Title : Chthon10 (* includes sleeping zombies and ogresaw, also by Ace_Dave *) Filename : chthon10.zip (progs.dat, cht_lair.bsp, h_boss.mdl) Version : 1.0 Date : 11/10/96 Author : Dave Weiden Email : Weiden@TCNJ.EDU WWW : http://www.tcnj.edu/~weiden/quake Thanks : Brian Martin - brain@phyast.pitt.edu MedDLe 1.6 Wolf - wolfg_l@pro-net.co.uk (Ideas for getting the boss angry adapted from Bot Player) Steve Polge - polge@ix.netcom.com - Reaper Bot - centerprinted title message code Type of Mod ----------- Quake C : yes Sound : no MDL : yes, new head gib BSP included : Chthon's Lair Format of QuakeC ---------------- unified diff : no context diff : no .qc files : not yet, will probably release after testing stage progs.dat : yes Description of the Modification ------------------------------- Do you miss the CyberDemon? Toss and turn at night thinking about blasting that damned SpiderLord with your plasma rifle? Wish that you could pummel the Hell out of something HUGE with your new, improved, Quake realm weapons? Then this is the patch for you. Chthon has been mortalized. What was the natural instinct of so many new Quakers when they saw that hideous beast rise from a lavabath for the first time? What else - to lay into him with everything they had. But they soon found that this was a futile attempt. NO MORE! Okay, enough of the commercial stuff. I like this patch a lot. Chthon can be fought just like any monster now. He can be hurt (pain frames), he can get angry at and anger other monsters (watch him blast them to pieces!), he can be killed (ooooh yesss), and yes, even gibbed (quite difficult). Watch as his head flies off and bounces, till it rolls to a stop! In the right environment, he can be a most deadly foe. As you blast away at him, watch pieces of meat fly out of his chest! When you kill him, he falls back howling in pain, with chunks of flesh erupting from his lifeless corpse. By the way, you'd better beware the head... And, of course, the lightning electrodes still hurt him pretty damned badly. ;) So, let the boss levels begin! Oh, and I DOUBLED the speed of his missiles, so now he's a bit more of a challenge ;) (don't worry, they're still quite a bit slower than your rockets). How to Install the Modification ------------------------------- Make a new dir in your quake directory. (i.e., c:\quake\chthon) then move this progs.dat into that directory and copy your *.cfg from c:\quake\id1 into the same directory. Make sure the h_boss.mdl is in a dir called progs also within that dir. (all this is achieved with pkunzip -d chthon10.zip within your new dir) Then from the c:\quake dir. type: quake -game chthon Better get your weapons ready... Technical Details - you'd probably better read this... ----------------- Much harder than I originally envisioned. If there are any bugs, I probably spent days trying to get around them, and finally concluded that I could not find a remedy. I'm glad I held on to it for as long as I did, I made MANY improvements. Getting Chthon to go idle after a fight, as if you were no longer in the room, so he didn't find you when searching for enemies, then making him able to wake back up by either being hit or mere sight of you - was a bitch. The most time-consuming debugging portion of this modification... At the end of a fight, if NO creature is within Chthon's awareness range, he'll go into idle mode, where he just kinda hangs out. When you get close, or attack him, he'll wake up and attack your ass. He'll stay on you, until some other monster distracts him, and you move out of range. The reason this was so hard is - well, think about it - do any of Quake's monsters go "back to sleep" only to awaken twice? No. Now Chthon does. I've found that bounding boxes are very difficult to work with. I just couldn't get a very good box for the head. The box that's in there now is fairly small, so it wouldn't get in your way. Don't worry, if the head does get in your way, just get rid of it ;) (aim at the back of the skull). If you plan on using Chthon in a level, be sure to keep other monsters (ones that you DON'T want to be involved with him) at a pretty good distance (over 1000 units in Quake space). Otherwise, at the end of a fight, or possibly even during, Chthon will detect them, and start throwing lavaballs at them, even if a wall is between them. It had to be kept this way so that Chthon is dangerous even when you're out of sight (hiding behind a pillar, for instance :) Author Information ------------------ Creator of OgreSaw.zip (small mod that makes use of extra anim frames - included) Creator of WaterFlo.zip (flowing water for Quake!) Creator of LavaFlow.zip (take a guess...) Creator of Trees.zip (tree group files for Quest 0.92+) Creator of Chndlier.zip (chandelier group file for Quest 0.92+) Creator of 4Zombies.zip (new 'sleeping' spawnflag for zombies - included) Creator of Chthon!.zip (this package) Creator of Chthon's Lair (the map in this package) Creator of more cool things to come... Levels, mods, textures... Copyright and Distribution Permissions -------------------------------------- Just give me credit if you redistribute / use it, and keep this text file with it. If you're a net-scraping, CD making, profitting off of other's work lowlife, like those Zone! and Actura people, contact me first for permission. I'll gladly give it, but ASK first. Availability ------------ ftp://ftp.cdrom.com/pub/idgames2 http://www.tcnj.edu/~weiden/quake