================================================================ Title : Ruins Filename : Ruins.zip Version : 1.0 Date : 2/7/97 Author : William 'Rock' Leslie Email Address : waleslie@ix.netcom.com Instructions : Make a subdirectory called 'ruins' in the Quake directory. Place the pak0.pak file in this directory. Now, run Quake like so: Quake -game ruins Additional Credits to : id - Quake rules! Dave 'Zoid' Kirsch some rune code from ThreeWave's CTF (Check out CTF at http://quake.threewave.com) Tom 'Bjorn' Klok original runes idea Scot 'Reddog' Richardson William 'Ripper' Miller Louis 'Monkey Boy' DiStefano beta testers Editor(s) used : QuakeME Description ----------- Ruins is a deathmatch patch for Quake. Runes & ruins are spawned randomly, one of each with an unique power. A player can only carry one rune or ruin at time and there are only eight in the level at once. You can get a rune or ruin by finding it, or by fragging the player who has it and picking it up after they drop it. Each "powerup" rune has a corresponding evil ruin. Ruins are very similar to the standard runes in appearance with some minor alteration to set it apart. Each ruin gives the carrier a different weakness. Earth Magic ----------- The rune of Earth Magic grants the power of RESISTANCE to its holder. He becomes less susceptible from attacks. All damage he receives does half its power. The ruin of Dark Earth Magic gives its holder VULNERABILITY. He becomes more susceptible to attacks. All damage he receives does twice its normal power. You can identify someone with Earth Magic (or Dark Earth Magic) in that they will make the invincible sound (from the Pentagram of Protection) but do not have the "glow" that surrounds someone with the Pentagram. Black Magic ----------- The rune of Black Magic grants the power of STRENGTH to its holder. His weapons and attacks do more damage. All damage he dishes out is doubled. If you have the rune of Black Magic and the Quad Damage, you do EIGHT times the damage. The ruin of Dark Black Magic gives the holder WEAKNESS. His weapons and attacks do less damage. All damage he hands out is halfed. You can identify someone with Black Magic (or Dark Black Magic) in that they will make the Quad sound when attacking, but will not have the "glow" that surrounds someone empowered with the Quad Damage. Hell Magic ---------- The rune of Hell Magic grants the power of HASTE to its holder. The shotgun, super shotgun, grendade, and rocket launchers all fire at double the rate. The nail guns are unaffected. The ruin of Dark Hell Magic inflicts its carrier with a bad case of AMMO DEPLETION. All weapons need five time the normal ammo. You can identify someone with Hell Magic (or Dark Hell Magic) because you will hear a "roar" as the person fires. Elder Magic ----------- The rune of Elder Magic grants the power of REGENERATION to its holder. The holder's health will regenerate and increase of the rate of four units per second. The holder may also pick up mega-health increasing packets (as known as the 100% health) and not have it drain. This allows the holder of the Elder Magic rune to have up to 250% health. The ruin of Dark Elder Magic inflicts its carrier with DEGENERATION. The holder's health will degenerate and drain at the rate of one unit per second. You can identify someone with Elder Magic (or Dark Elder Magic) in that he will make the healing item sound (when you pick up the 15% health pack) when re- or degenerating. Copyright and Distribution Permissions -------------------------------------- You may freely distribute and/or modify this patch, as long as you give credit to all those involved in the original.