Avatar's Quake2 Deathmatch

(Blast Pack-arama-thon, got it?)
New important information for AvPakers: Due to problems with NT, problems with dedicated server mode with the DLL, problems with +set game, etc., I've rereleased the Pack as avblast.zip. SpinCity and SpinOut are not included because they lag net play too much. Also, the new gamex86.dll is not included because of all the problems it was causing. This means DM start pads will now be present in Strange and Wheel, which bites, but its better than everything not working. If you want to play Spincity or Spinout and Strange and Wheel without the dm pads, get http://avatar.telefragged.com/avpak.zip. To get the new avblast.zip, click on the "Blast Packaramathon" picture at the top of this page.

Due to Quake2's map difference checking, you'll probably have to re-download the pack to play with other people, but its under 700k, so big deal. Grab it.

I think we all know what time it is. Yes, its time to have an old school deathmatch Quake2 beat down. No more of that pansy "let's run patterns on a goliath 4000 brush map and see who has da skillz", its time to bust loose in some way way down to earth arena style smack down bakeries. Yes, its time for the Blast-Packaramathon. 10 tightly packed, quickly learned, storage places of mass carnage. 10 frags a minute and no place to hide.

Now that we have all the bravado and self promotion out of the way, here's some important details: Like one of my earlier projects, a 5 level deathmatch wad for DOOM2 called Avatar1, these maps were quickies to supplement the available Quake2 diet of dm levels (well Avatar1 was for DOOM2, but you get the idea). This means that while they're unusually (for me) sparse on details, for the most part they really have it together for pure dm sparkling quality. Part of the purpose of this project, for me, was to start gettin a grasp on all the neato Quake2 innovations like rotating brushes and moving water brushes. So don't go in expecting the details to just exude fragarance or whatever.. the point is in the playability this time around. Sometime in the future I'm sure I'll do some maps where I spend goliath amounts of time fine tuning the details.. but not this go round.

Some notes: Playing without Weapons stay is a SIN, a CRIME, and if you turn off weapons stay it means 10 to 1 you're a KEYBOARDER, and we all know what that means. So make sure weapons stay is flagged on. Also, I personally am anti-falling damage. Lastly, you'll probably want to force respawn, otherwise there's a chance some of the rotating brush based levels will get stuck up (quake2 still be buggy like dat). Some similarities in the levels are (usually) 4 dm starts, near each other, sometimes 4 100 healths and a chaingun there too. Symmetrical design pretty much throughout. Mind boggling innovation with so few brushes. Etc.

Installation:

Put avblast.zip in quake2\baseq2\maps and unzip. Thats all! To play, run quake2 +deathmatch 1 +map welcome. The dll from the original avpak release was giving NT players headaches and didnt function in dedicated server mode. I'll just have to live with dm start pads in Strange and Wheel! Ack! -*Avatar*-

Here's some map specific notes:

WELCOME Deceptively simple. That's what you call your maps when you want people to think there's more there than there is. Sure, this map ain't a mind bender to figure out, but its got some neato king of the hill and bfg dodging themes running around.

TOOCOOL Might as well get most of the bfg battles out of the way quick, right? Try this one with sv_gravity 50 some time. Gets harder to kill with the bfg, cause you have to be close, and shifts more to a railgun battle. This here be my first Quake2 map. Oh.. can't you feel the Casa permeation?

SPINCITY Did you know rotating brushes are leet? Well now you do! If you try to "take this map by storm", you will end up one sad piece of fried tupperware. This map requires a little more thought and stationary activity than most others.. if you dont plan jumps well, you go swimming.. and the water's hot.

STRANGE There's just.. something strange about this map!! I can't quite put my finger on it.. just be sure to play for a minute or so.. it's not immidiately strange, ya know?

ACIDBATH I figured it was about time to reincarnate my second DOOM2 map, HeadAche (map01 of Avatar1), in Quake2 form. Added the nifty rising acid, just cause moving water is really cool (I know its something we've all wanted a long time, huh?). Hmm.. a cat has jumped in my face, I cant see! This may take awhile.

PILLARS They go up.. and up.. and then you die. That about sums it up. Was even more interesting back when it had lava.

TAKEOFF Space.. the Final frontier.. these are the voyages of.. ahem.. If I had that dll that plays midis in Quake2.. I would be playing like.. the 2001 music.

WHEEL Some maps are made.. just cause they have to be done. Albeit A rather disturbing experience.

SPINOUT Spincity in its original form.. meaner! Stand on the lift and jump to make it go.. but if you dont see it there.. back up!

WAYLEET With a title like Wayleet, you know this is the sequal to Toocool. BFG tactics have been replaced by neato moving lava stuff.

Check out my (and Wendigo's) movie,

Thanks to JK for testing, even if he didn't have any choice.

Oh yeah, click anywhere on that big "Blast Packaramathon" picture to get the actual file.

You're later than like other people!