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Did a little searching around and I didn't see much in the way of detailed installation instructions in the discussions so I thought I'd write something up for those wanting to play the Reckoning and Ground Zero expansions with the 'Ultimate Quake 2' patch aka KMQuake2. The latest version of it is KMQuake2 v0.20 Update 7. This isn't necessarily the 'only' way to run them but it's the method that I like to use as it's more practical to me. Once you have Quake 2, Reckoning and Ground Zero installed you'll want to unzip the KMQuake files into your Quake 2 base directory. Once you've done that you'll find the application file kmquake2.exe in there. Take that and create a shortcut on your desktop. If you like, make three of them - one for Quake 2 and the others for the expansions.
Make sure the shortcut is set to run as administrator so you can save/quicksave your games. To play Quake 2 just run that shortcut as is.
The shortcuts for your two expansions however will need to be changed a bit so the patch will load the proper expansion pack. Go into the shortcut properties then shortcut tab and edit the target as follows: For The Reckoning add +set game xatrix to the end of the target. For Ground Zero add +set game rogue to the end of the target. Note - it's important that you add a space after the quotation mark then enter the +set lines above. Hopefully this method will work for most everybody here and you can enjoy the The Reckoning and Ground Zero with the KMQuake 2 mod.
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