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                Zerstorer - Testament of the Destroyer
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                         Non-Interactive Demo
                         Running Time:  2m45s

 -----------
 The Release
 -----------

                            June 7th, 1997

      Nihilism Unlimited is proud to shed some light on their upcoming 
 partial conversion for Quake, 'Zerstorer - Testament of the Destroyer'. 
 A unique experience, promising to bring together the best single-player 
 and deathmatch elements of first-person action games into a fresh, 
 well-balanced product. The player will find themselves wielding fantastic
 new weapons, facing challenging new monsters, harnessing the power of 
 incredible items, and making their way through insane and challenging 
 locations.


 ------------------------------
 Notes on the Demo/Installation
 ------------------------------

      You may think that this is a .dem file, but you would be wrong. The 
 demo is a sort of showcase of the cut-scene code. What you are actually 
 running through is a level, with a series of camera's triggered to 'tell 
 a story'.  This sort of technology is amazing and lets us set up very 
 detailed scenes, complete with actors (none of which are human controlled) 
 and scripts. Working in a .dem environment is too messy and time-consuming.
 It's a bit like animation, what we envision is what we produce.. no whining
 actors, no lag, and no fumbling for keystrokes.


 Installation:
        Unzip 'Zerdem.zip' into your Quake directory.  This will create a
 directory inside of your Quake directory titled 'Zerdem'. Or, create a
 directory inside of your Quake directory titled 'Zerdem' and extract the
 contents of 'Zerdem.zip' into the new directory.

 To run the demo:
        From your Quake directory, type in 'quake -game zerdem'
        -or-
        If you are running WinQuake, type in 'winquake -game zerdem'
        
       
 The Demo will loop continuously until you exit Quake.

 * While it is possible to view the demo in glQuake, we STRONGLY advise *
 * you NOT to do so.  The demo uses commands that were not implemented  *
 * in glQuake to create some of the unique visual effects.              *
 

 -------------
 The Designers
 -------------

 This is not a work being produced by individuals. We are a team. Ideas
 and suggestions are being tossed around continually, refined again and
 again. Although we are spread throughout five states and two continents
 we are all striving towards one common goal, to create a conversion
 that is immersive, original and impressive. Most of us have lent a
 hand in many departments, the 'job description' listed is the field we
 are doing the most work in.

 KillMe (killme@killme.com) - Founder/Levels/Web Page
    Works: Manson1.bsp, Manson2.bsp, Manson3.bsp

 Ace_Dave (weiden@tcnj.edu) - Levels/Quake-C
    Works: Chthon1.0, AceDave2.bsp, 4Zombies, Ogresaw

 Darin McNeil (dhm7206@usl.edu) - Quake-C
    Works: Quake Will Rule the Cosmos!, Cut-scene Construction Kit, Visions
           of Hatred.bsp

 Dr.Rigormortis (yagyu@falcon.cc.ukans.edu) - Graphics/Models
    Works: Skins, various mods since Qtest, avid Impulse9 clan deathmatcher

 Kandyman (marin@pop1.netway.at) - Graphics/Levels
    Works: Kndybase.bsp, Kndycity.bsp, Kndyfrge.bsp

 Mancer (cole@mail.dodgenet.com) - Levels
    Works: Mancer series of Doom levels, MncrDrug.bsp, Taint1.bsp
           Taint000.bsp

 Midiguy (midiguy@crl.com) - Levels
    Works: 5150.bsp, Vertigo.bsp (CTF3), Spill the Blood.bsp (CTF4)

 RatMonkey (sapid@falcon.cc.ukans.edu) - Models/Sound
    Works: Code for 'QuakeWorld Ring'


 --------------------------------------
 Zerstorer - Testament of the Destroyer
 --------------------------------------

      The final product will be released 'when it is finished'. We will 
 not settle for anything less than perfect, so there will be no version
 '0.45353' or '.14159', only the final build. Everything is being tested
 thoroughly, in both normal Quake and in QuakeWorld. The final release
 will consist of 8 single-player/deathmatch levels, 2-3 levels designed
 for deathmatch only, as well as a slew of other new features.
      Through the use of cut-scenes the player will be witnessing a new 
 approach to the run-of-the-mill 3d shooters. Cut-scenes have enabled us 
 to tell a story, to notify the player of important events, and to create 
 an atmosphere that is highly action-oriented as well as very cinematic. 
 You will never forget the puzzles and twists you face during the 
 single-player experience, there is more to a game than a constant 
 barrage of monsters.  
     Extreme care is being taken to create a cohesive conversion.  Nothing 
 is out of place.. everything fits together very nicely. While taking the 
 time to create levels and challenges for single-player play, a great deal 
 of thought has been given to deathmatch as well. Playing by yourself, or 
 multi-player over the internet will be two very different experiences. 
 Experiences that will be rewarding, brutal and horrific.
      At this time, the conversion consists of one episode. Only time and
 prospects can dictate where we go beyond that.

 For inquiries and information, set your browser to 'http://www.killme.com'

 Prepare to be destroyed..

 ----------
 Disclaimer
 ----------

* This demo may not be sold and may not be reverse-engineered.
* This demo is property and is copyrighted by Nihilism Unlimited.
* If this demo appears on any medium/media without the consent of Nihilism 
  Unlimited, full legal action will be taken.
* Due to the past actions by producers/manufacturers of compilation cd's
  dealing with 'Quake add-on's and accessories', such operations are
  advised to stay as far away from us as possible. We do not want to hear
  from you.
* The music samples from the demo are snipped from:
  'The Perfect Drug' by Nine Inch Nails, appearing on the 'Lost Highway'
  soundtrack - copyright 1997 Nothing Records.
  And..
  'The Perfect Drug' by Nine Inch Nails, appearing on 'The Perfect Drug
  Remixes' - copyright 1997 Nothing Records.

  Both of which have breathed life into my levels and have acted
  as inspiration for the feel and setting of 'Zerstorer'.

* Rotating brush code is from 'Quake Mission Pack No. 1' by Hipnotic
  Interactive.  A big thanks to Hipnotic for their contributions to the
  Quake community.

* A special thank-you goes to id Software, who with their tireless
  commitment to the genre and to the Quake community, have given us the
  tools and engine to make our ideas and dreams a reality.


 - Nihilism Unlimited.