April, 12th 1998 =-=-=-=-=-=-=-=-=-=-=-=-=-=-= >-=* G E N C L A S S E S *=-< =-=-=-=-=-=-=-=-=-=-=-=-=-=-= v 2.3 by Sebastian "GeN" Bentler E-mail : gen20@hotmail.com WWW : http://www.fortunecity.com/underworld/quake/107/ ----------------------------------------------------------------------------------------------------------- -=*TABLE OF CONTENTS*=- ----------------------------------------------------------------------------------------------------------- 1. INTRODUCTION 2. THE CLASSES A) Sniper B) Fighter C) Bio D) Psychic E) Soldier F) Mage G) Fake H) Magma I) Elemental J) Hexer K) Terrorist L) Beast M) Observer and selecting classes 3. GENCLASSES SUB-GAMES A) The Energy ball game B) The Use-your-head game C) The Get-the-orb game 4. OTHER CHANGES A) Teamplay B) Same class rule C) The temp1 variable for various Genclasses settings 5. NEW SPECIAL FX FOR QUAKE LEVELS A) Breakable walls B) Explosions C) Thunderstorm D) Forcefields E) Additional minor changes for level edititng F) New for version 2.3 6. NEW LEVELS A)GENCLDM1: SHADOWS OF BLOOD B)GENCLDM2: TOWER C)GENCLDM3: STORAGE PIT D)GENCLDM4: VADAC BASE E)GENCLDM5: TARANTULA F)GENCLTP1: LOST BASES 7. TIPS AND COMBOS A) Single/deathmatch B) Teamplay/cooperative 8. INSTALLATION A)Installation B)Requirements C)Bindings 9. AUTHOR INFORMATION AND THANKS 10. CHANGES FOR GENCLASSES VERSION 2.3 A)General changes B)Class specific changes 11. COPYRIGHT AND DISTRIBUTION PERMISSIONS ----------------------------------------------------------------------------------------------------------- ============================================================= 1. -=*INTRODUCTION*=- ============================================================= ----------------------------------------------------------------------------------------------------------- What is Genclasses for Quake? Genclasses or GENCL for short is an add-on for the registered version of QUAKE by id Software. Installing it won't harm your original version of QUAKE. The goal of this Deathmatch TC is to make QUAKE, especially Deathmatch, more flexible by having multiple classes. These classes are very different from each other and each of them requires an individual style of playing to be successful. I wanted to make the many weapons and abilities (93 overall) in this patch as different and detailed as possible, each with its own advantages and disadvantages. These weapons do _not_ just differ by doing more or less damage like in many other TCs, PCs and patches. You don't have to be overwhelmed by this huge amount of weapons as none of the classes you may choose of has more than eight weapons. So you only have to keep a few in mind while playing. Each class has got its own feeling of playing it, its strenghts and weaknesses. The characters should be very well balanced (after thousands of hours of playtesting :) ), no class should be better than another one although it _could seem_ so in the first moment. If you are losing permanently the reason for this is in most cases that your enemies just have more skill and not an imbalance of powers. It also depends on the level you are playing whether a class can display and use its abilities properly (i.e. a level without much health will be excellent for a bio, a big dark room will be very welcome for a sniper... ). Yes, there is NO STORY for Genclasses. In my opinion a story is not of importance for a Deathmatch TC. If this was a single player TC I would have thought up one, but not for deathmatch. And who needs those bad Mortal Combat like stories (some warriors of all times were picked up to fight against each other, just for the amusement of the bad guy) at all? After all I tried to keep it simple and so you don't have to worry about tons of impulses to learn. All of the weapons are selected like in normal Quake (keys 1-8). The names of the weapons should be descriptive enough, too. You only have to keep in mind that the special key (automatically bound the x key) might be useful. Levels for GENCL have usually much more special FX than those for normal QUAKE because of some new level enhancements (like thunderstorms etc.). Hope you enjoy, -Sebastian "GeN" Bentler ----------------------------------------------------------------------------------------------------------- ============================================================= 2. -=*THE CLASSES*=- ============================================================= ----------------------------------------------------------------------------------------------------------- ------------------------------------------------------------- A) SNIPER ------------------------------------------------------------- Speed : Slightly slower than normal Ammo used(pick up) : Shells Weapons used : Grappling hook, sniper rifle, sniper automatic rifle, triple grenade launcher Health : 85 Armor : 30(green) Special : - Special button : Fire grappling hook 1: The grappling hook. You should know this thing from various other Quake patches. Pulls you towards the hook if it has hit something and you are holding down the [FIRE] button down. I left out the chains to prevent packet overflows. 2: The sniper rifle. Does _a lot_ of damage but you can't use this thing if moving too fast. Hold the [FIRE] button down to use the laser aiming system. 3: The sniper rifle switched to automatic mode. Does not as much damage as in normal mode but fires faster. 4: - 5: - 6: Picking up the 6th weapon enables water-shock grenades. Throw them into the water and watch the gibs fly. 7: Enables fire grenades. Burns all players/monsters in a determined radius. 8: Enables ice grenades. Freezes all players/monsters in a determined radius. A frozen player's armor will be destroyed if hit. ------------------------------------------------------------- B) FIGHTER ------------------------------------------------------------- Speed : Variable Ammo used(pick up) : Shells (range), nails(speed), rockets(strenght) Weapons used : Sword, turning sword, vacuum spell, charge sword Health : 100 after picking up super nailgun health can be increased to 150 Armor : 200(red, every armor gives 50 points more armor value than normally except the red armor) Special : Gets stronger by rockets, faster by nails and increases range by shells Special button : Throw an vacuum plasma. 1: The normal sword. The more rockets you have, the stronger it is, the more shells you have, the more range it has. If you look towards a trigger while striking the trigger will be activated by the magic powers of your sword as if it was hit. 2: - 3: The turning sword technique. All enemies hit while you turn with your sword will fly away from you. The more shells you have, the more range it has. 4: The vacuum spell. This thing will suck all players/monsters exept yourself within a determined range towards it. Great thing if used properly. 5: By picking up this one your maximum health increases to 150. 6: The charge sword. Like the normal sword but by holding down the [FIRE] button you can do up to 50 points more damage. Takes slightly longer to attack than the normal sword. 7: By picking up this item your sword will burn all living things hit. 8: By picking up this item your sword will do recognizable more damage. ------------------------------------------------------------- C) BIO ------------------------------------------------------------- Speed : Normal Ammo used(pick up) : All types of ammo Weapons used : Paralyzing axe, poison gun, paralyzer, MG, gasgrendade launcher, embryo implantator, virus infector Health : 165 Armor : 150(yellow) Special : Regenerates health slowly Is immune to slime Special button : - 1: A paralyzing axe. Like normal axe except it will slow down a player hit 20 seconds. 2: If a living thing is hit by a nail from the poison gun, he/she will be plagued for 3 minutes: in short time periods he/she loses live points and you get the live points the victim lost. Players can heal themselves by picking up a megahealth. 3: - 4: Paralyzer. Players hit will be paralyzed as if hit with a paralyzing axe (look above). 5: Machine Gun. Do I need to say more? 6: The gasgrenade launcher. These grenades do not explode, but they produce a huge cloud of gas, damaging all living things in it except players whose class is Bio. In Addition, players in it won't see much for the next few seconds. You may only have two of these at the same time. 7: The embryo implantator. If you hit a living thing with this you will, most of the times, implant an embryo of an demon into the victim. The demon will hatch out if the victim does not find a megahealth within 10 seconds. The demon behaves like the one in Quake except it attacks only your enemies(other monsters, no teammates...) Players who find a megahealth within the 10 seconds will get rid of the embryo. 8: The virus infector. The living thing hit is infected by a virus in most cases. All players, monsters etc. in a determined radius get infected in most times. Players infected by the virus can be healed by picking up a megahealth. ------------------------------------------------------------- D) PSYCHIC ------------------------------------------------------------- Speed : Faster than normal Ammo used(pick up) : None (Ammo drainer) : Shells (power units) Weapons used : Ammo drainer, mind blaster, flash, vacuum sphere, position exchanger, discharge, suicide, mind beam Health : 120 Armor : 120(green) Special : - Special button : Fire ammo drainer (see below) 1: The ammo drainer. If you hit a living thing it'll give you ammo. This is the _only_ way for the Psychic to get ammo. Inflicts as good as no damage. 2: Mind blaster. Anything in range of this projectile will fly away from it. 3: Flash. A player/monster hit with this thing loses health refering to the range to you. So if you are very close to the enemy this thing does hell of damage. 4: Vacuum sphere. Fades within 20 seconds after activation. You can move as if you were underwater while the sphere is active. Also slows down projectiles around you. 5: Position exchanger. First you need a target (e.g. a player or monster) to change position with; you will get a message if a target is defined. If you have defined a target and activate the position exchanger again, you will obviosly exchange position with that target. 6: Discharge. You discharge on up to 9 players/monsters in a determined radius around you. 7: Suicide. This is no normal suicide, it's a very, very strong suicide. So if you suicide with this all who want to see the explosion, you become, will also die. By this suicide you lose only one frag instead of two. 8: Mind beam. This is a self-aiming beam of concentrated mind power. ------------------------------------------------------------- E) SOLDIER ------------------------------------------------------------- Speed : Slightly slower than normal Ammo used(pick up) : Shotgun shells, rockets, cells Weapons used : Pusher, shotgun, laser, minigun, homing rockets, bomb launcher Health : 100 Armor : 200(red) Special : A high tech equipment which boosts the soldier in the direction he is facing. Has malfunctions after heavy used. Special button : Boost(look above) 1: Pusher. A melee weapon which will push a player/monster hit away from you in addition of doing some damage. 2: Shotgun, like in original Quake. 3: Wind barrier gun. Shoots a little container with compressed air which will blow all players/monsters away from it. To make it more useful for Deathmatch/Teamplay it will only blow away enemies (no teammates... ). 4: - 5: Impulse laser. Beams reflect from walls. 6: Minigun. You can't move while firing this thing. The longer you're shooting the more the minigun will vibrate. 7: Homing missiles. They'll attack the closest enemy in range or wait for an enemy to get into range if there are none. They don't do as much damage as the well-known missiles in normal Quake. 8: Bomb Launcher. Will stick at walls and then count ten seconds (if you hear it beeping RUN) before explosion. If a living thing can see the bomb exploding it is dead. ------------------------------------------------------------- F) MAGE ------------------------------------------------------------- Speed : Normal Ammo used(pickup and : Cells (mana) regenerating) Weapons used : Staff, fly scroll, chain lightning scroll, health scroll, armor scroll, lightning barrier, summon stone scroll, summon shambler scroll Health : 80 Armor : 100(green) Special : Regenerates mana (cells) slowly. Special button : Toggle the fly scroll 1: Activate the fly scroll. No time limit. You can move as if you were underwater while the fly scroll is active. 2: Strike with your staff. Doesn't do much damage and shoots a weak projectile. 3: Chain lightning ball. If it hits anything it spawns lightnings hitting the closest enemy. Another lightning will spawn from this enemy, hitting the next closest enemy and so on. Great effect if using it underwater. 4: Summon health. In Single Player or Deathmatch, you will simply receive 15 health. In Coop or Teamplay you will throw a medi-pack. It'll give the one who picks it up 15 health. 5: Summon armor. In Single Player or Deathmatch you will simply receive 100 points of green armor. In Coop or Teamplay you will throw a green armor. It'll give the one who picks it up 100 points of armor. 6: Will create a lightning from left to right. You, your teammates and your monsters are immune to your own lightning traps. 7: Summon stone. The stone flies automatically towards an enemy near to it. Does a lot of damage. 8: Summon shambler. The shambler behaves like the one in Quake but it is tougher and it attacks only your enemies (other monsters, no teammates...). ------------------------------------------------------------- G) FAKE ------------------------------------------------------------- Speed : Very fast Ammo used : None Weapons used : Holograph, fakebackpack, confusing missiles, invisibility Health : 80 Armor : 50(green) Special : Fakes everything he doesn't need. If a faked item is touched by anybody except him it explodes. This is the only way the fake can do serious damage. He will pick up health and armor if he hasn't maxhealth or maxarmor. He jumps very high. Special button : Feign death. You look as if you die but you are are able to stand up when pressing the special button while feigning. 1: Activate a Holograph of yourself. Will be deactivated one minute after launched. If anything touches the holograph except its owner it will damage the owner of the shot or the one touching it with a lightning. You may only have five of these at once. 2: Drop a faked Backpack. It looks like a real backpack but if anybody except the owner touches it, it'll explode. You may only have two of these at once. 3: Fire a confusing missile. The players in a given radius will be confused and lose control of the direction they are walking for some seconds (should be enough time to get away from them). After fired you'll have to wait 8 seconds before you can fire another missile. 4: Make yourself invisible for 10 seconds. After activated you'll have to wait 15 seconds before you can make yourself invisible again. 7:Malicious mode of your missile launcher. A direct weapon doing some damage. Does serious damage(4 times the normal damage) if you hit someone in the back. ------------------------------------------------------------- H) MAGMA ------------------------------------------------------------- Speed : Slightly slower than normal Ammo used(pick up) : None (regenerating when : Shells (power units) not moving) Weapons used : Flaming hand, fly, small fireball, gas, spit fire, morph, big fireball, inferno Health : 150 Armor : 0 Special : Regenerates health in lava instead of losing it(not too fast though) although he may drown if he is too long in lava. Water damages him. Cannot burn, loses ammo instead of being frozen. Regenerates ammo when not moving and gets ammo when picking up weapons. Special button : - 1: Flaming hand. Will burn a player/monster hit. If you look towards a trigger while striking it will be activated as if it was hit. 2: You will fly upwards as long as the [FIRE] button is pressed. 3: Throw a small fireball. You may charge up the damage the fireball does by holding down the [FIRE] button. 4: Spit gas. Does damage to all players/monsters hit with the gas. Players, who were hit, won't see much for a few seconds. 5: Spit fire. Will burn and damage players/monsters hit. 6: Morph into a flame. While you are a flame you can't be damaged by anything. On the other hand you can't move either. No time to run from a soldier's bomb? -No problem. 7: Throw a big fireball. Does a lot of damage. 8: Throw an inferno fireball. Makes lots of huge explosions and burns anything in a large radius. Deadly but has a very long "reload time" including that you cannot move within this time. ------------------------------------------------------------- I) ELEMENTAL ------------------------------------------------------------- Speed : Slightly faster than normal Ammo used(pick up) : All types of ammo (elemental energy, indicated with shells) (regenerating) : nails (mana) Weapons used : Summon wind, firedust, earthball, raise enemy, summon stone, become air, summon ice, thunderstorm Health : 190 Armor : 0 Special : All ammo an elemental picks up becomes elemental energy (shells). Regenerates mana slowly(nails). Feels the prescene of enemies in a determined range. Special button : - 1: Blows away all things infront of you as long as you hold down the [FIRE] key. If you are near to a wall or something static, you will blow yourself away. 2: The firedust damages all players/monsters within close range. If you look towards a trigger while summoning the firedust the trigger will be activated as if it was hit. 3: Ball of earth. The ball rumbles through the level for a long time. Remember Indiana Jones? You may only have three of these at the same time. 4: An enemy hit will raise up to the ceiling and stay there for about 10 seconds. This enemy can't move as long as on the ceiling (exept if the enemy has any "special movements" such as flying). 5: Summon stone. Works differently on players and monsters. Monsters hit will fly away, bounce of walls. Until it stopped bouncing it can't move because of sticking in the stone. Every bounce damages the monster. The stone will break when the monster stops bouncing. Players will only fly away from the stone, they won't bounce around. 6: Become air. Makes yourself invisible for 35 seconds. The only things which could reveal your prescene is a sound of wind around you and the known eyes that are still visible. 7: Summon ice. Will freeze an enemy after you hit it a few times. A frozen player's armor will be destroyed if hit. 8: Summon thunderstorm. You will summon a plasma ball which shoots lightnings to all enemies near it. Disappears after 40 seconds. You may only have one of these at once. ------------------------------------------------------------- J) HEXER ------------------------------------------------------------- Speed : Slightly slower than normal Ammo used(pick up) : None (charge) : Cells (mana) Weapons used : Staff(produce mana, attack, earthquake), summon scragg scroll, summon hellknight scroll, summon shal-rath scroll, reflect damage scroll, teleport scroll Health : 140 Armor : 110(green) Special : - Special button : Produce mana (see below) 1: Produce mana. You can't move for 3 seconds and get about 30 units of mana and some health. This and picking up weapons are the only ways for the Hexer to gain ammo. 2: A very fast attack with your staff. Does not do much damage. If you look towards a trigger while striking it will be activated by the magic powers of your staff as if it was hit. 3: Produce an earthquake with the hexer's staff. Damages all your enemies(no teammates, no owned monsters...) within a determined radius. 4: Summon a scragg. The scragg behaves like the one in Quake but it is tougher and it attacks only your enemies (other monsters, no teammates...). 5: Summon a hellknight. The hellknight behaves like the one in Quake but it is tougher and it attacks only your enemies (other monsters, no teammates...). 6: Summon a shal-rath. The shal-rath behaves like the one in Quake but it is tougher and it attacks only your enemies (other monsters, no teammates...). 7: The reflect damage scroll. This reflects all damage (except already reflected damage) done to you from others for 20 seconds. Yellow particles of magic will fly around you and indicate that you are using your shield. 8: Teleport scroll. Teleports you to a random start position in the current level. ------------------------------------------------------------- K) TERRORIST ------------------------------------------------------------- Speed : Slightly faster than normal Ammo used(pick up) : Rockets Weapons used : Mines, grenades, pipebombs, triple grenades, chaos grenades, heavy grenades Health : 100 Armor : 110(yellow) Special : Can climb up walls. To climb simply look towards a close wall and then, when climbing, look where you want to climb to. If you are climbing and do not look towards a close wall you will fall down. You can get off the wall by jumping. The climber cannot climb in Quakeworld because you can get stuck too easy. Receives only half of the normal damage from explosions because of a special armor. You may regulate the power the grenade launcher shoots the grenades (weapons 2-5). Needs some time to get a feeling of, but then you will do the trickiest shots you ever did with a grenade launcher. Special button : Tie yourself up if climbing. 1: Drop a Tripmine. You cannot have more than 4 of these out at the same time. 2: The grenades from normal Quake. These do less damage though. 3: Pipebombs. You may detonate these simply by hitting the [FIRE] button after you shot one. To throw more than one, you have to select another weapon and then the pipebombs again or just select the pipebombs again. 4: Triple grenades. The three grenades getting out of the big one will bounce after living things in a determined range around them. 5: Chaos grenades. These ones will bounce around in the level for about 20 seconds. They do much damage. 6: Heavy grenades. Climb up a wall, drop one of these and watch the gibs fly up to you. Does very much damage, a direct hit means death normally. ------------------------------------------------------------- L) BEAST ------------------------------------------------------------- Speed : Faster than normal Ammo used(pick up) : Shells (spirit units) Weapons used : Claw, roar, poisoned claw, electrical breath, call of wild, rabid claw, fire breath Health : 100; 300 after picking up blood frenzy twice Armor : 0 Special : Can jump onto walls and when grappled to a wall it can jump again. It cannot grapple onto walls in Quakeworld because you can get stuck too easy. If the Beast picks up armor and has less than 70 health it gets 70 health. Does not take falling damage. The claw does more damage the more players/monsters you have killed (indicated with rockets). Special button : - 1: The claw. Does more damage the more players/monsters you have killed (indicated with rockets). After picking up Blood frenzy (7th weapon, described below) you are able to apply a combination of three hits to your enemies, and the claw's range increases. 2: Roar. All players/monsters who see you while you roar will get stunned for a few seconds. Once you used it, you have to wait 40 seconds before you may use it again. 3: Poisoned claw. If you hit a solid wall or something with this, poisoning gas will spread out of the claw damaging all players in a determined radius except other beasts. 4: Electrical breath. Shoots an ray of electricity out of the beast's mouth. If not shot into water the breath does as good as no damage. 5: Call of wild. You call three dogs which behave like the ones in Quake but they are harder to kill and they attack only your enemies (other monsters, no teammates...). 6: Rabid claw. Infects the enemy hit with rabies. Works only with players. The more often you have picked up the 6th weapon the longer your enemy will be affected by rabies. 7: Blood frenzy. The first time you pick this up it will upgrade your claw as described above. The second time you pick it up it will give you the ability to get up to 300 points of health. 8: Fire breath. The beast breathes a ball of fire which does serious damage but has a low range. ------------------------------------------------------------- M) OBSERVER AND SELECTING CLASSES ------------------------------------------------------------- At the beginning of the game all players start off as an observer. If you are an observer you have the ability to choose between the classes mentioned by hitting 1-0, - or = and hitting the [FIRE] button if you want to play as the shown class. You may also choose a random class by hitting the [JUMP] button instead of the [FIRE] button. You may also stay as an observer and watch the others fighting if you want. However if you once have chosen a class you can change the class again, by typing "change" in console mode. This command will not work if you have not at least your class's maxhealth - 10. While you are in Observer mode you are able to (auto-)follow other players by pressing the special button (mostlikely x). By hitting it again when following a player you can cycle through all players on the map. You cannot select a class while in follow mode. To leave follow mode simply press the [FIRE] button. FOLLOW MODE DOES NOT WORK IN QUAKEWORLD. ----------------------------------------------------------------------------------------------------------- ============================================================= 3. -=*GENCLASSES SUB-GAMES*=- ============================================================= ----------------------------------------------------------------------------------------------------------- Each of this sub-games is a fully new way of playing Quake. You may even combine these sub-games. ------------------------------------------------------------- A) THE ENERGY BALL GAME ------------------------------------------------------------- If you set the temp1 variable to +128 (example: -> 4.D) you turn on the Energy ball game mode. A rune appears at random spots in the map and changes its position from time to time. Instead of gaining frags by killing other players you get frags according to the time you are the nearest player to the rune. ------------------------------------------------------------- B) THE USE-YOUR-HEAD GAME ------------------------------------------------------------- The Use-your-head mode can be activated by setting the temp1 variable to +256. In this mode class specific differences are turned off. All classes run as fast, jump as high, etc. as the others. However if you select your first weapon you may throw a head. You may kick all the heads lying around by simply running over them. In the most Use-your-head specific levels there are goals which give you frags if you manage it to kick a head into them. You also gain frags by killing other players with kicked heads. Do not take this mode too serious it was just made for a change. For a funny one though. ------------------------------------------------------------- C) THE GET-THE-ORB GAME ------------------------------------------------------------- The Get-the-orb mode can be activated by setting the temp1 variable to +512. In this mode a glowing orb spawns at a random deathmatch start position. If a player picks it up he/she will be the orb's new owner and the orb will follow him/her. Players who have not the orb can only do damage to the player who has the orb. The player who has the orb cannot do damage to players who have not. The only way to get frags in this mode is to be the owner of the orb. You will gain one frag every five seconds you have the orb. So all players will hunting/searching the player with the orb :). ----------------------------------------------------------------------------------------------------------- ============================================================= 4. -=*OTHER CHANGES*=- ============================================================= ----------------------------------------------------------------------------------------------------------- ------------------------------------------------------------- D) TEAMPLAY ------------------------------------------------------------- I also made a new entity for teamplay. I called it teampointer. The first team who touches a pointer is the owner and has to protect it from then on. If another team touches the pointer, and there are at least two teampointers active, that team gets frags equal to the count variable's value (see example below). The player who got the frags respawns. One team may not have more than one teampointer. It looks like first episode end rune. To use it put an pointentity with classname gen_tpointer into your level. Give it a variable count(like lip or something like this) and set the variable to the number of frags the enemy team gets when touched. If count isn't defined count is set to 1. (e.g. "classname" "gen_tpointer" "origin" "-512 64 -64" "count" "15" this will give the enemy team touching it 15 frags.) ------------------------------------------------------------- E) SAME CLASS RULE ------------------------------------------------------------- If the number of players on your server is below 7 two players can't have the same class. Imagine 6 snipers, or 6 fakes in one level, silly isn't it? If the number of players is 7 or higher each class can be chosen by two players. To turn this rule off set the temp1 variable to 1 (e.g. quake -game gencl -winmem 16 +temp1 1 or go to the console and write: temp1 1). ----------------------------------------------------------------------------------------------------------- F) THE TEMP1 VARIABLE FOR VARIOUS GENCLASSES SETTINGS ----------------------------------------------------------------------------------------------------------- To modify multiple settings you have to alter the temp1 variable. To do so you have to go to console mode and type: temp1 x. Where x is the total of the values of the effects you chose. ***************************************************************** NOTE: IN THE QUAKEWORLD VERSION SAMELEVEL IS EQUIVALENT TO THE TEMP1 VARIABLE IN NORMAL GENCLASSES. THERE IS NO SAMELEVEL IN THE QUAKEWORLD VERSION AS KNOWN FROM NORMAL QUAKEWORLD. ***************************************************************** value: | effect: ----------------------------------------------------------------------------------------------------------- 1 | Turn off the same class rule, mentioned above. ----------------------------------------------------------------------------------------------------------- 2 | Turn on super strong monsters for GENCLASSES coop, | or even for single play (about three times as strong | as normal). Won't take effect till the next level. ----------------------------------------------------------------------------------------------------------- 4 | Turn on NOLIGHTS-MODE, which will switch off all | lights in the levels. Won't take till the next | level. I do not recommend playing this | mode with GL-QUAKE: | You will see nothing but a black screen :D, that is | because GL-QUAKE neither has any fullbright colors | nor does support real time lightning of bsps. ----------------------------------------------------------------------------------------------------------- 8 | Turn on HALF-DAMAGE-MODE. All damage done is divided | by two. For a longer life-span... ----------------------------------------------------------------------------------------------------------- 16 | Turn on HIGH DETAILS. For fast machines (more | stone pieces, flames, etc). Won't take effect till | the next level. ----------------------------------------------------------------------------------------------------------- 32 | Turn on the ALLOW-CHANGE2 flag. If this flag is set | a player may change his/her class by typing | "change" in console mode without the need of any | requirements(like to have the class's maximum health | -10). This was made for Coop and Single play. | For Deathmatch you should use the second | ALLOW-CHANGE flag, described below. ----------------------------------------------------------------------------------------------------------- 64 | This turns off the normal ALLOW-CHANGE flag. Players | won't be able to change classes with the "change" | command anymore. ----------------------------------------------------------------------------------------------------------- 128 | This turns on the ENERGY BALL GAME described in 3.A. ----------------------------------------------------------------------------------------------------------- 256 | This turns on the USE-YOUR-HEAD GAME described in 3.B. ----------------------------------------------------------------------------------------------------------- 512 | This turns on the GET-THE-ORB GAME described in 3.C. ----------------------------------------------------------------------------------------------------------- 1024 | This is only for Quakeworld. It is like setting | samelevel to 2 or 3 in normal Quakeworld | (kills a player trying to exit the level) ----------------------------------------------------------------------------------------------------------- 2048 | This is only for Quakeworld. It is like setting | samelevel to 1 in normal Quakeworld | (if a player exits, stay on the same level) ----------------------------------------------------------------------------------------------------------- 4096 | This is only for normal Quake. If this is activated | heads cannot be kicked anymore and behave like the | heads in normal Quake ----------------------------------------------------------------------------------------------------------- For example if you want to turn off the ALLOW-CHANGE flag, the same class rule and you want to have super strong monsters, you have to set the temp1 var to 67 (64+1+2) in normal Quake, in Quakeworld you would have to set samelevel to 67. ----------------------------------------------------------------------------------------------------------- ============================================================= 5. -=*NEW SPECIAL FX FOR QUAKE LEVELS*=- ============================================================= ----------------------------------------------------------------------------------------------------------- *********************************************************************** NOTE: I have included an .fgd file for Worldcraft with all the new entities and changes. Just replace the Quake.fgd file in your Worldcraft folder with the Gencl.fgd file to use it (be sure to make a backup first) *********************************************************************** ------------------------------------------------------------- A) BREAKABLE WALLS ------------------------------------------------------------- -classname: func_exwall -health is the damage the wall takes before exploding default is 50 -if count is 1: damage(health, see above) has to be dealt within 0.6 seconds. -if count is 0: Damage can be dealt continuosly(has not to be dealt within 0.6 seconds, see above). -targetname: if it has a targetname, it activates all other breakable walls and explosions(see below) with the same targetname. ------------------------------------------------------------- B) EXPLOSIONS ------------------------------------------------------------- -classname: explosion -if sound is -1: no sound if sound is 0: normal explosion sound if sound is 1: flamethrower sound -if heat is not 0 the explosion will burn all living things in the by the value of heat defined radius(the higher heat the larger the radius) -dmg is the radius damage the explosion does -explosion is activated if a target of a switch matches the explosions's targetname or if a targetname of a func_exwall which explodes matches the explosions's targetname. -if health is 1: explodes with normal explosion(small) if health is 0: explodes with big explosion(new) if health is -1: no visual explosion -count is how many times the explosion can be activated (exploded) this is if activated by a trigger/button /func_exwall. If count is -1 the explosion may be activated unlimited times. Default is 1. -wait is the time from activating(by a trigger, button or an func_exwall) to the explosion of this thing ------------------------------------------------------------- C) THUNDERSTORM ------------------------------------------------------------- -classname: misc_thunderstorm -heat is radius in which the thunderstorm will search for victims. Default is 350. -dmg is the damage the thunderstorm does in one shot. Default is 300. -count is the time period in seconds after which the thunderstorm will check for victims in its radius(heat) and then discharges. Default is 9. -ntype defines how often a victim in radius will be hit. 1.0 would never hit. 0.0 would always hit. Default is 0.5 (50%) ------------------------------------------------------------- D) FORCEFIELDS (not supported in Quakeworld) ------------------------------------------------------------- -classname: func_particlefield -if wait is 0 it will not be used if it is higher than 0 the forcefield will deactivate after the by wait defined time (in seconds). -if its spawnflags are 1 it starts deactivated else it starts activated. -color is the forcefields color index of the Quake palette. Default is 192(yellow). -count is the density of the particles. Default is 2. -target keeps the name of the blocker(see below) that will be linked with the forcefield and is necessary because without it you could just go through the forcefield even if it was activated. BLOCKER ----------------------------------------------------------------------------------------------------------- -needed for forcefields -classname: func_togglewall -if its spawnflags are 1 it starts deactivated (non-blocking) else it starts activated (blocking). -dmg is the damage it does to players/monsters touching it -to be linked with a forcefield its targetname has to be the same as the forcefields target. ----------------------------------------------------------------------------------------------------------- E) ADDITIONAL MINOR CHANGES FOR LEVEL EDITING ----------------------------------------------------------------------------------------------------------- -Now you are able to make a trigger_push without the wind sound if sound is set to 1; 2 is a new sound ; 0 is the known wind sound. if sound is set to 2(new sound) the trigger push behaves differently than the normal trigger_push. -A door now uses its target each time it is activated(if it opens OR closes) so you are now able to light up a room when a door opens without needing to set the door to stay open forever. -You may reset a trigger_count(these "only one more to go" things). So you can use them multiple times(e.g. in deathmatch levels). As for triggers and buttons use the wait key to set the delay before reset(in seconds). If the trigger has a message defined this message will show up if the combination is completed instead of "Sequence completed". If the NOMESSAGE flag of the trigger is set and it has a message set then this message will nevertheless show up. -The misc_explobox and misc_explobox2 entities will respawn in Deathmatch within 30 seconds after destroyed. The damage they do when exploding can be set with the dmg variable. If its dmg is 0 (if you did not set it) it will automatically be set to 160 which is the default. ----------------------------------------------------------------------------------------------------------- E) NEW FOR VERSION 2.3 ----------------------------------------------------------------------------------------------------------- -You may set the amount an healthpack gives the player who picks it up. To do so, you have to set the healthpack's count key to anything but 0. The player who picks it up will receive count points of health. You may also set if the item disappears when picked up or not (if not, the player who stands on it receives his maximum health). To make it not disappear after picked up set the healthpack's scount key to -1.If scount is -1 then the item will check if anybody is touching it each second. You can modify this "checktime" by setting the items delay key to anything but 0. In addition to that you may also set the item's respawn time: set the item's concount key to the time (in seconds) after it respawns. -You can do the same thing with ammo boxes(count is the amount of ammo), armors(count is the amount of armor you get), with the new item_multiammo(which is described below) as well as with all the powerups(Quad damage,...). Multiammo box ----------------------------------------------------------------------------------------------------------- -classname: item_multiammo -ammo_shells: the amount of shells it gives -ammo_nails: the amount of nails it gives -ammo_rockets: the amount of rockets if gives -ammo_cells: the amount of cells it gives -healamount: the amount of health it gives -dmg: the amount of damage it does to the one who picks it up -scount: if it is -1 then the multiammobox won't disappear when picked up -concount: the time in seconds until it respawns -delay: used if the item's scount is -1; the item will check this often for a player touching it (in seconds); 1 by default Changes to info_player_deathmatch and other startpositions ----------------------------------------------------------------------------------------------------------- -health: the player starting there will get this amount of health -items: the player will get the by items defined weapons: 4096 = 1st weapon 1 = 2nd weapon 2 = 3rd weapon 4 = 4th weapon 8 = 5th weapon 16 = 6th weapon 32 = 7th weapon 64 = 8th weapon So if you want to give the player the 3rd, the 6th and the 8th weapon from the beginning on you have to set the items key to 82 (2+16+64) -ammo_shells: the player will get this amount of shells -ammo_nails: the player will get this amount of nails -ammo_rockets: the player will get this amount of rockets -ammo_cells: the player will get this amount of cells -armorvalue: the player will get this amount of armor -armortype: 0.3 is green armor 0.6 is yellow armor 0.8 is red armor(default) -the keys which were listed above won't have any effect if set to 0; players can neither get weapons they normally cannot get nor more ammo than they can get normally etc.; the player will always have his first weapon even if you leave it out in the startposition's items key Goals for Use-your-head mode ----------------------------------------------------------------------------------------------------------- -classname: trigger_goal -frags: number of frags the player who kicked a head into the goal gets (default is 1) Changes to trigger_teleport ----------------------------------------------------------------------------------------------------------- -count: if not 0 (default) this is a teleporter which teleports to random info_teleport_destinations (whose count key must have the same value as the trigger_teleport) -oldcount: the trigger teleport takes into account info_teleport_destinations with their count key set to this value, too Changes to info_teleport_destination ----------------------------------------------------------------------------------------------------------- -count: if not 0 (default) this is a teleport_destination which trigger_teleports with the count key set to the same count key as this info_teleport_destination take into account trigger_misc ----------------------------------------------------------------------------------------------------------- -classname: trigger_misc -tag: gives the player activating it this tag (the tag key is only referenced by trigger_misc) -required_tag: the tag a player touching this trigger must have to activate it. If -1 the trigger is activated even if the player touching it has not the required tag. -mustnothave_tag: if the does have a tag equal to the mustnothave_tag then he cannot activate the trigger and the tagnotmatched_msg is printed to the player -tagnotmatched_msg: message printed to the player touching this trigger if he/she has not the required tag -tag2: adds this number to the player's tag2 var if activated use negative numbers to subtract from the player's tag2 -required_tag2: the tag2 a player touching this trigger must have at least to activate it. If -1 the trigger is activated even if the player touching it has not the required tag2. -mustnothave_tag2: if the does have a tag2 equal or higher to the mustnothave_tag2 then he cannot activate the trigger and the tag2notmatched_msg is printed to the player -tag2notmatched_msg: message printed to the player touching this trigger if he/she has not at least the required tag -required_items:the items a player touching this trigger must have to activate it (look at the list of items; add numbers to demand more than one item) -mustnothave_items: if the does have the items defined by mustnothave_items then he cannot activate the trigger and the itemsnotmatched_msg is printed to the player (look at the list of items; add numbers to define more than one item) -itemsnotmatched_msg: message printed to the player touching this trigger if he/she has not the required items -required_frags: the frags a player touching this trigger must have at least to activate it -fragsnotmatched_msg: message printed to the player touching this trigger if he/she has not the required frags -takedamage: if < 0: activator cannot be damaged anymore if > 0: activator can be damaged as normal -ammo_shells: the trigger's activator gets this amount of shells -ammo_nails: the trigger's activator gets this amount of nails -ammo_rockets: the trigger's activator gets this amount of rockets -ammo_cells: the trigger's activator gets this amount of cells -loseitems: activator loses these items (look at the list of items; add numbers if you want the player to lose more than one item) -items: activator gets these items (look at the list of items; add numbers if you want to give the player more than one item; only weapons and orbs will work) -message: a message printed to the activators screen -cmessage: a message printed to all players -print_name_first: if = 1: prints the name of the activator to all players in the first place of cmessage -noise: trigger plays this sound if activated(has to be one of the sounds already used in Genclasses) -consolecomm: this command is executed at the players console (use ";" to seperate multiple commands) -health: amount of health given to the activator -dmg: amount of damage done to the activator -count: damage done to all players except activator; use a negative number to give health to all players -wait: time in seconds before this trigger can be "retouched" after an activation List of items: 3rd weapon : 2 4th weapon : 4 5th weapon : 8 6th weapon : 16 7th weapon : 32 8th weapon : 64 green armor : 8192 yellow armor : 16384 red armor : 32768 red orb : 131072 (formerly known as silver key) yellow : 262144 (formerly known as gold key) invisibility : 524288 invulnerability : 1048576 bio suit : 2097152 quad damage : 4194304 level ambience ----------------------------------------------------------------------------------------------------------- -classname: level_ambience -noise: wav to be played without .wav in the gencl\sound directory -count: volume of the sound (0.1 to 1) -wait: the time in seconds before the sound is played again -delay: a random number of seconds from 0 up to this value is added to the time defined by the wait key -oldcount: the time before it is played the first time after entering the map; if set to -1 the sound can only be activated by triggers or buttons -concount: the range within the sound can be heard; if this is set to -1 the sound can be heard in the whole level -ntype : if set to 1: the sound is dimmed refering to the distance to the level ambience entity if set to 0: the sound is always played in with the volume set with the count key -num_bounces : defines how often the sound is played at all; set to -1 if it should be played each time it is activated -targetname : like a door or other things you may play the sound using a button or trigger activating it. Note: plays any .wav file out of the gencl\sound directory I advice short sounds because the sound is "placed" at the players position that means it gets quieter the higher the distance to the players 's old position is ----------------------------------------------------------------------------------------------------------- ============================================================= 6. -=*NEW LEVELS*=- ============================================================= ----------------------------------------------------------------------------------------------------------- *********************************************************************** NOTE: There are all Gencldms(GeNCLDM1 - GeNCDM11) up to now included the Genclasses 2.3 pack. NOT only the ones which are listed below. For further information on the other maps refer to the text files in the Genclasses maps folder. THE NEWEST GENCLDMS CAN BE FOUND AT THE GENCLASSES PAGE: http://www.fortunecity.com/underworld/quake/107/ *********************************************************************** ------------------------------------------------------------- GENCLDM1: SHADOWS OF BLOOD ------------------------------------------------------------- *General Info Title : GeNCLDM1: Shadows of blood Author : Sebastian Bentler aka GeN Email Address : GeN20@hotmail.com Description : This level was made for 4-12 player Genclasses Deathmatch Date finished : 17th November 97 Credits : see author information and thanks section *Construction Base : New level from scratch Editor(s) used : Worldcraft 1.1 Stoneless 1.01 (for new textures) Build Time : did not count ------------------------------------------------------------- GENCLDM2: TOWER ------------------------------------------------------------- *General Info Title : GeNCLDM2: Tower Author : Sebastian Bentler aka GeN Email Address : GeN20@hotmail.com Description : This level was made for 2-14 player Genclasses Deathmatch Date finished : 5th November 97 Credits : see author information and thanks section *Construction Base : New level from scratch Editor(s) used : Worldcraft 1.1 Build Time : did not count ------------------------------------------------------------- GENCLDM3: STORAGE PIT ------------------------------------------------------------- *General Info Title : GeNCLDM3: Storage pit Author : Sebastian Bentler aka GeN Email Address : GeN20@hotmail.com Description : This level was made for 4-12 player Genclasses Deathmatch Date finished : 7th August 97 Credits : see author information and thanks section *Construction Base : New level from scratch Editor(s) used : Worldcraft 1.1 Build Time : did not count ------------------------------------------------------------- GENCLDM4: VADAC BASE ------------------------------------------------------------- *General Info Title : GeNCLDM4: Vadac base Author : Sebastian Bentler aka GeN Email Address : GeN20@hotmail.com Description : This level was made for 2-10 player Genclasses Deathmatch Date finished : 12th December 97 Credits : see author information and thanks section *Construction Base : New level from scratch Editor(s) used : Worldcraft 1.1 Stoneless 1.01 (for new textures) Build Time : did not count ------------------------------------------------------------- GENCLDM5: TARANTULA ------------------------------------------------------------- *General Info Title : GeNCLDM5: Tarantula Author : Christoph "Gonzo" Werner Email Address : gonzo_6@hotmail.com Description : This is my second Quake DM level and was made for 4-12 players. This map was written for GeNClasses, although you can play it with normal Quake, too. Date finished : 09/12/97 Credits : id Software for making QUAKE, without them, all this wasn't possible Ben Morris and everyone else who took part in the making of Worldcraft Additional Credits to : Sebastian "Gen" Bentler *Play Information Single Player : No (1 start for walking around) Deathmatch : YES (14 starts) *Construction Base : New level from scratch Editor(s) used : Worldcraft 1.5b Stoneless 1.01 (textures) Build Time : 1 week (about 20 hours) Compile machine : Pentium 233 MMX, 32MB RAM QBSP time : 106 seconds Light (-extra) time : 440 seconds VIS (-level 4) time : 2823 seconds Brushes : 842 Entities : 486 Lights : 388 Faces : 5066 Models : 15 ------------------------------------------------------------- GENCLTP1: LOST BASES ------------------------------------------------------------- *General Info Title : GeNCLTP1: Lost bases Author : Sebastian Bentler aka GeN Email Address : GeN20@hotmail.com Description : This level was made for 4-14 player Genclasses Teamplay Date finished : 2nd October 97, recompiled for minor changes on 17th December 97 Credits : see author information and thanks section *Construction Base : New level from scratch Editor(s) used : Worldcraft 1.1 Stoneless 1.01 (for new textures) Build Time : did not count ----------------------------------------------------------------------------------------------------------- ============================================================= 7. -=*TIPS AND COMBOS*=- ============================================================= ----------------------------------------------------------------------------------------------------------- ------------------------------------------------------------- A) SINGLE/DEATHMATCH ------------------------------------------------------------- -Sniper: For a better shot-to-kill-ratio :) first throw an ice grenade and shoot afterwards. Throw a fire grenade and wait for the players jumping into the water to get rid of the fire, then throw an water-shock grenade and watch beautiful red fireworks. -Fighter: If you go into an area, where many players are acting, go to a place where many players can see you. Then use your vacuum spell and all enemys will be sucked towards it. Then, with some sucked enemys standing next to you, use the turning sword technique( to be more effective, pick up a rocket launcher first;]). -Bio: Throw a gas grenade, go into the cloud of gas you made and wait for others to pass. If any one passes the cloud of gas, you can see him, but he can't see you standing in your cloud. So you've got time to aim your unconscious target and shoot some poison nails or, for a guaranteed frag, shoot with your embryo implantator. -Psychic: Shoot a position exchanger at someone and go somewhere where you can be sure you'll die the next few seconds (i.e. jump into lava). Then, use your position exchanger to change position with the targeted player: not you, but he will die >:). -Soldier: Use your weapons! Why use combos? -Mage: If someone is persecuting you, use the lightning spell and you'll no longer be hunted. -Fake: The Fake has many weapons to get rid of enemys persecuting him. If you run around a corner you can use your feign death ability, throw a fakebackpack and wait until he passed you (if you're lucky, he'll run into your fakebackpack and die) Another way is to make yourself invisible and place some holos. -Magma: If you look to the ground while flying you will move forward with an awesome speed. If you are low on health and an enemy is persecuting you, all you need is a lava pool to jump into and regenerate. -Elemental: In most cases it is a good idea to first raise your enemy to the ceiling before trying to kill him/her. If used properly you can fly long distances using your summon wind ability(needs some training :) ). -Hexer: Let the monsters do the work for you! If an enemy gets near simply use your teleport scroll or your reflective shield to have time to produce mana or to summon monsters. If a mage is playing with you wait until he creates a lightning trap, use your reflective shield and go into the trap -surprise. -Terrorist: Try a "pipebomb jump", as the Terrorist loses only half the damage from explosions you even could use multiple pipebombs at once - doing this will not hurt you too much and it is very easy, because the bombs detonate at your command. ------------------------------------------------------------- B) TEAMPLAY/COOP ------------------------------------------------------------- There are a lot of team combos, I will only name a few: -If you have a Fighter in the team, try to use his vacuum spell with a mass destruction weapon, like suicide (Psychic), inferno (Magma)... -If you have a Psychic then he should use his Position Exchanger, then wait till his victim is in his team's base and then use the Exchanger again. Before he does this he should inform his teammates so that they shoot the victim down before he can do anything. -With a Magma and a Sniper in the team, the magma should go and burn the enemies with spit fire while the Sniper waits above the nearest water and every time a burning enemy jumps in, a water-shock grenade follows and will do the rest. ----------------------------------------------------------------------------------------------------------- ============================================================= 8. -=*INSTALLATION*=- ============================================================= ----------------------------------------------------------------------------------------------------------- ------------------------------------------------------------- A) INSTALLATION ------------------------------------------------------------- When you unzip GENCL23.zip you'll hopefully get a directory named GENCL. Move this directory into your Quake directory (parallel to the ID1 directory). To play, type QUAKE -GAME GENCL from the Quake directory. If playing from windows type QUAKE -GAME GENCL -winmem 14 from the Quake directory. The -winmem 14 parameter is necessary for making Quake allocate enough memory for the many new models, sounds, etc. If you have much RAM you may of course allocate more memory. Lots of effects in GENCLASSES use particles (these small dots), so if start QUAKE with the additional parameter -particles 20000 you will not miss any of them or if you use -particles 0 the game maybe runs a little bit faster. This modification only works with the registered version of Quake. ------------------------------------------------------------- B) REQUIREMENTS ------------------------------------------------------------- -Pentium 60 -14 Megs of RAM -Free Hard Disk Space: -9 Megs without new levels -16 Megs with the six new levels described in this readme -Quake, Registered Version Note: Some levels may only work with Quake version 1.08, in previous versions it could happen that you cannot play a few levels because of too many model or sound precaches ------------------------------------------------------------- C) BINDINGS ------------------------------------------------------------- NO IMPULSES TO BIND! I only created a +special command which some of the classes use to do certain things. This command is automatically bound to the x key. If you want to bind another key to +special, bring down the console mode(press ~) or open your autoexec.cfg and write: bind x "+special" Where x is the key you want to bind. The r key is automatically bound to messagemode2. Only your team will receive messages written in this mode. If you want to bind another key to messagemode2 bring down the console mode(press ~) or open your autoexec.cfg and write: bind x "messagemode2;echo Dedicated to your team." Where x is the key you want to bind. Sorry if this were the keys you move with. ----------------------------------------------------------------------------------------------------------- ============================================================= 9. -=*AUTHOR INFORMATION AND THANKS*=- ============================================================= ----------------------------------------------------------------------------------------------------------- If you have any serious suggestions, comments or if you think you found a bug you are welcome to mail me: gen20@hotmail.com Visit the GENCLASSES-WEBSITE for the latest news and add-ons for GENCLASSES: http://www.fortunecity.com/underworld/quake/107/ I used Worldcraft v.1.1a to build GeNCLDM1-4 and GeNCLTP1 and Stonless for the new textures. Credits: -id software, for making QUAKE, for releasing QuakeC; -Ben Morris, for Worldcraft, a great level editor -Matt "Great Lemur" Sheridan for making awesome new skins for GENCLASSES (Bio and Magma class) -Alan "Partycrasher" Yen for the permission to use the Guardian (Terrorist) and the Commando(Psychic) skins -Christopher Bolin for the permission to use the Wolf (Beast) skin Thanks: -Paul Schniedermann and Christoph Werner aka Gonzo for some good ideas -^Katagi^ for the idea of the beast class and almost all weapon ideas for it -The guys at http://www.dfa.net for many good suggestions on balancing out the classes -Hawk at http://www.dfa.net for the GENCL-Chat Special Thanks: -Zoid for his grappling hook code used for the sniper -NiKoDeMoS for his awesome QC documentation -the Future vs. Fantasy and the Team Fortress patch for idea of having several classes -Olivier Montanuy for writing the QCManual -the Team Fortress guys for the idea of the sniper class -Christoph Werner aka Gonzo for help on recording some of the new sounds Playtesters: Christoph Werner aka Gonzo, Paul Schniedermann, Harald Schulte aka Dirty, Thomas Rabe aka Croptix Florian and Thomas Hoffmann aka Stalin, Thomas Goerge aka Freeman, Manfred Agethen aka LordofMord, Michael Eberhardt aka Pheeos, Wolfram Boelte aka Insane Brain, Simon Beckerling aka Marvel, Rouven Wasmuth aka Spark Sorry if I've forgotten anybody ----------------------------------------------------------------------------------------------------------- ============================================================= 10. -=*CHANGES FOR GENCLASSES VERSION 2.3*=- ============================================================= ----------------------------------------------------------------------------------------------------------- ------------------------------------------------------------- A) GENERAL CHANGES ------------------------------------------------------------- -A totally new class called Beast -3 fully different styles of playing Quake: -The Energy ball game (described in 3.B) -The Use-your-head game -The Get-the-Orb game -Game data for Quakeworld (qwprogs.dat) -Game Spy tabs -The biggest progs.dat ever!!! -Less temporary entities (such as flames, etc.; there cannot be more than 15 on one map at the same time now) -Less particle effects (to reduce lags) in normal Quake -No more ejecting shells -You will recover faster from the Magma's gas and the Bio's gas grenade and the blindings are less intensive -Less damage from underwater discharges, now the strenght depends on how much ammo you have -You won't lose 5 frags when changing your class with the change command -The change command is now enabled even if the temp1 var is not set to +64; now it can be turned off by setting temp1 to +64 -When changing the class while an artifact is in effect there won't be strange effects afterwards(such like unlimited quad damage) -More realistic falling damage (the more height the more damage) no falling damage in QW though -Some more cool things for Genclasses levels (described in 4.E) -The Mage's and Psychic's (Psycho's in 2.2) fly is now based on the frametime (it was very difficult to use flying properly on slow machines) -If deathmatch is set to 3 in normal quake weapons stay like in coop and deathmatch 2 but ammo etc. respawns as in deathmatch 1 -Improved Spectator/Observer mode (i.e. follow mode - described in 2.M) -You can choose a random class by hitting the [JUMP] button while choosing classes -No frags for telefragging -Messagemode2 will no longer be bound to the r key automatically -Due to the fact that you choose the beast class with the - key the sizedown command (to decrease your field of view) is automatically bound to the * key -You may kick heads lying around by simply running over them (not in QW) -The big explosions do not just disappear but shrink ------------------------------------------------------------- B) CLASS SPECIFIC CHANGES ------------------------------------------------------------- -Made the fighter slightly less strong -Fighter's sucker spell renamed to vacuum spell -The Fighter's vacuum spell now activates faster but has a longer "reload" time -The Fighter cannot get more than 200 points of armor anymore -Damage of the Bio's Embryo implantator reduced and time to find a Megahealth increased to 18 seconds -You can reduce the damage an embryo does by picking up health packs -The embryo implantator has a slightly longer reload time -By killing the one who implantated an embryo to you the embryo will be removed -Bio's poison is now also removed by normal healthpacks instead of only by the megahealthpack -When paralyzed you will be not as slow as in version 2.2 -The Bio cannot pick up megahealth boxes anymore; instead he gets he regenerates health slightly faster -By picking up healthpacks you will cure faster from Bio's virus -Bio is immune to slime -Psycho renamed to Psychic -Increased the damage of Psychic's mind blaster, of his flash and of his discharge a little bit -Psychic's discharge has less range and a lower fire rate -Psychic's mind beam has a more focused autoaiming and does slightly less damage -Soldier's homing missiles slightly faster and stronger -Only five homing missiles at once for the Soldier -Only one bomb at the same time for the Soldier -The Soldier's bomb warning volume has been reduced -Soldier now has a 4th weapon: Uzi -The Mage's lightning trap does less damage -The Mage's chain lightning does slightly less damage -Mage's staff is now his second weapon and shoots a weak projectile -Mage's fly does not cost mana anymore and is now his first weapon -Damage of the Fake's fakebackpack reduced -If you use one of the Fake's weapons and it is not ready at that moment you won't switch to another weapon automatically -You cannot place holographs's on weapons -Fake's holographs look into the same direction as the Fake and do less damage -The damage done by faked items varies according to the type of the item (i.e. rockets damage more than shells, big ammo boxes damage more than normal ones...) -Damage from faked weapons decreased -The Fake now fakes powerups(quad damage, ring, pentagramm) instead of picking them up -The Fake is able to fake armors -The Fake cannot fake healthpacks anymore -The Fake now has a direct (7th) weapon -Added a 3 second delay before the Magma morphes -Magma has to wait some time after morphing before he may morph again -The Elemental cannot summon wind permanently anymore -The Elemental's raise enemy spell won't keep an enemy as long in the air as in version 2.2 and has a lower fire rate, but now it deals some damage -Only one thunderstorm allowed at the same time for the Elemental -If you have reached the 3 earthballs at once limit and you throw a 4th your oldest earthball will be removed -Added a 4 second delay before the Hexer activates his reflective shield -The Hexer's earthquake is not affected by quad damage anymore and has a decreased range -Climber was renamed to Terrorist and is no longer a secret class -Terrorist can only have 10 grenades at one time(if you throw an 11th one, an old grenade will be removed) -Terrorist has an improved climbing ability -Terrorist got a new skin ----------------------------------------------------------------------------------------------------------- ============================================================= 11. -=*COPYRIGHT AND DISTRIBUTION PERMISSIONS*=- ============================================================= ----------------------------------------------------------------------------------------------------------- This production in its entirety of new works is Copyright (c) 1997,1998, Sebastian Bentler. All original components are copyright (c)1996, id Software. You may freely distribute this production in its undisturbed and unaltered files. I am not responsible for any damage this production may cause to your system or to yourself. You MAY NOT distribute this Quake modification in any electronic format without a written permission of me, Sebastian Bentler.