Builder notes

Armageddon2 brings some cool new sprites that you may want to insert on your maps, so here is the list and explanation for each new sprite :)

New Sprites

PCV - Health and Armor Recharger

Tiles position: 17 | Tiles position: 3979

These units supply Health and Armor. The first PCV unit gives you Health faster than Armor, while the 2nd PCV unit gives you Armor faster than Health.

How to use a PCV

Simple. Aproach the unit and press Space. There's nothing more you'll need to do! Yet, do not atempt to use them when they're broken, they usually shock the users and inflict much damage!!

[ There is a way to recover the PCV's when they're broken, but that's something you'll have to find out for yourself ;) ]

How to build a PCV

Insert one of the PCV's sprites on the map. In the 3d mode,move the mouse cursor to it,and then press the R key. This will make it 'flap', and that's the way it should be done. Now, to create the 3D effect on it: insert a sprite right beside of the PCV unit ( I recommend that you use the sprites that are right beside the 1st PCV on the Tiles View, cuz they were created to complete the PCV ), and then 'flap' it with the R key. Sometimes you'll need to resize the PCV sprites, but it's just a matter of time untill your PCV is ready and functionable. For any doubts, check our maps that use PCV's as examples. :)) You may think that what you see it's a 3D PCV model, yet it is only a fake 3d-simulation! :)

Breakable boxes

Lately I've been creating breakable items, and, inspired in Half-Life, I created some breakable boxes, Half-Life like.

Tiles positions: 3880/ 3881 /3882

The breakable boxes are simple sprites that react when you hit them ( ifhitweapon ). They simply disappear and spawn debris to look like they were really destroyed :) All simple programing, yet cool the effect :))

How to create these boxes: Simply use the PCV unit method. The 3D-simulation :))

You can check an example of these boxes in 'Black Mesa Biodome Docks' map, inside the ship.

Cutting wires

These sprites simulate cutting wires that harms you when you step on them.

Tiles positions: 3866 / 3867 / 2112

There was only a small problem found with these sprites... if you aproach them, they take you energy, and that's normal. What is not normal is that if you don't get away from them, they'll suck your energy very fast, making them look more like an eletric saw ;) Small bug that I wasn't able to fix...

New effects

In the developing of the game, we've been creating some cool features to turn the environments more dark, bloody and... gory :)

Tiles position: 36

This is a very cool sprite that spawns jibs and blood when we aproach it... if you intend to use this sprite in your maps, please consider that:

- It causes problems when you are playing against more than 4 bots / players, as it spawns many sprites, which may cause SpriteFlood...

- you'll have to make it's apearance discrete, just like in 'Bloodious Portalis' map. The user's are not intended to see the sprite, only the fake mask that makes the user think that is spawning blood and jibs.

Basicaly, this is a 'gore generator', and you may see it working on 'Bloodious Portalis'. Yet, don't play that map with more than 4 bots/players... it is not really recomended...

New enemies

In addiction to the fun of Armageddon2, some 'enemies' were created.

The Monk

Tiles position: 3261

This is a pacific creature that may give you a few hints if you press Space on it. There are 2 kinds of Monk, defined by SpritePal 's ( palletes ) that I'll explain next...

ifspritepal0 - This is considered as the Normal state. In this state, the Monk will harm you if you hit him, spawning BadFleas [ check the Fleas part ] to get your ass.

ifspritepal 10 /11 /12 /13 / 14 /15 - This is considered as the Friendly Monk. If you hit him, an Atomic - Health will be spawned, as well as HealthFleas. Yet, when you shoot, you will loose energy - it is a violation to harm any Monk at the eyes of the Abray'Gal Gods.

All the Monks have a different tip, depending on each different Spritepal [ only uses the currently defined spritepal's ]

Note: you don't need to activate the 'Monsters' on your FragMatch to play with the Monks, as they are not enemies, just sprtes with simple lines :)

Fleas

Tiles position: 38 / 39

The fleas are small flying creatures, known as the Soul of the dead Monks. There are two tipes of fleas:

BadFleas - these are true nightmares...they take you energy when they aproach you - it is said that they suck your vital essence, just like vampires, to feed the dead Monks, to make them ressuscitate... yet, as nothing is confirmed, limit yourself to get away from these little creeps!! They're easy to spot, due to their White Colour...

HealthFleas - these are the good fleas :) They restore our Health when it is under 100%. They are Orange, so, easy to spot.

Known 'bugs': it is almost impossible to hit a Flea with a normal gun, so you'll need to destroy them using your Missile launcher or grenades. Yet, there is a bug when they die, they spawn too many jibs and guts ( blame haNz for this, he made their programing! ), but that's cool, so I let it be that way :)

Curious note: if you want to turn HealthFleas into BadFleas, just shoot a cutting blade on them :)

You may see them on 'Bloodious Portalis' and 'Have fun' maps.

Note: you'll need to activate the 'Monsters' on your FragMatch if you want to play with these Fleas.

Auto-Turrets

Created to guard and defend important areas, the Auto-Turrets are very dangerous 'enemies' in Armageddon2, as they shoot Heavy missiles, Shock Rifle shots and Laser shots. And hardly miss.

Tiles position: 3430

Just like the Duke Turrets, these shoot well and fast. It is not too hard to avoid their shots, yet, in closed areas... hm, well, it may turn to be a very, very complicated situation :))

Note: you don't need to activate the 'Monsters' on your FragMatch to play with these Turrets.

New Tiles

Armageddon2 brings a lot of new textures. Token from Half-Life, Unreal Tournament and Strife, these textures are intended to help creating very realistic environments, and we used ( not all, tough ) many of these textures in our maps for the game. You are absolutely free to include these textures on your maps, or to export them to your own TC's :)