home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
PC/CD Gamer UK 46
/
PCGAMER46.bin
/
Quake
/
PainKeep
/
README.TXT
< prev
next >
Wrap
Text File
|
1997-05-28
|
16KB
|
417 lines
---------------------------------------------------------------------------
PainKeep v1.0 29 May 1997
Copyright (c)1996,1997 Team Evolve.
All rights reserved.
PainKeep homepage - http://www.planetquake.com/skins/painkeep
Evolve homepage - http://www.deltix.com/evolve/
---------------------------------------------------------------------------
Table of Contents
I. INTRODUCTION
II. INSTALLING PainKeep
A. Requirements
B. Normal Installation
C. Manual Installation
III. WHAT'S DIFFERENT/WHAT'S NOT
A. Goal of the Game
B. Changes
IV. CONTROLS
A. Keyboard Commands
V. NEW FEATURES
A. Firepower
B. Objects
C. Special Effects
VI. CREDITS
A. Core Development
B. Map Authors
VII. LEGAL CRAP
A. Copyright Notice
B. Distribution and Usage Permissions
I. Introduction
---------------
PainKeep is a DeathMatch-only "mission-pack" designed for use with registered
Quake. PainKeep not only offers brand new weapons (with new pickup and view
models), but also a new rich environment with tons of new sounds, new special
effects, great new features, and lots of surprises. Every modification
included is original. This is in no way a compilation of various "weekend
mods" from the net. Literally hundreds of hours were spent perfecting
every aspect of PainKeep.
PainKeep was designed as an addition to the Quake setting. Evolve was committed
to building an extension to Quake that would meet or exceed the high quality
standards that many commercial development groups hold themselves. We tested
our ideas thoroughly and tried not to put anything in "just because". Our
extensions were made to be easy and fun to use. We probably threw out as
much as we kept.
Why not single player? We would have loved to have a full TC project. But
because we developed everything for our addition, we had to concentrate on
only one aspect of gameplay. We believe that deathmatch and network play
provide longer and more enjoyable gameplay. Everyone involved in Evolve is
fully occupied outside Quake. (unfortuneately)
Just to emphasize, PainKeep was designed for multi-player games only. The
weapons and objects will behave differently in single player games (and the
really cool stuff only happens in DeathMatch!)
There are no new Impulse to bind!(unless you want to) Just install and play!
Enjoy,
Team Evolve
II. INSTALLING PainKeep
-----------------------
In order to play PainKeep you must have the full registered version of the id
Software game Quake.
For information on multiplayer games and troubleshooting in general please refer
to the files MANUAL.TXT and TECHINFO.TXT included with Quake.
A. Requirements
Pentium CPU
12 megs RAM
30 megs free disk space
B. Normal Installation
If you are running DOS, Win 3.x, Windows NT 3.x/4.x or Windows 95, all
you have to do is unzip the PainKeep zip file and run SETUP. Batch files
to run PainKeep will be placed in your Quake directory.
Now change to your Quake directory and type PAINKEEP!
C. Manual Installation
Unzip the Pain Keep ZIP file into a sub directory. Now copy the files
PAK0.PAK, IMPULSES.TXT and README.TXT to a directory beneath your regular
Quake directory:
i.e. C:\QUAKE\PAINKEEP
You can now play PainKeep by selecting Quake\Painkeep from your start menu or
by typing:
QUAKE -game Painkeep
III. WHAT'S DIFFERENT/WHAT'S NOT?
---------------------------------
A. Goals
PainKeep goes back to Deathmatch's original emphasis. Make other
people die.
B. Changes
- Vote Hub Mode
The democratic way to play! By default the game is in "Vote Hub"
mode. The Vote Hub is a special startup level that has entrances
to all fourteen levels in PainKeep. This mode will return all
players to the Vote Hub after a level is completed. At this
point, run or fight your way to your favourite map entrance. The
map with the most players entering will be the next map played.
In the event of "ties", a level will be randomly selected. Once
you have voted you go to a status view until all votes are col-
lected. You may choose to change your vote at this point. Vote
Hub Mode can be disabled (see IMPULSES.TXT).
- Inventory System
Some of the toys we've added to deathmatch do not have a mech-
anism for an intuitive interface for their selection (this is a
limitation to how the Quake .EXE handles the status bar and other
UI elements). To alleviate this problem we have implemented a
simple inventory system. All objects can be cycled through using
(impulse 1) by default. Specific impulses for each item are also
available if you wish to change them (see IMPULSES.TXT).
IV. CONTROLS
------------
A. Keyboard Commands
Below are listed the default keyboard commands for playing PainKeep.
You may modify or customize these (see IMPULSES.TXT). Weapon cycling
is fully supported.
1 - Inventory (cycles)
- Axe
- AutoSentry
- Beartraps
- Can of Pork and Beans
- Gravity Well
2 - Shotgun / AirFist (toggle)
3 - Double Barreled Shotgun
4 - Pulse Nailgun
5 - Super Nailgun
6 - Grenade Launcher
7 - Rocket Launcher
8 - Lightning Gun / Chain Lightning Gun (toggle)
9 - Harpoon Gun
/ - Cycle to next weapon
V. New Features
---------------
A. Weapons
- AirFist
Deflect incoming rockets, grenades or nails. Blast players or
objects across the room. Also a great way to launch yourself up
and over obstacles!
(note: objects moved by AirFist blasts will eventually respawn in
their original respawn positions)
- Exploding Shells (single/double barrel shotguns)
Shotgun Shells that are chock full of tiny explosive pellets.
Watch the crowd scatter as a bunch of tiny explosions spray the
room! Think that is fun, try it with two barrels!
(note: if you have picked up exploding shells, you must deplete
your entire supply before you can shoot normal shotgun shells
again. The maximum number that can be carried at any one time
is 10)
- Pulse Nailgun
This version of the regular Nailgun shoots much higher velocity
nails. Therefore the projectiles will ricochet off any non-living
surface. This specialized gun is perfect for shooting targets
around corners or behind you. Skilled marksmen can do some
really impressive stuff with this gun.
(note: the Pulse Nailgun rate of fire is reduced as each nail
causes more damage. This also minimizes lag.)
- Chain Lightning Gun
A devastating version of the Lightning Gun that uses cells 3x the
normal rate. When the gun is fired and a target is hit, the bolt
will seek the nearest living target within visual range. It will
continue to jump to all living targets until the player is out of
cells or the fire button is released. Targets killed by this
bolt will become charcoal grilled conduits for electrical mis-
adventure!
- Harpoon Gun
Our version of the Grappling Hook. Features a solid rope, and a
unique "come-here" feature. Ever wished you could reach that
Quad Damage across a chasm? Or to bring your opponent into Axe
range? Just stick 'em with the Harpoon and reel 'em in!
B. Powerups
- AutoSentry
Hate it when someone won't stop following you? Just drop one of
these cannons and let them provide a little automated cover fire.
- Beartraps
Step on it and *WHAM!* The player is burdened with this huge trap
clamped to their leg.
(note: the trap will eventually fall apart once attached to a
player)
- Can of Pork and Beans
Ever wished you could carry a health pack around with you? When
consumed the Can of Pork and Beans adds 100 health, but can cause
embarrassing side effects and give away your location.
- Gravity Well
A Gravity Bomb that spews sparks of lightning and sucks all
objects and players within range inward in a large spiral. When
opponents actually reach the Cube, watch the groovy gib fire-
works! Once dropped, make sure you run!
C. Special Effects
- Sparks
Showers of industrial sparks rain down from above.
- Drips
Droplets of water slowly drip from the ceiling making a soft
splashing sound.
- Lightning
Blinding bright light casting ominous shadows across the walls
accompanied by thunderous crashes of thunder.
- Damage Skins
As players become more and more injured they take on a more and
more bloody appearance.
- Gib Physics
New gib chunks representing severed arms, legs and torsos fly out
in the directions carried by the blast.
- Torture Victims
Skinned torture victims decorate the halls and walls struggling
helplessly to free themselves as they swing in the subtle breeze.
- Ambient Sounds
Haunting sounds of anguish and terror emanate from secluded
recesses of the darker maps.
And a few more surprises...
VI. Help?
---------
We will not provide any kind of support for this product. We did this
for fun. Put simply, you get what you pay for...
If you think you have discoved a bug (and have read the documentation
first), feel free to send email to cbolin@teleport.com. If you send me
stupid email, you will burn in hell. (slowly)
Our web pages will always have the latest build and news about PainKeep.
VII. CREDITS
------------
A. CORE DEVELOPMENT
Christopher Bolin - Project Director, Artist
Shane Powell - QuakeC Project lead
Matt Houser - QuakeC, SFX design
Jon Skinnner - QuakeC, master build
Mark Lewis - Sound engineer
Stephen F. Karl - Models, map development
Dan Martin - Models
Anders Gustavsson - Map design lead
B. MAP AUTHORS
Level Name Author e.mail
--------------------------------------------------------------------------------------------
HUB Start Anders G anders.gustavsson@mbox204.swipnet.se
PAINKEEP PainKeep Anders G anders.gustavsson@mbox204.swipnet.se
pk0 Mephisto's Hold Anders G anders.gustavsson@mbox204.swipnet.se
pk1 Prison Anders G anders.gustavsson@mbox204.swipnet.se
pk2 Darkstone temple Ryan C gmarts@mtx.net.au
pk3 Palace Anders G anders.gustavsson@mbox204.swipnet.se
pk4 Obscured David Kelvin kelvins@total.net
pk5 Masters of Earth Eric Pedersen racine@enol.com
pk6 Suicide Staccato M Dromowicz Marcus.Dromowicz@Informatik.Uni-Oldenburg.de
pk7 Battered Brains M Dromowicz Marcus.Dromowicz@Informatik.Uni-Oldenburg.de
pk8 Dakyne Mike Burbidge mikeburb@pacbell.net
pk9 The Stronghold Anders G anders.gustavsson@mbox204.swipnet.se
pk10 Harlequin's Demise Stephen Karl stephenk@agility.co.nz
pk11 Derelict David Kelvin kelvins@total.net
pk12 The Other Side David Kelvin kelvins@total.net
Special Thanks
--------------
Adam Froio - NNTP, FTP and web server as well as excellent support
Travis Prebble - for Demo editing, Web help and testing
Greg Buffington, Nick Clark and David Kelvin - for contributing to the sounds
Avatar for Deathmatch 3
Jeff Epler, jepler@inetnebr.com) & Disastry for centre printing techniques.
Steve Teddy for the Install work
Also thanks to Exodus, Space Boy, Giblets, Chief Bastard, FleshHarrower,
Redwood, Shaun Reid (nuchy nuchy), Jack Gaummer (delirious dingo),
Matt Bixler (slasher), Adam Lloyd (sage), Matt Taylor (doormat),
Adam Aguilar (sir-stupid), Mike Burbidge (g1zm0) for testing & demos.
VII. LEGAL CRAP
A. Copyright Notice
This production in its entirety and all derivative works are copy-
right (c)1996,1997 Team Evolve. All rights reserved.
Ownership of all new components, including, but not limited to;
source code, compiled code, graphics, textures, sounds, models and
maps, remain with Team Evolve and the individual authors respec-
tively. Some components are the exclusive property of their authors
and owners and are used with kind permission.
All original components are copyright (c)1996, iD Software.
Quake and the stylized 'Q' are trademarks of iD Software. All other
trademarks are property of their respective owners and are hereby
acknowledged.
B. Distribution and Usage Permissions
Team Evolve grants to the final end user an exclusive right to use
this production for the purposes of personal entertainment only.
Team Evolve grants to the final end user an exclusive right to
freely distribute this production in its undisturbed and unaltered
entirety provided no exchange, monetary or otherwise, is requested.
All other media entities are expressly excluded from this right
prior to acknowledge and consent from Team Evolve or one of Team
Evolve's duly appointed representatives, agents or subsidiaries.
By using this product you agree to exempt, without reservation, the
authors and owners of this production or components thereof from
any responsibility for liability, damage caused, or loss, directly
or indirectly, by this software, including but not limited to, any
interruptions of service, loss of business, or any other consequen-
tial damages resulting from the use of or operation of this product
or components thereof. No warranties are made, expressed or
implied, regarding the usage, functionality, or implied oper-
ability of this product. All elements are available solely on an
"as-is" basis. Usage is subject to the user's own risk.
New or altered source code components are included with kind per-
mission of the respective authors and owners and are provided with
the only intention of facilitating in the integration of this
production, or components thereof, with other such freely available
and non-commercial productions. Authors are expressly forbidden to
use these components, or any other component of this production, as
a basis for other commercially available works or demonstration
systems without prior acknowledge and consent from Team Evolve or
one of Team Evolve's duly appointed representatives, agents or sub-
sidiaries.