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Future vs. Fantasy Quake Documentation v. 2.1
Quake Conversion
Future vs. Fantasy is copyrighted by Freeform Interactive.
Freeform Interactive
http://www.planetquake.com/freeform
[5/22/97]
Freeform Interactive
--------------------
Creator/Programmer: Richard Cheung (Hap) hap@planetquake.com
Graphic Designer: Kenneth Hwang (kenn) kenn@autobahn.org
Skins Designer: Ecker Joerg (Fritz) fritz@activeminds.de
Model Designer: Maurizio Majelli (MJM) majelli@inopera.it
Web Designer: Mike Asfour (Jacko) to_jacko@hotmail.com
User Relations: Raymond Cheung (Raison) raison@planetquake.com
Propaganda: Michael Wagner (Darwin) msw@ix.netcom.com
Docs Editor: Phillip Pittz (OSM1) osm1@marinet.or.jp
Sub Editor: Jarret Johnston (DrJ) jjohnston@no1.com.au
Level Design: Phil Daniels (Maverick) phildaniels@albatross.co.uk
Clans: Adam Fournier (Dredfull) dredfull@deathsdoor.com
Docs Written by:
666.Sun! (sun@imaginet.fr), kenn, Raison, Hap, DrJ, & OSM1
(additional credits from other authors at end of docs)
Future vs. Fantasy is copyrighted by Freeform Interactive.
---------------------------------------------------------------
---------------------------------------------------------------
[Main Documentation]
---------------------------------------------------------------
---------------------------------------------------------------
DISCLAIMER:
Future vs. Fantasy Quake (hereby referred to as "FvF" or "the
software") is provided AS IS. Neither FreeForm Interactive (FI),
Hap (hap@planetquake.com), kenn (kenn@autobahn.org), Raison
(raison@planetquake.com), nor any individuals either associated or
not associated with FI, including, but not limited to any individual
mentioned by the above or this documentation file, is responsible
for any damage, or financial, physical, emotional, spiritual,
economic, temporal, or spatial loss that may result from running
or even simply possessing the software. FreeForm Interactive also
claims the right to modify this document without prior notification,
but will most likely refrain from including clauses that bequeath
unto FI any property or family members of individuals using the
software and thus abiding by this disclaimer/ad hoc license
agreement.
-------------------------------------------------------------
-------------------------------------------------------------
Table of Contents
I. INTRODUCTION
A. What is Future vs. Fantasy (FvF) Quake?
B. Major Features
C. Requirements
II. PLAYING THE GAME
A. How Do I Run FvF in Single Player Mode?
B. Changing Character Classes
C. Other Special Keys
D. Standard Rules
E. Quest Mode Rules
F. Quest Mode Tips
G. Purge Mode Rules
H. Purge Mode Tips
III. WHAT ARE THE CLASSES?
A. Quake Soldier
B. Android
C. Fighter
D. Mage
E. Sniper
F. Cyborg Camper
G. Cleric
H. Ninja
I. Wasteland Warrior
J. Monk
K. Deity
L. Hidden Class
IV. GRAPHICS AND SUCH
A. Using Optional Skins
B. Using Custom Models and Sounds
V. LEGAL STUFF
A. License Agreement
B. Copyright Agreement
----------------------------------------------------------------
----------------------------------------------------------------
I. INTRODUCTION
A. What is Future vs. Fantasy (FvF) Quake?
Future vs. Fantasy Quake, FvF for short, is an add-on to Quake, a
highly customizable game created by id Software. FvF exists as a
data file that does not modify Quake's original files so you don't
have to worry about it corrupting any of your saved games or original
data files. FvF works completely as both a single player or
multi-player game (deathmatch and co-op).
In FvF, you are allowed to select your character type, or class,
from a cast of generic characters that range from magical fantasy:
mages, fighters, etc. and sci-fi future: laser androids, cyborgs,
etc. The original Quake character is a selectable class, left
unaltered, and is classified as future. Each class has an entirely
different set of weapons and abilities, thus FvF has 80 weapons
overall. WOW!
We at FreeForm Interactive had a goal in mind...to create a
role-playing game (RPG) that would give everyone a chance to
experience a style of character that best suited them. No two
gamers are really alike and despite Quake's main character's
arsenal and strengths, we felt that it just wasn't enough. FvF
encourages players to find a niche in playing style and allows
players maximum flexibility on their role in teamplay.
FvF is superior to other patches because of its drastic differences
in player classes. For example, the Ninja is quick, silent, and
has several techniques for escaping including teleportation.
Players can use him to assassinate particular key opponents or
scouting and is well suited for the type of player who enjoys
these kinds of activities. On the other hand, a Cyborg Camper is
big and clunky but has powerful ranged weapons that are great for
destroying larger groups of people (we know how they like to just
stand there and twiddle their thumbs). We are confident
that there is a character and set of weapons for just about every
style of player.
B. Major Features
80 Different Weapons
74 Original Models
15 Custom Skins with Head Gibs
13 Class-Specific Power-ups
13 New Sounds
12 Unique Character Classes
No Impulses to Bind
No Aliases to Learn
Direct Support for Single-player Mode
Remote Adminstation (100% Flexible)
Customizable Toggle without QuakeC Programming
Quest Mode: Cooperative/RPG Internet Game
Purge Mode: Goal-Oriented, 2 Team Deathmatch
C. Requirements
Minimum Requirements:
Pentium 60
16 Megs of RAM
10 Megs of Free Hard Disk Space
Quake Registered
---------------------------------------------------------------
---------------------------------------------------------------
II. PLAYING THE GAME
A. How Do I Play FvF in Single Player Mode?
1. Download FvF (usually FVF(x).ZIP) into a temporary directory.
2. Decompress FvF into a SUBDIRECTORY inside your QUAKE folder.
For example:
If your Quake is stored in C:\QUAKE, then decompress FvF
into C:\QUAKE\FVF.
If Quake is in D:\GAMES\QUAKE, then decompress into
D:\GAMES\QUAKE\FVF.
3. Run Quake with the command QUAKE.EXE -GAME FVF -WINLOCK 16.
4. Play Quake as you normally would, but enjoy the MANY changes.
B. Changing Character Classes
To change player classes, you hit* either '9' or '0' on your keyboard.
This cycles the classes forward or backwards.
FvF will automatically bind:
'9' to IMPULSE 30
'0' to IMPULSE 31
For some players '9' and '0' do not work. Try dying once and FvF will
attempt to auto-bind your keys again. If the keys continues to fail,
you must bind IMPULSE 30 and IMPULSE 31 to alternate keys manually.
* when we say "hit", we really mean "press"...we do not advocate
nor condone violent action done to your innocent keyboard.
C. Other Special Keys
1. Class Lock (Key Used: Backspace)
Class Lock will lock your class. You will not accidentally
change your class. Just tap Backspace.
2. Other Player's Info (Key Used: [ )
Point at player. Push "[" and the information for the player
you are looking at is revealed. It is abbreviated and appears
at the top of the screen. This is primarily used in Quest and
Purge for Clerics.
3. All Player's Info (Key Used: ] )
Push "]" and all the information about every player is revealed.
It is abbreviated and appears in the top of the screen. This is
primarily used in to decide who is the Deity in Purge and which
class is the most needed in a game of Quest.
Abbreviations used in Info Functions:
Red Armor = r
Yellow Armor = y
MooD Red Armor = mr
MooD Armor = m
Green Armor = g
Shield (Quest free armor) = s
Health = h
Frags = f
Experience Points (same as frags in Quest) = x
Level (Quest status) = l
For Example:
Hap.fvf[MG] 2l 3x 100h 159r
means: Hap is a Mage that is 2nd level, 3 experience points,
100 health, and 159 red armor.
Hap.fvf[DM] -4f 62h 10d
means: Hap is a DooM Marine with -5 frags, 62 health, and
10 DooM Armor. Remember DooM armor acts differently than normal
armor.
C. Standard Rules
These rules are standard in FvF. Some of these rules can be toggled
from the server. (see SERVER.TXT)
1. Users may not suicide after they have less than 0 frags.
2. Frags will not drop below -10.
3. Changing classes usually requires the player to have 50 health.
4. All weapons and items are lost when a class is changed.
5. User names: "", and "player" are automatically renamed.
D. Quest Mode Rules
This is where the fun begins. Quest is a hybrid coop/RPG game
using the FvF characters. Quest adds a whole new dimension to
Quake and is in our opinion, the ultimate teamwork experience.
By allowing multiple players to completely work together, the
game no longer is simply a kill or be killed game (although,
that aspect still remains). The players must work in sync against
the much stronger monsters and complete the level. Unlike
traditional coop, Quest gets rid of some of the burdensome
aspects of cooperative play. There isn't any need for keys,
health or ammo respawns. The monsters are hopefully challenging
enough so that players will find themselves coordinating their
attacks to eliminate them.
Players are awarded frags for eradicating the big, bad monsters.
These frags are carried from one level to the next. When a player
earns enough frags, they serve as experience points. As in any
good RPG, when enough experience points are earned, the player
will advance in levels. Quest mode is activated when "coop 0" and
"deathmatch 3" is set by the server.
1. Rules in Quest mode:
a. You cannot hurt other players. >WHEW<
b. Initially most monsters have 2X life. Fiends and Hell
Knights have 4X life. Shamblers and Vores have 8X life.
c. Frags are considered experience points. The more
experience points you get, the more levels you can gain.
Players are normally awarded 1 frag per monster killed.
Fiends and Hell Knights give 2 frags. Shamblers and Vores
give 3 frags. Level as gained when frags reach the
following: 4, 8, 16, 32, 64, 128, 256, 512, 999.
d. Players lose 5% of frags from being killed by a monster.
They can lose a maximum of 5 frags. They cannot drop
below 0 frags and they cannot suicide.
e. Experience frags will carry from one level map to the
next.
f. When a backpack is dropped, it contains all of the
players weapons and ammo, not just the last one used.
Only the backpack's owner can pick up his backpack.
h. Players must kill 75% of all monsters to exit a level.
They are informed when they have reached 75%.
i. Keys are not necessary and all gates/doors are already
open.
j. Health and ammo take 3X as long to respawn. Health
regenerates every 60 sec's. Ammo regenerates every 90
sec's.
k. Armor and Power-ups do not respawn at all. You must rely
on your team Cleric for those once they are depleted from
the map, so make sure someone is a cleric!
l. Some weapons are considered power-ups during game play and
are needed for characters to gain certain abilities.
Weapon availability and rules act exactly as "deathmatch
2". They do not disappear when picked up by a player. They
are always available so that everyone can power up.
m. Quest servers are typically limited to 4 players due to
the fact there are only 4 coop spawn spots.
E. Quest Mode Tips
1. There absolutely should be a Cleric (or Monk) on the team. And
he must be guarded viciously. Without the Cleric,
players will quickly run low on life, armor, and power-ups.
Clerics can also turn undead and easily eliminate all zombies
on the map.
2. There should be a Ninja on the team also. The Ninja can easily
kill larger, slower, and more powerful foes with flamewalls or
bombs. The Ninja can also Critical Hit/Lethal Poison Hit them.
If a stronger class, eg. Fighter or Wasteland Warrior, is
occupying the monster's attention, the Ninja will have plenty
of time to score a Critical Hit or drop bombs (or teleport
away if he is a coward).
3. A Mage or Android will help ease the burden of ammo boxes. Since
they both can regenerate ammo, they do not have to pick up every
ammo box they find.
4. Fighters will help ease the burden of health boxes. They can
heal themselves and do not necessarily need to pick up all the
health boxes. Fighters can also easily eliminate those
bothersome, weaker monsters.
5. Communication is very important in Quest. For example, locating
and describing the status of monsters makes it easy for well
equipped players to weaken or kill rooms full of monsters with a
BFG or Nuke.
6. Stronger monsters are easily dealt with by gang rushing them
with several players, from different sides, at the same time.
F. Purge Mode Rules
This is where FvF really deviates from regular Quake or any other
game. Purge is a variation of tag, King of the Mountain, and Capture
the Flag. But it is not like any single one of them. In many ways
Purge takes from paintball as much as CTF takes from paintball.
Purge is usually called Defend the Fort or Alamo where there is only
one flag and one team defends while the other is the attacker.
Purge maybe thought of as a religious cleansing war. There are two
religions, and as with most religions, each believes that they
are the most holy under the eyes of their gods and no other
religion should exist other than theirs. If they have to, they
will use any and all means at their disposal to wipe out the other
side. Of course, as in any religious sect, they hold certain items
more holy than others.
They can distinguish each other through color. There is the Devout
Red Order of Siplak and the Blue Consciousness of Kalpis. They must
try to establish a temple, a following, and appease their god before
the other religion does. One religion is defending their god, while
the other religion is trying to "purge" the heretics. It is a
constant struggle that, like a pendulum, swings back and forth
1. The Altar.
a. Only the Cleric, Monk, and Deity can stand on the Altar.
While on the Altar, their regeneration rate increases to
1 per second.
b. The Monk and Cleric can be telefragged while on the Altar
but not the Deity. The Deity is merely pushed off.
c. If any other character class attempts to use it, they will
take damage from standing on the Altar.
d. The Altar is always at the player's normal start position.
e. The Artifact starts at the Altar.
2. Artifact of Divinity
a. The Artifact of Divinity grants immortality.
b. If it falls in lava, slime, or dropped where it cannot be
reached, it will return to the Altar.
c. If 60 seconds pass without it being touched, it will
return to the Altar.
3. Monk and Cleric
a. They can benefit from using the Altar.
b. The items they make can only be picked up by members of
their own team.
4. Deity
a. A Deity is a poor fighter. Almost everything he does
leaves him a little more vulnerable for a few seconds.
b. Phoenix Attacks do 2.5 damage X life. A Deity can
effectively kill one player. When making an attack,
a Deity's life will drop to 60 but no lower. However, he
is almost never successful in killing multiple players
without assistance.
c. A minimum of 60 damage in one frame is needed to kill the
Deity. In other words, unless your attack does at least
60 points or more, the Deity will still live. In this
way, The Deity is for all intents and purposes, immortal.
In a way, he is like a Zombie and can just keep going.
In fact, the Deity requires much more timing
to kill because he can run up to you and use Phoenix
Attack. A Mass Driver attack will not kill the Deity
but Ninja Bombs will.
NOTE: the Cleric normally cannot kill a Deity. That is
by design. So don't expect to use the Guardian Spirit
to kill the Deity unless you have Quad Damage.
d. The Deity heals 1 hit point every 5 seconds unless
standing on the Altar.
e. The Deity can never be telefragged.
G. Purge Mode Tips
1. Purge requires teamwork. No matter how good you are, you cannot
carry the entire team. You cannot play the Deity and protect him
without help from the others.
2. The Deity is a moving target that needs an entourage to protect
him. If he does not have an entourage, he is easy bait.
3. In the ideal situation, there is a Cleric or Monk with the Deity
because he can benefit from Mass Bless Clerics and the Altar.
4. If a team chooses not to hold the Altar, even if the Deity is
not there, a Cleric or Monk can use the Altar to cast huge
amounts of Divine Interventions and Armor to his teammate.
The Altar and the Deity are about equally important to have
in the game.
---------------------------------------------------------------
---------------------------------------------------------------
III. WHAT ARE THE CLASSES
There are currently 12 classes. Each class has a completely
different weapon set. Additionally, each class encourages a
different style of play. All classes are balanced against the
original Quake Soldier as the base so playing him is NOT a
disadvantage. There isn't really any need for you to master
all the types. After trying the various classes, choose
the one that best suits your style of gaming. Remember each
class plays differently and serves a different purpose in teamplay.
For example the Cleric can heal, grant armor and power-ups
such as Quad-Damage. He is used to bless players on the same
team. But don't ask him to run out there and take on a Fighter
toe-to toe. It will be a slaughter.
Rules of thumb in the FvF magic system:
1. Magic Spells have no recoil or muzzle flash.
2. Magic Spells do not have auto-aiming.
NOTE: Power-ups are automatically applied when picked up.
-----
A. Quake Soldier
Class: Quake Soldier
Classification: Future
Strength: 10 (normal)
Dexterity: 10 (normal)
Intelligence: 10 (normal)
Description:
This is it. He's the original and he's here in all his blood 'n guts
glory. There are many stories associated with this guy,
many of them are even true. He once met this yellow haired freak who was
chewing gum in an X-rated movie theatre, but what became of that
badder-than-thou happy-go-lucky freak is much too gruesome to recount.
The Quake Soldier has been left unaltered for you diehard conservatives.
Tips:
1. You're probably used to his strengths and weaknesses and he's
still a match for the new character classes. He is an excellent
fallback character in case you find yourself getting whipped by a
particular class. Many of the FI staff regularly play as the
Quake guy and do very well.
2. The grenade launcher is a wonderfully understated weapon. Use it
in small rooms and dark corners. -tip from KENN
-----
B. Android
Class: Laser Android
Classification: Future
Weapon Style: Lasers and Energy Weapons
Strength: 10
Dexterity: 10
Intelligence: 15 (Robotic Technology [see below])
Special: Robotic Technology
1. Recharges 1-4 Cells/1 sec
2. Biosuit lasts 300% longer
Description:
The Laser Android, Model xLAX-I5, contracted to and built by
LoTech Defense Systems, serves the purpose as an all-around sentry and
frontline trooper for the South East Asian country of Shadloo. The
latest in state of the art technology, the IM5 model incorporates such
advancements as multi-barrelled x-axis synched laser rifles. The Android
has a built in nuclear energy source that will produce energy for the
next three centuries. It augments its recharging abilities by
decomposing large quantities of various materials in a self-contained
internal recycling chamber. Because it virtually never runs out of
ammunition, the Android is considered by many to be the ultimate war
machine.
Ammo Types:
1. Recyclable Waste (Converts to Cells: 1/sec)
2. Toxic Waste (Converts to Cells: 1/sec)
3. Radioactive Waste (Converts to Cells: 1/sec)
4. Cells (Converts to...oh, yeah...)
[Weapon 1]: Stun Gun
The Stun Gun is a hand held device that sends 10,000 volts
electricity to the target and is mostly good at getting
an opponent's attention and popping corn. However,
it is surprisingly useful when you have snagged the Quad
damage. It's speed is it's biggest plus since you can
zap an enemy up close very rapidly with no energy
depletion.
Weapon Type: Melee
Damage: 5
Range: Extremely Short
Attack Speed: 10
[Weapon 2]: Laser Rifle
Standard issue xLAX-R100 Laser Rifle.
"Field Tested and Mother Approved".
Weapon Type: Laser
Ammo: 1 Cell
Number of Projectiles: 1
Damage per Projectile: 15
Projectile Speed: 600
Attack Speed: 8
[Weapon 3]: Spread Laser Rifle
The xLAX-R400 fires 4 laser beams at the target effectively
doing 4 times the damage. Excellent for targets that insist
on coming at you.
Weapon Type: Laser
Ammo: 4 Cells
Number of Projectiles: 4
Damage per Projectile: 15
Projectile Speed: 600
Attack Speed: 7
[Weapon 4]: Super Spread Laser Rifle
This is the multi-barrelled x-axis sync xLAX-R800.
These babies fire 8 laser beams at a time
making most anything it hits turn red with envy.
Weapon Type: Laser
Ammo: 8 Cells
Number of Projectiles: 8
Damage per Projectile: 15
Projectile Speed: 600
Attack Speed: 6
[Weapon 5]: Ion Beamer
Firing intensified ion beams (hence the name), these are
excellent at laying waste to small groups in enclosed areas.
Because the firing rate is so fast, energy is depleted
quickly. Keep an eye on the gauge.
Weapon Type: Ion
Ammo: 1 Cell
Number of Projectiles: 1
Damage per Projectile: 25
Projectile Speed: 600
Attack Speed: 10
[Weapon 6]: Plasma Thrower
The Plasma Thrower spews gaseous balls of energized plasma
that are very effective at long range as a melee weapon.
A high tech flame-thrower, if you will, the Plasma Thrower's
main weakness is its tendency for the plasma to bounce wildly
onto the operator if he or she gets too carried away. Be
careful now, children...CHILDREN!!!
Weapon Type: Plasma (Melee)
Ammo: 1 Cell
Damage: 60
Range: Extremely Long
Attack Speed: 10
[Weapon 7]: Mass Driver Cannon
The Mass Driver forms balls of anti-matter which it then
expels using a gauss accelerator. The energy created is then
converted into expanding plasma which, on contact with
conventional matter, causes a breakdown at a molecular level,
thus turning a plasma thrower into a projectile weapon.
The theory of this was first brainstormed by nuclear
physicists after eating several bowls of Morsmel Chili.
Weapon Type: Mass Driver
Ammo: 1 Cell
Number of Projectiles: 1
Damage per Projectile: 30
Projectile Speed: 1000
Attack Speed: 10
[Weapon 8]: BFG 9000
The Big Fragging Gun 9000 (the Weapons Development Naming
Team was in great form that day) is the top of the line
when wanting to dish out the most amount of pain
with the least amount of effort. This puppy has it all
including stereo AM/FM Digital CD Player. Its one
drawback is that is has a delayed firing like in DooM.
Weapon Type: BFG
Ammo: 40 Cells
Direct hit Damage: 500
Number of Projectiles: 1
Damage per Projectile: N/A
Projectile Speed: 1000
Attack Speed: 1
-----
C. Fighter/Knight
Class: Fighter
Classification: Fantasy
Weapon Style: Magic Axe of the Warrior
Strength: 20 (150 Max Health)
Dexterity: 10
Intelligence: 5 (Can not use or even understand advanced missile weapons)
Special: Paladin and Ranger Powers
1. Melee Attacks
2. Paladin Healing
Use Cyan Chi to regain health at a variable rate
3. Ranger Soul Flare
Description:
The Fighter is a great warrior from the far land of Xanadu. He
is an eclectic fighter and a master of many styles of the art of melee.
He uses the healing powers of the Paladin, the brute force of the
Warrior, the rage of the Berserker, the mysticism of the Ranger,
and the inner strength of the Samurai. The Fighter excels in melee
combat. He prefers to stay in small areas where he can greet his
opponents with his magic axe/sword. He is the easiest of the classes
to learn.
Ammo Type:
1. Cyan Chi (all ammo becomes Cyan Chi)
[Weapon 1]: Magic Axe
Weapon Type: Melee
Damage: 35*
Range: Very Short*
Attack Speed: 7
[Weapon 2]: Ranger Spirit Flare
By expending a tiny bit of his soul, the Fighter can shed
light into regions previously darkened by evil.
It can be used to activate target switches and light rooms.
Very effective for flushing out Ninja types. Only one
Spirit Flare may be cast at a time.
Since the flare is actually a part of the fighter, when it
attaches to a wall, the Spirit Flare releases the soul and
it begins to search for nearby enemies which
are either flying or on a Hook. It then attacks them with
a lightning bolt doing only 1 point of damage. However, the
subesquent bolt will knock them out of the air and onto the
ground where the warrior can pound on them to his heart's
content.
Weapon Type: Flare
Ammo Type: Health (uses 1 health point)
Number of Projectiles: 1
Damage per Projectile: 1
Projectile Speed: 300
Attack Speed: 1
[Weapon 3]: Double Paladin Healing: Healing rate * 2
[Weapon 4]: Berserker Range: Increase Range (cumulative)
[Weapon 5]: Berserker Range: Increase Range (cumulative)
[Weapon 6]: Warrior Damage: Increases Damage (cumulative)
[Weapon 7]: Warrior Damage: Increases Damage (cumulative)
[Weapon 8]: Health of the Samurai: Max Health is now 200
NOTE: Power-ups are automatically activated when picked up.
KNIGHT power-up:
A fully armed Fighter is extremely powerful. Also, his
"skin" changes from a bare-skinned barbarian to a fully armored
noble. The Fighter has two skins. A Warrior-skin for regular
Fighters, and a Knight-skin for fully powered up Fighters.
He has the following stats:
Max Health: 200 (due to possession of Weapon 8)
Healing Rate: about 1 Health/per second (due to possession
of Weapon 3; Fighter heals on a curve)
Axe Damage: 125 (due of possession of Weapon 6 & 7)
Axe Range: Long (due to possession of Weapon 4 & 5)
* Damage and Range changes depending on the Fighter's power-ups.
-----
D. Mage
Class: Mage
Classification: Fantasy
Weapon Style: Spells
Strength: 10
Dexterity: 10
Intelligence: 15 (Enhanced Magic Use [see below])
Special: Enhanced Magic Use
1. Regenerate chi at 1/10 sec
2. All power-ups, except the Biosuit, lasts 20% longer
Description:
The Mage is a master of the arcane mysteries and has studied for perhaps
many lifetimes. He knows mystic secrets that he does not share, such as
gaining 20% more duration out of magic artefacts eg. Quad Damage.
The Mage has a powerful variety of attack spells that encourages him
to assault each opponent differently. He is most powerful when he
learns to effectively use each of his magic spells.
Ammo Types:
1. Cyan Chi
2. Magenta Chi
3. Yellow Chi
4. Black Chi
NOTE: Since he uses magic, his attacks have no recoil or auto-aiming.
[Weapon 1]: Dagger
A Mage DOES train in one form of hand to hand
combat and is surprisingly effective with it at close
range. However, this is not their strength and should
only be used if they run out of mana to cast spells and have
no where to go.
Weapon Type: Melee
Damage: 10
Range: Very Short
Attack Speed: 6
[Weapon 2]: Lightning Bolt
The basics of all magic begin with electricity. From this
humble beginning, mightier spells are built. One trick is
that it does minor damage underwater to anyone within range.
Weapon Type: Electricity
Ammo: 1 Cyan Chi
Damage: 30
Attack Speed: 4
[Weapon 3]: Darwin's Chain Lightning
Like regular Lightning Bolt, Chain Lightning does minor
damage underwater. Unlike regular lightning, this bolt will
bounces off of walls! It makes for excellent trick shots
like in billiards.
Weapon Type: Electricity
Ammo: 2 Cyan Chi
Damage: 30 - 60
Attack Speed: 4
[Weapon 4]: Fritz's Cloud Kill
Covers a wide area and will affect all within it. It will not
hurt the mage himself, however. Interestingly enough, it can
be used to set switches
Weapon Type: Clouds
Ammo: 1 Magenta Chi/projectile
Number of Projectiles: 4
Damage per Projectile: 25
Projectile Speed: 800
Attack Speed: 5
[Weapon 5]: Hap's Lightning Column
Sends a column of lightning from ceiling to floor
and encompasses a very wide area and looks really cool.
It will pursue an enemy, albeit slowly, doing vast
amounts of damage. You really do not want to get caught
in this maelstrom.
Weapon Type: Lightning (Column)
Ammo: 1 Magenta Chi
Damage: 30
Attack Speed: 10
[Weapon 6]: Majelli's Delayed Fireball
Very slow fireball and explodes on contact with anything. It
can hurt the mage if he/she is standing too close to the
target. The Fireball is accompanied by Delayed Acid Bolts.
Weapon Type: Fireball
Ammo: 1 Yellow Chi
Number of Projectiles: 3
Damage of Fireball: 100-120
Damage of Acid Bolt: 25
Projectile Speed: 200
Attack Speed: 1
[Weapon 7]: Kenn's Instant Fireball
Same as the Delayed Fireball except is MUCH faster. BE VERY
CAREFUL WHEN DEPLOYING THIS...especially while Quad enhanced.
Weapon Type: Fireball
Ammo: 1 Yellow Chi
Number of Projectiles: 1
Damage per Projectile: 100-120
Projectile Speed: Instant
Attack Speed: 1
[Weapon 8]: Raison's Batch Spell - One of the best weapons.
Casts 1 Chain Lighting,
1 Cloudkill
1 Delayed Fireball (including bonus acid bolts!)
Mix well until gelatinous.
Weapon Type: Batch
Ammo: 1 - 3 Black Chi
Number of Projectiles: 1 - 6
Damage per Projectile: N/A
Projectile Speed: N/A
Attack Speed: 1
-----
E. Sniper/Commando
Class: Sniper
Classification: Future
Weapon Style: Sniper rifle
Strength: 5 (Can only wear light armor)
Dexterity: 15 (Sniper Powers [see below])
Intelligence: 10
Special: Sniper Limitations and Powers
1. Extra jumping height
2. Grappling Hook
3. Can only wear light armor
4. Original ammo limit is 20
5. Very slow firing rate
6. Has only one kind of weapon
7. Weapon normally has huge recoil
Description:
The Sniper was trained by the super-secret American Strategic
Security and was taught to believe that wars can be won with just
one bullet. This highly trained assassin is not too far from the
truth. He carries a light load in ammo and armor. Instead of
employing the standard "spray-and-pray" method of combat, the sniper
relies on precision aim and extremely deadly bullets. His skills
increase similarly to the Fighter's, has abilities similar to the
Ninja, and fights in a style completely opposite to either. The Sniper
prefers large, open areas to snipe from. The Sniper is very agile and
can be used to assassinate key opponents.
Ammo Type:
1. Sniper Bullets (all ammo becomes Sniper Bullets)
[Weapon 1]: Hook
The art of sniping lies in the correct position. Few high,
dark corners will be beyond your reach now...
Weapon Type: Hook
Damage: 10
Projectile Speed: 1500
Attack Speed: 10
[Weapon 2]: Sniper Rifle
He uses perhaps the most accurate rifle in the world,
custom built just for him. In the hands of a true marksman,
his rifle rarely deviates from its aim and it fires on the
dot, all the time, every time.
Weapon Type: Sniper Bullet
Ammo: 1 Sniper Bullet
Number of Projectiles: 1
Damage per Projectile: 75*
Attack Speed: 1*
Rifle Recoil: Extremely Heavy
[Weapon 3]: Increased Ammo Limit + 20 (40 total)
[Weapon 4]: Increased Fire Rate (cumulative)
[Weapon 5]: Increased Fire Rate (cumulative)
[Weapon 6]: Rifle Damage Increase damage (cumulative)
[Weapon 7]: Rifle Damage Increase damage (cumulative...get the picture?)
[Weapon 8]: Assassin's Rifle
This little baby is silenced, recoilless, and has no muzzle
flash. If you hit they die. If you miss, all they hear is
the ricochet and not the actual shot.
"Weapons Free, Fire at Will!"
NOTE: It is EXTREMEMLY advisable to all players that when
a Sniper is playing...LOOK UP!
COMMANDO power-up:
If the Sniper is able to get all of the weapons, he becomes a COMMANDO.
A fully armed Sniper is extremely powerful and has the
following stats:
Weapon 1: Hook
Ammo Limit: 40 (due to possession of Weapon 3)
Rifle Damage: 125 (due to possession of Weapon 6 & 7)
Rifle Speed: 3 (due to possession of Weapon 4 & 5)
Rifle Type: Silenced, flash supressed, recoilless
(due to possession of Weapon 8)
NOTE: The Sniper has two skins. A Soldier-skin for regular Sniper,
and a Commando-skin for fully powered up Sniper.
* Damage and Speed changes depending on the Sniper's power-ups.
-----
F. Cyborg Camper
Class: Cyborg Camper
Classification: Future
Weapon Style: Explosives! (heheheheh)
Strength: 10
Dexterity: 5 (Uses slightly inaccurate but wide area weapons)
Intelligence: 10
Special: Extra Ammo Load
1. 150 max. mini-rockets
2. 150 max. rockets
Extra Starting Ammo
1. 50 mini-rockets
2. 10 bullets
3. 5 rockets
4. 1 cell
Description:
Infantry collapse in an ocean of blood as they are mowed down by the
Camper's weapons of mass destruction. The Camper is the ultimate
advancement in cyborg technology, half-human and half-machine. They are
relentless and were designed with the belief that "spray-and-pray" and
staying in one place is superior to skill and aim. The Camper has
robotics designed in Germany by Hasselhoff Cybernetics and weapons that
are so powerful, he only needs to point the barrel in the general
direction of his opponent, pull the trigger and watch the opponents
scurry for cover. Like the Fighter, the Camper is also extremely easy
to learn. If you are a fan of the Rocket Launcher, you will love this
class.
Ammo Type:
1. Mini-Rockets (150 Max)
2. Bullets
3. Rockets (150 Max)
4. Anime Rockets
[Weapon 1]: Ceramic Sword
Last resort (and I'm not talking Hilton)
[Weapon 2]: Camper Cannon 1000
Basic RL type of weapon but with much less damage.
Excellent for making those multiple kills by firing
into groups who have already been hurting one another.
Weapon Type: Mini-Rocket
Ammo: 1 Mini-Rockets
Number of Projectiles: 1
Damage per Projectile: 35-45
Projectile Speed: 800
Attack Speed: 3
[Weapon 3]: Camper Cannon 2000
Same as above but with twice the damage.
Weapon Type: Mini-Rocket
Ammo: 1 Mini-Rocket
Number of Projectiles: 2
Damage per Projectile: 35-45
Projectile Speed: 800
Attack Speed: 1
[Weapon 4]: Assault Rifle
Rapid fire, useful for killing at long range
or short. The bullet spread from the Assault Rifle is a
constant. Regardless of the opponent's distance, the area of
the bullet spread stay the same; it never gets larger or
smaller. Thus the Assault Rifle's spread actually aids in
aiming.
Weapon Type: Machine Gun
Ammo: Bullets
Number of Projectiles: 1
Damage per Projectile: 10
Spread Style: Vertical (Constant)
Attack Speed: 10
[Weapon 5]: Spray and Pray Gun
Wild spread, wild rate of fire, lots of noise and then
everything stops moving. Ran out of bullets about the
time I ran out of enemies. Described as the ultimate
spray-and-pray weapon, it fires two bullets out of the same
barrel. I find that it's really good for either panicking
or making your opponents panic as well. The bullet spread is
a constant. Regardless of the opponent's distance, the area
of the bullet spread stay the same; it never gets larger or
smaller. Thus the spread actually aids in spraying.
Small problem with friendly fire deaths though...Ah well, the
life of a camper I guess!
Weapon Type: Machine Gun
Ammo: Bullets
Number of Projectiles: 2
Damage per Projectile: 10
Spread Style: Vertical and Horizontal (Constant)
Attack Speed: 10
[Weapon 6]: Blowfish 2000
Yes, the name sounds silly and slightly Freudian, but
none-the-less it launches spiked balls that bounce
slightly and explode quickly.
Weapon Type: Blowfish (Grenade)
Ammo: 1 Rocket
Number of Projectiles: 1
Damage per Projectile: 100-120
Explosion Delay: 1.5 sec.
Attack Speed: 5
[Weapon 7]: Timed Bomb
Launches a bomb which sticks to the wall & explodes
after a short, random delay. If the Timed Bomb hits an
opponent, it will explode and fall to the ground
where it will arm itself for a second explosion!
Weapon Type: Timed Bomb
Ammo: 1 Rocket
Number of Projectiles: 1
Damage per Projectile: 100-120
Projectile Speed: 1000
Explosion Delay: 1 - 10 sec's (random)
Attack Speed: 4
[Weapon 8]: CMP 9000
One of the ultimate weapons as it launches multiple
rockets at high rates (similar to the Delineator or
Demolishizer or something from some other obscure game,
but more effective in this author's humble opinion).
If you're not behind this weapon and you hear its
distinctive sound, MOVE FAST!
Weapon Type: Explosive
Ammo: 1 Anime Rocket
Number of Projectiles: 1
Damage per Projectile: 35-45
Projectile Speed: 1000
Attack Speed: 10
Attack Area: Very Wide
-----
G. Cleric
Class: Cleric
Classification: Fantasy
Weapon Style: "Giving Stuff and Taking Names!"
Strength: 10
Dexterity: 10
Intelligence: 20 (Cleric Abilities, Meditative Powers [see below])
Special: Cleric Abilities
1. Creates health
2. Creates armor
3. Create power-ups
4. Can turn undead
5. Can use the Altar
6. Can conjure a Guardian Spirit
Meditative Powers
1. Regenerates 1 Chi/2 sec
Description:
A follower of the [choose your religion], the Cleric is a
[choose your cleric's title]. His powers comes from many hours of
prayer to [choose your deity]. The Cleric is comparatively poor in
combat, although he can easily dispatch weaker, poorly equipped foes.
Instead of fighting, the Cleric concentrates on blessing his teammates
with health, armor, and Divine Intervention. The weaker undead, such as
zombies, are no match for the Cleric's ability to destroy them.
Ammo Types:
1. Cyan Chi
2. Magenta Chi
3. Yellow Chi
4. Black Chi
NOTE: Cleric has the power to Turn Undead. He can kill zombies
with just one attack of any kind. Also, the Cleric uses magic,
thus his attacks have no recoil and no auto-aiming.
[Weapon 1]: Drain
Drains health from your target and gives it to you!
Weapon Type: Melee
Ammo: None
Damage: 10
Healing: 10
Range: Extremely Long
Attack Speed: 8
[Weapon 2]: Acid bolt
Wide area acid that will corrode the target.
Weapon Type: Acid Bolt
Ammo: 1 Cyan Chi/projectile
Number of Projectiles: 2
Damage per Projectile: 25
Projectile Speed: 800
Attack Speed: 7
[Weapon 3]: Guardian Spirit
The Cleric summons a spirit who takes the form of fire.
The Spirit is a real creature, having actual health (100).
It attacks the nearest enemy with a lightning bolt.
To maintain the spirit, the cleric will drain 1 Cyan Chi
every .5 second as long as he or she holds the fire button.
The Spirit can be thought of as a "guard tower" especially
designed for Purge. It can completely stop camping in key
areas. In Co-op or Quest it can be used to clear a dangerous
room without risking the party.
NOTE: Spirit Attacks creates one entity and only one entity can be
created at a time. The Spirits will attack the closest living
creature with a bolt of lightning. Spirits act on their own,
and only require the player to place the Spirit near the opponent.
The Cleric's and Fighter's Spirit Spells act completely
differently. Spirits can only attack one player at a time.
Weapon Type: Spirit
Ammo: 1 Cyan Chi/0.5 second
Number of Projectiles: 1 per second
Damage per Projectile: 30
Projectile Speed: 800
Attack Speed: 7
[Weapon 4]: Create Armor
Creates Green Armor.
Cost: 15 Magenta Chi
[Weapon 5]: Create Health
Creates Health box (+15hp)
Cost: 5 Magenta Chi
[Weapon 6]: Create Megahealth
Creates Megahealth box (+100hp)
Cost: 30 Yellow Chi
[Weapon 7]: Create Megaarmor
Creates Red Armor
Cost: 40 Yellow Chi
[Weapon 8]: Divine Intervention
This spell is the one I have the most fun with. It is
effective for a cleric to hole up in a defensible
area and create random objects for his/her teammates.
Randomly creates either:
1) Pentagram of Protection,
2) Quad Damage, or
3) Ring of the Shadows
Cost: 80 Black Chi
-----
H. Ninja
Class: Ninja
Classification: Fantasy
Weapon Style: Daggers & Bombs
Strength: 5 (Can only wear light armor)
Dexterity: 20 (Martial Art Agility, Thief Skills [see below])
Intelligence: 10
Special: Martial Art Agility
1. Extra jumping height
2. Takes no damage from falls
Thief Skills
1. Can only wear light armor
2. Stealth: No jumping sounds
3. Stealth: No attacking sounds
4. Ring of Shadows lasts 300% longer
5. Critical Hit (kills ANYTHING instantly!)
6. Max black chi limit of 5
Extra Ammo Load
1. 150 max. daggers
2. 150 max. magic daggers
Extra Starting Ammo
1. 50 daggers
2. 10 magenta chi
3. 5 magic daggers
4. 1 black chi
Description:
The Ninja is the stalker of shadows. He practices the secret
art of Korokata, or The Way of the Kill. By summoning his inner
force, his spirit, his chi, and embedding it into his dagger when
he throws them, on occasion he causes humans, monsters, and even
robots, to be instantly killed. Little is understood about this
strange power, only that it's a highly guarded secret, and it
takes a Ninja years of training to develop. Also his power is
intensified by poison. The Ninja is extremely quiet, and quick.
He relies on luck, skill, and silently sneaking up on his prey.
He despises full frontal confrontation. He is also a master of
escape and will use bombs and teleportation spells to evade
his opponents if he is unable to kill them. Like the Sniper,
he is an excellent assassin. However, unlike the Sniper, the
Ninja prefers small areas, where his opponents can't dodge his
limited number of daggers.
Ammo Types:
1. Throwing Daggers
2. Magenta Chi
3. Magic Daggers
4. Black Chi
NOTE: When the Ninja uses magical spells, his attacks have
no recoil.
[Weapon 1]: Grappling Hook
Works the same as the Grappling Hook for the Sniper.
The Ninja can hang from any spot and launch daggers
with impunity.
Weapon Type: Hook
Damage: 1
Projectile Speed: 1500
Attack Speed: 10
[Weapon 2]: Throwing Dagger
The Ninja's basic weapon and surprisingly effective due
to it's speed. When the Ninja has the Quad power-up, even
the toughest of monsters will fall with a simple toss of
the dagger.
Weapon Type: Dagger
Ammo Type: 1 Throwing Dagger
Number of Projectiles: 1
Damage per Projectile: 20
Projectile Speed: 900
Attack Speed: 8
Critical Hit Chance: 2%
[Weapon 3]: Lethal Poison Dart
Lethal is the key word here. Poison darts pierce
and bypass all armor. Thus 20 damage is 20 damage
even if opponents are wearing armor.
Weapon Type: Dart
Ammo Type: 1 Throwing Dagger
Number of Projectiles: 1
Damage per Projectile: 20
Projectile Speed: 900
Attack Speed: 8
Poison Hit Chance: 2%
[Weapon 4]: Bomb Spell
Leaves a delayed bomb behind you! Use ONLY while
running or moving at least! These do an immense
amount of damage. Much fun can be had by going
up to an opponent's face and giving him one of
these as a present before running away. It is about
as deadly as you can get in Quake. You may even drop
a Shambler this way. Quad is totally unnecessary but
the gibbing of Shamblers with a single bomb will make
even the mightiest of warriors shudder with fear.
Weapon Type: Bomb
Ammo: 1 Magenta Chi/Projectile
Number of Projectiles: 9
Damage per Projectile: 80
Explosion Delay: .5 sec
Attack Speed: 6
[Weapon 5]: Flamebomb Spell
Leaves a firewall behind you. This will harm anyone
willing to move through it, including you. Use
ONLY while running or moving at least...don't
just stand there...MOVE! Same in-your-face
delivery technique as the bombs works just as well.
These have the potential to do even more damage!!!
Weapon Type: Bomb (Flame)
Ammo: 1 Magenta Chi/Projectile
Number of Projectiles: 9
Damage per Projectile: 40
Explosion Delay: .5
Flame Duration: Approx. 2 sec's.
Attack Speed: 6
[Weapon 6]: Dagger Array
The Ninja can now grip multiple daggers in his hand
and launch a volley of three daggers.
NOTE: The center dagger has a 2% critical hit chance.
The two side daggers each have a 1% percent chance
each. 4% total if all daggers hit
Weapon Type: Dagger
Ammo Type (Center): 1 Throwing Dagger
Ammo Type (Side): 1 Magic Dagger
Number of Projectiles: 3
Damage per Projectile: 20
Projectile Speed (Center): 900
Projectile Speed (Side): 700
Attack Speed: 8
Critical Hit Chance: See note above
[Weapon 7]: Lethal Dagger Dart
Again, three darts are launched. The center dart has a 2%
lethal poison hit. The two side daggers have a 1% lethal
poison hit chance. Poison darts pierce and bypass all armor. (4% total if all daggers hit)
Thus 20 damage is 20 damage even if opponents are wearing
+200 armor.
Weapon Type: Dart
Ammo Type (Center): 1 Throwing Dagger
Ammo Type (Side): 1 Magic Dagger
Number of Projectiles: 3
Damage per Projectile: 20
Projectile Speed (Center): 900
Projectile Speed (Side): 700
Attack Speed: Fast
Lethal Poison Hit Chance: see note above
[Weapon 8]: Teleport
Instantly teleports the character to a random DM respawn
location (in single/coop, teleports to Player Start spot)
Cost: 1 Black Chi
----
I. Wasteland Warrior
Class: Wasteland Warrior
Classification: Future
Weapon Style: Hazardous Materials
Strength: 15 (Can have up to 150 Health)
Dexterity: 10
Intelligence: 10
Description:
Wandering out from the vast, unknown expanses of the far off
post-nuclear/post-WW III regions known as The Wastelands, this
warrior has learned to use strong chemicals and biological warfare as
his weapons.
Ammo Types:
1. Chemicals
2. Radioactive Worms
3. Ammo of the Ancients
4. Radioactive Ore
[Weapon 1]: Morning Star
Spiky and pointy. A crude and barbaric weapon, scavaged from
the wasteland.
[Weapon 2]: Kemikal Thrower
This weapon will actually spray a mist of deadly Chemicals.
If these chemicals hit an opponent, they will not
only do damage, but they will also spray off of walls and
fall into a puddle by the opponent and continue to injure him.
This weapon is totally different from a Flame Thrower.
Weapon Type: Chemical (Semi-Melee)
Ammo: 1 Chemical
Damage: 30
Range: Extremely Long
Attack Speed: 9
[Weapon 3]: Kemikal Sprayer
Wider area effect than the Thrower and brings new meaning
to the term "paint the town".
Weapon Type: Clemical (Semi-Melee)
Ammo: 2 Chemical
Damage: 90
Range: Extremely Long
Attack Speed: 7
[Weapon 4]: Radeoaktiv Wurm Gun
These are squishy, squiggly worms that will move with
the same physics as if you have thrown some worms in Real
Life (tm). These worms are deadly, extremely damaging, and
look really cool. One tip: These worms are REAL which means
they actually can take damage!
Weapon Type: Projectile
Ammo: 2 Radioactive Worm
Number of Projectiles: 2
Damage per Projectile: 30
Projectile Speed: 500-1000
Attack Speed: 8
[Weapon 5]: Souper Radeoaktiv Wurm Gun
Same as above...only worse. This worm gun is MUCH faster.
Weapon Type: Projectile
Ammo: 1 Radioactive Worm
Number of Projectiles: 1
Damage per Projectile: 30
Projectile Speed: 500-1000
Attack Speed: 10
[Weapon 6]: Souper Sawdoff Shotgun
This is different from that of the Quake soldier. It is a
little more powerful and because it is sawed-off, the blast
radius is greater. Not very effective as a distance weapon,
but up close, things tend to just explode.
Weapon Type: Shotgun
Ammo: 1 Ammo of the Ancients
Spread: Very Wide
Attack Speed: 1
[Weapon 7]: Kanserous Disc
This shoots a bloody disk forward. It does damage on anything
it hits and it bounces back at a high velocity. If this disc
is fired into a corridor or small room, it bounces around the
entire room damaging, if not killing, all your opponents.
To be fair, the disc does less damage with each bounce.
The disk cannot harm the owner.
Weapon Type: Disc (Bouncing)
Ammo: 1 Ammo of the Ancients
Number of Projectiles: 1
Damage per Projectile: 10-50
Projectile Speed: 1000
Attack Speed: 3
[Weapon 8]: Nuk
Perhaps the most powerful weapn any player has avaliable
and so caution must be advised. If used correctly, this
can destroy every living thing in a given area. When fired,
it uses all of your cells and launches a Nuke which arms
itself immediately. It parks and glows wildly for 4 seconds
while your opponents try to make a desperate break for
cover. All remaining victims (including yourself) will be
subjected to "40 damage X <the amount of cells you have>".
In other words, if you have 100 cells, the Nuke will do 4000
points of explosive damage, not to mention if you are Quaded
at the time as well. Highly recommended to leave the area when
you do this. I mean it too! The radiation of the blast does
not pass through barriers.
-----
J. Monk
Class: Monk
Classification: Fantasy/Future/Religious
Weapon Style: Psionics and Magic
Special: Giving Stuff, Movement, Divine Intervention
Strength: 10
Dexterity: 15 (Martial Art Agility [see below])
Intelligence: 15 (Cleric Abilities, Monk Chi Regeneration [see below])
Special: Cleric Abilities
1. Creates health
2. Creates armor
3. Create power-ups
4. Can turn undead
5. Can use the Altar
Monk Chi Regeneration
1. Regenrates 1 Chi/2 sec
Martial Art Agility
1. Extra jumping height
2. Takes no damage from falls
Description: The Monk is a religious character whose faith manifests
itself in an intense discipline of the mind. This,
combined with a natural ability, leads to incredible
psionic powers as well as spells similar to the Cleric
which are divine gifts. As acolytes, Monks also receive
martial arts training.
Ammo Types:
1. Cyan Chi
2. Magenta Chi
3. Yellow Chi
4. Black Chi
[Weapon 1]: Lunge Punch
This reflects the early training of the Monk, to discipline
the body before the discipline of the mind. The
effectiveness for the empty hand can compare or exceed
the edged weapons of the warriors and soldiers. The Monk
needs to be firmly on the ground or flying in order to
punch. The closer the Monk is, the more damage he does.
Weapon Type: Melee (Charging)
Damage: 20-80
Range: Extremely Short
Attack Speed: 6
[Weapon 2]: Environment Resistant Fly
At a cost of Cyan Chi, a Monk can ignore the world around
him or her to the extent of ignoring heat, acid, air, and
even gravity.
[Weapon 3]: Psionic Boom
With a rapid but focussed blast of psionic energy, the
Monk batters the physical and mental substance of foes.
The Psionic Boom doesn't do huge damage but has a very
rapid rate of fire and uses up lots of Cyan Chi. If you
are within range, The Monk can dish out double damage
because the swing of the punch also does 20 damage.
Weapon Type: Melee and Psionic
Ammo: 2 Cyan Chi
Number of Projectiles: 2
Damage per Projectile: 15
Damage for Melee Punch: 20
Melee Range: Extremely Short
Projectile Speed: 800
Attack Speed: 8
[Weapon 4]: Create Armor
Creates Green Armor.
Cost: 15 Magenta Chi
[Weapon 5]: Create Health
Creates Health box (+15hp)
Cost: 5 Magenta Chi
[Weapon 6]: Megacrush
By digging deeply into his or her psyche, the Monk can
call forth immense forces in the physical world.
This ability takes THREE Yellow Chi and a short delay but
results in a formidable spray of explosive power.
Weapon Type: Megacrush
Ammo: 3 Yellow Chi
Number of Projectiles: 3
Damage per Projectile: 90
Projectile Speed: Varies
Attack Speed: 2
[Weapon 6]: Shadow Fireball
With further training, the Monk can focus and project the
forces involved in the Megacrush into a hugely powerful
ball of flame which explodes on contact. This is an
artillery sort of weapon. It is slow, and requires patience
and timing, but tends to kill things well enough to make up
for this.
Weapon Type: Shadow Fireball
Ammo: 3 Yellow Chi
Number of Projectiles: 3
Damage per Projectile: 90
Projectile Speed: Varies
Attack Speed: 2
[Weapon 8]: Divine Intervention
Not unlike the Cleric, the Monk also has the power to
call forth forces of nature to do his/her bidding.
Randomly creates either:
1) Pentagram of Protection,
2) Quad Damage, or
3) Ring of the Shadows
Cost: 80 Black Chi
-----
K. Deity Class
Class: Religious Figurehead
Classification: Fantasy/Future (they'll have religion then too, I hope)
Weapon Style: Unknown
Strength: N/A
Dexterity: N/A
Intelligence: N/A
Special: Divine Powers
1. Immortal: Opponents must do 60 damage in one frame
to kill the Deity.
2. Cannot be telefragged
3. Can use the Altar
4. Heals 1 health/5 sec's unless on Altar
5. Cannot pick up or use normal items
Description:
Be he named Odin, Osiris or Zeus, throughout history we have
had something or someone to follow. Who were these beings? Where
did they come from and where did they go? What gave them the
great strength that has become the stuff of myth and legend?
The Deity is yet another manifestation of great power that
somehow is able to use the focused energy of his/her/its
followers to perform miracles.
NOTE: Anyone can become the Deity by picking up the Artifact
of Divinity.
Ammo Types:
1. Health (The Deity uses his own health as ammo)
[Weapon 1]: Environment Resistant Fly
As with any good deity, gravity means nothing and he/she/it
can easily overcome earthly boundaries.
[Weapon 2]: Divine Fist
The Deity will toss a powerful, slow ball of pure energy.
Like the Monk, the Deity can score a double hit with his
melee punch.
Weapon Type: Melee and Divine Ball
Ammo: 1 Life
Number of Projectiles: 1
Damage per Projectile: 75
Damage for Melee Punch: 75
Melee Range: Extremely Short
Projectile Speed: 400
Attack Speed: 2
[Weapon 3]: Phoenix Attack
The Deity takes all the power of his own soul and translates it
into a near-suicidal explosion. He is weakened to 60 hit
point for 5 secs after the Phoenix Attack.
Weapon Type: Phoenix Attack
Ammo: All Life
Damage: 2.5 * life
Attack Speed: 1
[Weapon 4]: Mass Heal
Mass Heal heals all the followers of your religion.
Cost: 80 Life
[Weapon 5]: Mass Protect
Mass Protect give all your followers of your religion yellow
armor.
Cost: 90 Life
[Weapon 6]: Mass Ammo
Mass Ammo gives all your followers of your religion their
maximum ammo load.
Cost: 100 Life
[Weapon 7]: Mass Weapons
Mass Weapons gives all your followers of your religion all
of the weapons.
Cost: 100 Life
[Weapon 8]: Mass Bless Cleric
Mass Bless Cleric turns all the Clerics and Monks in your
religion into High Clerics and Master Monks. They will have
a 250 status in every category and every weapon.
Cost: 100 Life
-----
L. Hidden Class
DESCRIPTION:
No...no...I've already said too much. It's hidden and a secret
and it will stay that way.
---------------------------------------------------------------
---------------------------------------------------------------
IV. GRAPHICS AND SUCH
A. Using Optional Skins
Skins is the term given to the way a Quake character looks to other
players when in a multi-player game. For example, a Quake soldier
can be made to look like Superman if given a different graphic skin.
FvF has skins available. However, skins are optional.
YOU DO NOT NEED THEM and you can play FvF WITHOUT them and you may
connect to any FvF server without the use of FvF skins. However, if
you should choose to use them, they may be downloaded and used as a
patch to distinguish the classes of other players and may give you an
advantage in exploiting the weaknesses of your opponent's character
class.
To use optional skins:
1. Decompress and run FVF as noted in section II A. That's it!
NOTE: You cannot use Multiskins or any other skin patch with FvF. If you
use them, you will get funny looking characters which don't match their
class. Also, if you play FvF in Quakeworld, the skins may not match up
with their class. We are currently working to resolve this.
NOTE: You are *NOT* allowed to modify or extract the skins included
in Future vs. Fantasy without written permission. They are the sole
property of Freeform Interactive.
B. Using Custom Models and Sounds
To use new models, before you start any Quake game:
You must set "registered 2" in the console. This must occur before
you start playing Quake or set up a Quake server. If you change it to
"registered 2" after you have started a game, Quake will not be able
to precache the new models, and it will crash.
IMPORTANT: A server MUST run the Custom Models or "Custom FvF" for
you to play multi-player with the Custom Models.
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V. LEGAL STUFF
A. License Agreement You (the user) are entitled by this license agreement
to run one (1) copy of the software on only one machine at any time.
This license also entitles the user to have one (1) copy of the software
present on the machine (in original, modified, or archived form) at any
given time. Should you wish to run more than one (1) copy of the
software on a given machine or transfer the software to another machine
(making that two (2) or more (2+) copies of the software), you must
reformat** (FORMAT C:\ ) your primary storage device and remove all
traces of any previously existing copy of the software first.
This will keep the number of the software active or present on the
given machine at one (1), and thus keep you (user) within your
agreed-to license agreement. By reading this line, you are agreeing
to the aforementioned license agreement. If you do not wish to abide
by the license agreement, you are then instantly granted to run as many
(0, 1, 1+, x=x+1) copies of the software as you deem appropriate for your
needs. If you do agree to the aforementioned license agreement stated
before the revised secondary acceptance clause, you are thus also
entitled to run as many (0, 1, 1+, x=x+1) copies of the software as you
deem appropriate for your needs. If you find any part of this license
agreement 1)unconstitutional 2)inconsistent 3)lame, you are still
entitled to run as many (0, 1, 1+, x=x+1) copies of the software as you
deem appropriate for your needs but also cede your exclusive civil right
to contest FI or any individuals associated with FI, including, but
not limited to, any individual mentioned by the above documentation
file, should such individuals or FI conclude that you (user), are in
fact the lame one and shouldn't go around presuming others are lame.
Got all that?
* BTW: Modifying FvF will earn you a special toasty spot in Hell, as an imp
in E1M8, where your job is to stand between the spiderdemon and the space
marine and endeavour to keep the human from harming your benevolent master.
As you can imagine, you won't last long.
** Not really. Don't do this!
B. Copyright Agreement
Future vs. Fantasy quake (FvF) contains material that is copyrighted by
id software, and is distributed with such knowledge. However, so does
just about every other Quake C patch available, and we are fairly sure
we can do so with the blessing of iD software, so long as we do not turn
around and bite the hand that feeds us by making gobs of money without
acknowledging or including id software in the proceeds. To avoid any
legal entanglements, FvF is provided on a Freeware basis, and FvF cannot
be charged for. FvF is also being provided without a license agreement
(also for legal purposes), and any claims to a license agreement that
must be abided to is hereby declared null and void. So if you read this,
you probably read that license agreement above it, and thus wasted about
3 minutes from your life. I would mock you, but imagine how long it took
to WRITE it. So unless 5 or more people read the license agreement, the
laugh is on me. Please note that the DISCLAIMER is in full effect at ALL
times and is neither nullified or voided under ANY circumstance.
If you were charged money ($) for obtaining FvF, you're dealing with
some REALLY, REALLY stupid con-men, as they didn't even have the brains
to edit out this part of the documentation. If they did, they wouldn't
be as stupid but I don't really have to acknowledge that cause you
wouldn't be reading any of this right now. If you wish to included FvF
in a small distribution scheme (sneaker-net, to friends, other
personal means), you may do so as long as no money is charged for FvF.
If FvF is to be included in a mass-distribution scheme, including but not
limited to a CD-Compilation, you may do so as long as no money is charged
for FvF and FreeForm Interactive is consulted and notified prior to
inclusion of the software, AND that this document and all files
originally included in the FvF20.zip file are included in an unmodified
state. If you wish to include a modified version of FvF, I guess you
could do so as long as you include the original unmodified version
including the documentation as well, in an equally-accessible state
(such as Montana but NOT Alaska since it's not so accessible).
Freeform also reserves the...
Why are you still reading this?!