ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º º º Quake Forever º º Beta Test º º º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Title : Quake Forever Sub-Title : The Hidden Army Filename : qf_bt34.zip Version : 0.34 Beta Test Date : July 30, 1997 Author : QuakeC: Andrew Walbert Models: Alex Huhu Skins: Guenevere -- waiting for a response... Email : ajw@lancnews.infi.net Homepage : www.planetquake.com/phantom -- Maybe? Thanks to : id Software Anyone who sent in e-mail about Quake Forever Everywhere you see a NOTE, it has comments that reflect the current version as being different from what is said in the rest of the file. This file is what will be included in the final version, and as ideas turn into realities, or ideas turn into definates, they are added here. Therefor, not everything in this file is in the beta copy you have now. NOTE: All QuakeC is (c)Copyright 1997 Andrew Walbert. The current source version is 0.39 (not same as QF version) You will not be able to decompile the PROGS.DAT, as it is scrambled. Type of Mod =========== Quake C : yes Sound : yes MDL : yes Maps : yes (test.bsp) Teamplay : yes (limited CTF) Format of QuakeC ================ .qc files : no (available at a later date - maybe) progs.dat : yes (it's scrambled, so forget decompiling) pak0.pak file : yes (contains only the required files) pak1.pak file : yes (contains the additional files for co-op/single play) PAK1.PAK is only used during single-player and cooperative games and is not used during deathmatch, teamplay, Capture the Flag, or Kick the Can games. The batch files used to launch Quake Forever will automatically move the PAK1.PAK file into a temporary directory when playing those types of games. NOTE: All files are in the PAK0.PAK file right now. The final version will have the seperate paks. System Requirements =================== Pentium-100 16MB RAM 2MB Graphics RAM 40MB Hard Disk Space 10MB Additional HD Space for "The Hidden Army: The Movie" NOTE: The current requirments for hard drive space are less, and the movie won't be available until a much later date. The first mission will be almost unplayable without at least 2MB graphics RAM, due to it's many burning buildings and areas. Impulses ======== These are just the ones that changed, rather than listing all of them. Impulse : Function : Key to Press ---------------------------------------------- 1 : Axe/Grappling Hook : 1 3 : Sniper Rifle : 3 4 : M-21A Pulse Rifle : 4 5 : Gatling Gun : 5 6 : Pipe Bombs : 6 7 : Proximity Mines : 7 8 : Laser Rifle : 8 14 : Rocket Launcher : 9 15 : N64 Camera : C 35 : BioSuit : None \ For testing only 36 : Pent. of Protection : None |-- Do not work in multiplay 37 : Quad Damage : None / 38 : Holster Weapon : H 39 : Grappling Hook : 0 50 : Kills all enemies : F5 51 : Makes you an observer : F6 52 : Game Menu : F7 ??? : Shuts down the world : None NOTE: The last one does not work right now, so don't bother searching for it. The Game Menu, observer, and holster weapon are not working, either. The Pipe Bombs have not yet been coded, and when you IMPULSE 6 (or press 6), you still get the Grenade Launcher. Please keep in mind that the models are still temporary. Some of these won't work, simply because the code isn't right just yet. Yes, the one that "Shuts Down The World" is the secret impulse I've talked about. It has something to do with a certain movie that got bad reviews... Impulse 38: Holster Weapon -------------------------- It was in Duke Nukem 3D, but wasn't used much. It's mostly just for getting good screenshots where your weapon doesn't obscure the picture, but it is useful at other times. Game Menu --------- It gives you a simple menu letting you pick between playing Capture The Flag, Kick The Can, or normal play. Capture The Flag ---------------- This is based on Threewave CTF, but it adds rune dropping, weapon/ammo dropping, and ejection from the server if you change teams. Each of these new options can be disabled by the server administrator. Kick The Can ------------ You almost have to ask why somebody didn't think of it before. It's that great game of Kick The Can, but with a twist. You can only use your axe and shotgun against the Can guard, but the Can guard can use any weapon against you. This makes for some very interesting game play. You must run over the can to "kick" it. So far, the only levels that work with Kick The Can are CAN1, CAN2, CAN3, and CAN4. Each of them has a large central area with the can in the middle, and the guard will start out there. There are many places for attackers to hide and run out from, but once you get inside the Can Zone, you're reduced to using your shotgun and axe, and can only run at half of your normal speed, while the Guard can still function like normal. The Guard will only suffer 1/10 damage from any attack outside the border, and any Quad Damage attack causes only 2/5 damage. Any attack from inside of the border will do normal damage. The Guard also has 250% health when the game starts, and his health will slowly build back up to the 250% level if it gets knocked below that level. All in all, KTC is one of the best new multiplayer enhancements for Quake. Enabled with "TEAMPLAY 3" or by pressing F7 and selecting "Kick the Can". NOTE: Kick the Can isn't coded at this time. I'm sorry if you started to drool over it while reading that, but I'm still getting the bugs out of CTF, and will need some time to plan out KTC. CTF is not in this version, either. Description of the Modification =============================== Story After defeating Quake's minions of hell and rebuilding Earth, you retired from the military, content that you'd done your bit to save the planet. The last of the Slipgates were being closed up, and after all these years, you finally felt secure again. Naturally, the government couldn't let something like the Slipgates just go to waste. They built up heavy defenses around one of them, intent on studying it. Nobody knew about this, and it was kept very low-profile. But when the first evil creature came out of the slipgate, the marines killed it without hesitation. They were trained well, but the scientists yelled for days, because they wanted it alive to study. Eventually, the scientists won, and the next few creatures that came through were kept alive. Many military leaders felt that this was a very dangerous move, but they had little say in it. Soon, a single grunt broke free and attacked and killed three scientists. The marines killed it, ignoring the pleas of the scientists to keep it alive. Things were uneventful for the next several days, and after stopping the grunt so quickly, security relaxed. They began capturing other creatures, too. First, they just got grunts, but then they started capturing ogres. When the first ogre brought about it's buzsaw to cut right through it's cell, the grenades began flying from it's launcher. Scientists and marines were falling left and right, and it took the combined firepower of 13 marines to finally bring it down. Then, even worse creatures came through the slipgate. Wizards, Gremlins, and Overlords began piling through. There were too many for the marines to stop, and the base was quickly overrun. The very instant that word of the incident reached the marine comander, he called you and said that the Quake bastards had overrun a top-secret military base and that he wanted you to come down and help fight again. You refused, saying that there was no way he could get you to come down again. Well, maybe the marine commander couldn't, but an ogre at your front door sure as hell could! The base wasn't the only thing that got overrun. The monsters started rampaging through the towns, not just here, but all over the world as more slipgates began opening up. You heard a knock at your door, and opened it up to see an ogre revving up it's chainsaw. You grabbed your trusty shotgun and fired several shots into it's head. Those bastards had just messed with the wrong person. It was time to stop these things from destroying the planet! You run down to the base, only to find it in ruins. It was burning very badly, but you hoped to find some decent weapons or ammo their. It looked like the planet was doomed, but you were determined to save it one last time. Weapons ======= 1 - Axe/Hook 2 - Shotgun 3 - Sniper Rifle 4 - M-21A Pulse Rifle 5 - Gatling Gun 6 - Pipe Bombs/Remote Nail Bombs 7 - Proximity Mines/Proximity Nail Mines 8 - Laser Rifle/Rapid-Fire Laser Cannon 9 - Rocket Launcher NOTE: Pipe Bombs, Remote Nail Bombs, and the RFL Cannon are not yet coded. Grappling Hook ============== The Grappling Hook is the most valuable tool in your arsenal. It enables you to reach items that would otherwise be extremely difficult to get to, and to get into high places for snipering. A great tool when used properly. Sniper Rifle ============ A good sniper's best friend. This gun can kill almost any human opponent with a single shot, but it slows you down when you shoot, and it takes several seconds to reload. But, it does have a sight with a zoom on it. A good weapon for deathmatch when used in combination with the Grappling Hook. I've found that this weapon is WAY to powerful, and I'd tone it down a bit, but I'm not sure of the best way to do so without it losing some of it's functionality. This is a bug-finding release, so please help me out here! M-21A Pulse Rifle ================= When you said you wanted an all-purpose military rifle, you'd expected something less powerful. It fires as fast as an Uzi, but it's the most stable weapon you could ever hope for, and it has virtually no kick to it! You'll find yourself using this one alot, since it doesn't consume ammo as fast as the Gatling Gun, but yet it still cuts down enemies quickly. Gatling Gun =========== Yes, this thing is for real. Unfortunately, if you are up against an opponent in DM who has the Gat, your best weapon is the RL, taking the suicide to destroy the menace. The Gatling will cut down any opponent at an amazing speed, and the shells will eject rapidly, bouncing along the walls and floor. Very cool, but it eats ammo like popcorn. Pipe Bombs ========== You've always wished you had Pipe Bombs in Quake as you do in Duke3D. But these aren't quite like Duke3D. They generate a much larger explosion, and will send bomb fragments through the air (or water) when they go BANG! They can also blast through interior walls if placed right next to the wall. Proximity Mines =============== Ahh! At last you can frag people the instant they come out of teleporters or when the go after a good weapon! Just place a pair by a teleporter, and when the player steps out, BOOM! Or, if you want to make sure nobody gets the Rocket Launcher, just place a few near it, and when somebody goes for the big gun, KAPLOOEY! Best used for deathmatch, but still useful in single-player games if the monsters can be tricked into walking past one. The Rocket Launcher =================== This isn't the normal Quake RL! It does the damage of a Quad Rocket, but the damage area is spread out to that of a REAL rocket! This puppy will gib almost any enemy without question. But: if you send one of these at an enemy in the same room as you, you'll almost certainly be killed in the blast. The killing area is about the same as a BFG or Lightning discharge. Use with EXTREME caution! These rockets will destroy thin interior walls like they don't even exist. Great for those times when you've got a door that needs a key, but you don't have the key! Monsters ======== NOTE: A star (*) after an enemy's name means that it is coded but not implemented in the test level yet. A double star (**) after an enemy's name means that it is not yet coded. Guardian * -------- This is the kind of guy you only see in your nightmares. Too bad he's here now. Actually, there are Guardians at the exit of each city! He's a bit bigger than you, and has a sword for close up slicing and dicing. But when you're far enough away from him, he'll open up with his own Perferator. Didn't anybody tell him that gun is old? Well, it's a good thing he doesn't have a gatling gun! Overlord ** -------- Deadly as fifty Guardians. 'nuff said. Phantom of Death * ---------------- When you defeated the Fiends on Quake's home planet like they were nothing, Quake began skeeming to develop a more deadly fiend. This one walks, talks, and fires steaming rockets at you from two shoulder launcher. It also takes a lot more firepower to put one of these hell-spawn down. Raptor * ------ Bird of Prey? It was bad enough dealing with all the other Quake monsters, but now you have to deal with birds that will swoop down on you and rip you to shreds? What's next, zombies with guns? Lead Eel ** -------- Now you've got an underwater opponent equiped with an M-21A Pulse Rifle. But the Pulse Rifle is built right into it's arm, so you won't be able to use it. However, this enemy is so incredibly skilled with the Pulse Rifle that you'll consider using a rocket just to take it out! This sucker is big and slow, and lurks underwater. Electric Eel * ------------ Naturally, not all of the eels use weapons. This particular type prefers to sting you. But don't let it fool you into thinking it's any easier to kill! Incinerator Eel ** --------------- Oh man! Not another eel. This one can fire a ball of flame at you, but the flame doesn't travel very far, being an underwater creature. Still, at close proximity, it can set you on fire, which can kill you very quickly, so STAY IN THE WATER! Fire Lord ** --------- A land monster with a flame thrower. Great. Now you can be set on fire, in addition to getting shot, blown up, and generally beat up. If you don't run as fast as you can to a water source, you're toast. Enjoy! German Shepard ** -------------- This is ten times worse than a Rottwieler. It enjoys munching down on gibs, but really likes ripping the meat out for himself. It takes more than a quick pair of shotgun blasts to take this one down! Expect a pounding from this one! Dobberman * --------- Uh-oh. Now your REALLY in trouble. This can rip you to shreds in less than five seconds if you don't get the hell away from it. It takes over 15 blasts from a shotgun just to bring this guy down. And what's worse, after he's down, he'll get back up after a minute and come right back at you. Only after you give him some more buckshot will he be truly dead. Flame Bomb * ---------- While technically not a monster, these will fly around, searching for a human victim to burn. When the hit you, they explode like a rocket and then send flames onto everything -- including you. When you see one, run like hell, because these things aren't too fast, but you can't kill it. Thief * ----- It's just what it's name sugests. It's a thief. It'll steal your current weapon and bring it to bear on you. So, if you see one at a distance, take it out with your Sniper Rifle or a Rocket, but up close, use a shotgun or axe, because it won't waste time with wimpy weapons. Instead, it'll slice you up! NOTE: I know I haven't listed all of the completed ones on the web page, but I've been having trouble uploading files to the site. Instructions ============ To run Quake Forever, simply type FOREVER at the "C:\QUAKE\FOREVER>" prompt Features of Quake Forever ========================= * Keyed doors can be "opened" with a pair of explosive devices Only works on levels designed for Quake Forever. * You can use your Gatling gun to propel yourself upwards slowly, but you have very little control over it, and it wastes ammo. * You don't just have to complete a few levels, you have to complete multiple levels in order to finish a mission, and then you must finish additional missions in order to complete the game. NOTE: This is obviously not in right now. * End-Mission cutscenes make for some very interesting plot developments, since there are several different cutscenes that change depending on what you've done in the previous levels. Also, there are multiple different endings to each multi-level mission, making it possible to play the game several times without it becoming repetitive. NOTE: Same as above. * Quake Forever: The Movie It's ten minutes long, and it has some great camera angles. Definately worth watching! It'll play right away when the game starts. NOTE: Same as above. Maps ==== The new maps include several new features in addition to those in the Quake mission packs. We have chosen to use the Quake 2 format of specialized missions, to better represent the goals of Quake Forever. You'll always start at the Military Base, but when you finish it, you will be sent to a random city. At the end of each city, you'll go to another random city that you haven't yet completed. There is also a secret exit in one of the cities that will take you accross the United States on a train, which is very heavily guarded, then into another city, before finally hopping a jet to another city where you can rally some other troops to come with you and help you fight. Then you can go back to a city of YOUR choosing! M1 : Military Base Enter the ruined military base and grab whatever weapons and ammo you can before the building collapses in on you. Some of the weapons may catch fire, because of the fires raging throughout the base. You have to kill at least 25% of the monsters to complete this mission. M2 : Los Angeles Well, wouldn't you know it? The first city to be taken over by the monsters was L.A. You'll have to fight your way through these seven levels of death and kill the evil guardian. You have to kill at least 65% of the monsters and defeat the guardian to complete this mission. M3 : Salt Lake City Those of you who read the DOOM novel, "DOOM: Hell on Earth" should recognize this mission. It's based upon the Mormon military compound described in the book. The best weapons can be found here, but they are all locked up in crates. You can shoot the locks, but some of the crates hold bombs that are pressure sensitive, and will explode if you shoot them. So it's best to stand far away when trying to shoot open a crate. This mission is PACKED with monsters, and it's one of the toughest. You have to kill at least 50% of the monsters, kill the guardian, and destroy the missile silos to complete this mission. M4 : Washington We think you'll enjoy blowing holes in the walls of everybody's favorite capitol building. It's not too tough, because it took us nearly three weeks (with four people working on it) to finish the architecture as detailed as it needed to be, and the level testers were sick of it by the time we were ready to toss in some monsters. You have to kill at least 90% of the monsters and kill the guardian to complete this mission. (And NO, killing the Clinton family doesn't count as killing any monsters! We didn't want you to get destracted killing them... :-) M5 : New York It's huge. It's utterly, frieking huge. This is the biggest mission of all of them, and it's also the second toughest. You can find some of the more exotic weapons here, such as the M-21A Pulse Rifle. You have to kill at least 75% of the monsters and kill the guardian to complete this mission. M6 : London Well, what can we say? It's typical, boring London with some unwelcome visitors. You must kill at least 90% of the monsters and kill the guardian to complete this mission. M7 : Paris Damn it! Those stupid monsters have wrecked one of Earth's most beautiful cities! Now it's time to make them pay for it. You must kill at least 60% of the monsters and kill the guardian to complete this mission. M8 : Moscow Great. Just what you needed. Another big city to clear out. You must kill at least 75% of the mosnters and kill the guardian to complete this mission. M9 : SS Quake The final battlefield for Quake's destruction: his own Space Station. Somehow, Quake managed to construct a huge space station without it ever being noticed by us. It was no wonder he was able to attack so quickly; he could monitor everything that happened on Earth! This is where it's all going to end. You must kill all monsters, kill the guardian, and destroy the space station to complete this mission. DM7 : Deathmatch Mission 1 No, you don't have to work together to complete it or anything silly like that. BUT, if you achieve a certain goal by yourself, you get access to some very nice weaponry. The goal isn't too difficult, just get 50 frags, and you'll recieve the key to the biggest armory ever. It has every weapon, tons of ammo, and plenty of armor. Be warned, however, that anyone else who gets 50 frags will also get the key, so you aren't going to always have the advantage. You keep the key, even after you've been killed, just so you don't have to get ANOTHER 50 frags. Recommended for 8-32 players. DM8 : Deathmatch Mission 2 Parts of each city combined into one gigantic mission, making for the best 32-player match you'll find anywhere. This is really best saved for 32-players, becuase it is just too damned big for much less. Recommended for 28-32 players. QUAKEWORLD ONLY! DM9, DM10, DM11, DM12, DM13, DM14, DM15, DM16 Deathmatch Arena Expansion Levels -- These levels are just more great Deathmatch levels for the Deathmatch Arena. You knew we couldn't resist doing more deathmatch levels. It's just to damned fun with the new weapons in Quake Forever. All deathmatch maps have at least 10 start spots, and the cities each have over 40 deathmatch starts. NOTE: The maps aren't in right now, because they aren't going to be done for a long while. The following section is a list of known bugs not mentioned elsewhere. Bugs ==== We added this section to warn you of possible bugs. Currently, there is no known way to get around them, so it's important that you know about them. 1) Packet Overflow. If you gib five or six grunts all at once (with the rocket launcher, usually), you'll get a lot of Packet Overflow messages. Also, when you gib a Shambler (damned near impossible, though), it will spawn so many gibs that you might get a packet overflow. 2) You fill it in, damn it: Please let us know of ANYTHING that might be a bug, or that is a bug by e-mailing Andrew Walbert (ajw@lancnews.infi.net) right away. Most of the bugs will be QuakeC related, but even if they aren't, e-mail me anyway, because everything except models and sounds (which will be replaced anyway) has been done by me up to this point. Thanks to everyone who's beta-testing!