ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί Ί Ί Quake Forever Ί Ί The Hidden Army Ί Ί Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ Title : Quake Forever Sub-Title : The Hidden Army Filename : qf_57.zip Version : 0.57 Final Release Date : September 20, 1997 Author : Phantom Interactive Email : phantom@mauls.com Homepage : www.3dalpha.com/phantom www.mauls.com/phantom (Mirror Site) Thanks to : id Software Anyone who sent in e-mail about Quake Forever ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί Please read the NOTICE.TXT file for copyright information. Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ 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 0.98 (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 Format of QuakeC ================ .qc files : no progs.dat : yes pak0.pak file : yes System Requirements =================== Pentium-100 16MB RAM 2MB Graphics RAM 40MB Hard Disk Space Impulses ======== 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 36 : Pent. of Protection : None 37 : Quad Damage : None 38 : Holster Weapon : H 39 : Grappling Hook : 0 50 : Kills all enemies : F5 ??? : Shuts down the world : None 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. 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 2 - 12 Guage Shotgun/8 Guage 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 9 - Rocket Launcher 0 - Grapling Hook 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 ======== Only a few of the new monsters are in this release, because we do not have models for most of them. The new dogs still use the old dog model. 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. 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. * 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. 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. You can also go back to the previous level as you can in Quake2. 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 too 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: If you are a level designer and would like to create maps for QF, please see mapinfo.txt. We are looking for a team of level designers to finish Quake Forever. If you're interested e-mail phantom@mauls.com. Bugs ==== We added this section to warn you of possible bugs. 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) When you start shooting things up, you'll probably notice a lot of bullet holes along the walls. The current limit is 150 for bullet holes. After 150, the oldest ones are removed. We believe their may be a problem with a limit this high, but that is unknown right now. Please report anything you can about this situation. 3) You fill it in, dang it: If you find a bug, please do not e-mail us about it. The code is in its final revision, 0.98, and will not be worked on any longer. Phantom Interactive is: Programming: Andrew Walbert, Alan Kivlin, Leon Zheo Design: Jeremy Wagner, Joey Hutchings Art: Alex Wright, Paul Milner, Mats Kuyper Sound Effects and Music: Alex Bobbs Project Manager: Kyle Suding Are you a Quake level designer? If you'd like to work on future projects with us involving Quake2, please e-mail us at phantom@mauls.com!