To see which keys are bound to functions by default during program installation, you can examine the config.cfg file found in the /baseq2 subdirectory. You can assign any other unused key to this function, if you desire. This can be done by adding the following to a text file called autoexec.cfg, which should be stored in the /baseq2 subdirectory under your Quake II installation: To make it easy to find your current location, you might consider binding a key on the keyboard to the viewpos command. Direction of movement may be described by compass direction or by the numerical heading. Specific features in the game may be described using their coordinates, typically the x, y and z values, as an aid to orientation. For convenience, in this walkthrough the positive x-axis or 0° is defined as "north" +90° is "west", -90° is "east", -180° is "south", and so on. The player's starting point is given in a table at the top of each level's page. This trick should be used sparingly, if at all, because it damages immersion in the game. Refer to the sub-section below for details. If all else fails, a walkthrough may refer to a place or feature by the coordinate system that Quake II uses to locate objects in the level. courtyard, colonnade, arcade, plinth, etc.). Readers may need to make sure they understand architectural terms correctly (e.g. Writers need to make sure that these descriptions are clear, unambiguous and used consistently (if you told the reader he arrived at a "landing", don't later tell him to go back to a "platform"). Brief descriptions, such as "the landing in the computer room", are used to refer to features that are mentioned more than once, particularly with reference to secrets. For the most part, the Quake II walkthroughs assume that the reader follows each step of the walkthrough and therefore arrives at significant places in the same order as the writer. Long descriptions of what the player should be seeing are going to get boring quickly and, in any case, won't help the player to get there from somewhere else. Perhaps the most difficult thing about writing a game walkthrough is making sure that the reader is where you expect him to be when you tell him or her something. Where The $&*% Am I? I Should See A What? ![]() However, once a unit has been completed and left it is not possible to return to it.Ĭlick on the Outer Base link here or in the navigation menu below to proceed with the level-by-level strategy guide and walkthrough. This was done to increase the apparent size of the game environment while keeping individual maps small enough for reasonable computer memory requirements. With few exceptions, the player can move freely back and forth between levels in a unit. The game is divided into a number of "units", and each unit is subdivided into "levels" or "maps". Your field computer is working, however, and provides you with step-by-step objectives. You are unharmed, but all your equipment, except for a simple side-arm, is gone. It crashes into a building in the Strogg base. During the descent to the planet, your pod collides with others and has a generally bumpy ride. Your name, painted on your pod, is Bitterman. From orbit, a spaceship launches a huge number of landing pods (or drop-pods) each containing a Marine soldier and his equipment. ![]()
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