                        ***************************
                        *     C O D E   R E D     *
                        ***************************
                                  Demo 1.3

What:  Demo of upcoming TC for Quake
Why:  I was bored, and can't get enough of making these things, I'm sick I
      ya<g>
By Who:  By me....John Diamond(irritant@planetquake.com).  This is an
         official Team Reaction Production
What's In it:  Play it and see!

The Format:  In the demo, you will not complete a normal episode - instead
             you are placed in various training arenas, in which you will
             attemp to either disable a robot spawner or destroy the boss
             to get out of the arena.  Everything is very carefully tweaked,
             so that you will have just enough ammo to destroy the spawner
             or boss when you pick up the weapon.   After completing five of
             these such stages, you will then enter an outdoor arena, with all
             five types of spawner.  To exit, you will need to kill two of
             them, and then you can face the bossbrain in level7.  There are
             also several other arenas for you to face robots that were created
             by the robots...good luck ;)

1999 was a landmark year.  With the government finally unveiling to the public
the technology and power that it had been hiding for years, as a result of the
Roswell Incident fifty years before, the U.S was on the brink of something truly
great.  An entire industry was born instantly from these revelations, and companies
scrambled to gather the monies necessary to purchase the information from the
Air Force.  What a dirty trick that was, fooling the public into thinking that
they were being so honest.  Yeah sure, they sold the technology all right, to
build robots, weapons, vehicles, etc, all with the incredible intelligence created
by the alien research.  But nobody really stopped to think about what they were
doing, they just saw the lush fields of green cash, when they though of all the
people who would rush out and buy a ‘bot that would all clean their house, mow
their lawns, protect their homes.  Nobody thought that anything could go wrong,
and soon the world would be filled with these artificial life forms, doing all
of man's dirty work for him.  But that was the plan.  Fool the people into a
false sense of security and hope.  Get them weak from having everything done
for them.  Destroy them when the moment was right.  Use their own creations to
do the Governments dirty work.
	

The Mission:

As Sentry Bot #213, you are programmed to defend your owner at all costs.
Sentries were privately built, very powerful, and not connected to the
neural net that the government robots were, therefore not part of the evil
plot to destroy the world!

Five Stages.  Five spawners were built by five separate companies.  Now under
mysterious control, they have gone berserk, spewing forth newly created 'bots,
who don't seem to respond to any commands, as if they were under some type of
spell.  They also like to kill people.

Each spawner must be disabled, in order to save the world.  You will travel to
each location, and figure out how to shut the bastards off.  It isn't gonna be
easy, but at least you'll have loads of firepower at your disposal.  When you
have successfully disabled the spawners, you will then head to the fabled Area
51, the so - called Hangar 13, and find out just what the hell is going on here.
The sixth level, you will face multiple spawners.  Here, you will need to get
them all destroyed before you can continue on.  In the seventh level, you face
the first Neural Net Center, and face a Boss Brain.

There are 

The Human constructed Robots:

Type 1 Walker:  Upright walking robot, fires charges of electricity from its
                electrode arms.  When in distress, it can fire dangerous laser
                blasts.
Type 1 Tractor:  A four wheeled 'bot, with a menacing laser cannon mounted on
                 top.
Type 1 AirBot:  Fast, very hard to hit flying, flying mechanisms that fire
                lasers.
Type 2 Walker:  Carry's a pair of chainguns for arms.  Prolly the weakest of
                the 'bots, but it's spawner is hard to shut off.
Type 2 Tractor:  The most dangerous of the robots.  Fires cruise missiles, in
                 burst of two.
Type 3 Walker:  Carries a buzzsaw, a cruise missile launcher, and has a large
                brain upon it's shoulders.

Sentry:  This is you!  Designed to protect those whom you serve, you are not
         connected to the governments Neural Net, therefore you remain loyal
         to your master.  You are sentry #213, and though few of you have
         survived, you remain among the most powerful of the robots.

Sentry Mk II:  This is the big bad version of yourself - but was not finished
               at the time the other 'bots went berserk!  He is wildly in-
               accurate with it's rocket firing, but is also equiped with an
               inbuilt laser launcher that works pretty damn good!

Boss Brain:  Controls the 'bots.  One of these controls each Neural Center.

'Bot's built by 'Bot's:

Type 1 Mechbeast:  Sorta like a giant cat, a pet or something, that is bent
                   on crushing everything in site, including it's creators.
Type 2 Airbot:     Massive flying robot, fires twin rockets, and is extremely
                   agile, dodges your attempts to fire upon it.
Type 2 Mechbeast:  Otherwise known as Dr Death!  Prolly the most menacing of
                   the robots, and can either blast you with a rocket or
                   puncture you with a large metal spear.


The Weapons:

Weapons in CodeRed are among the most powerful ever in any game.

1.  Blaster - Never runs out of ammo, it is your best friend when you exhaust
    the supply of your featured weapons.
2.  Dual Armour Piercing Rifle - This attachment fires twin piercing spikes.
3.  Equalizer - Does exactly that!
4.  Laser Rifle - A high powered, rapid firing gun.  Uses ammo like candy.
5.  Dual Rocket Launcher - How does two missiles at a time sound? Nice eh?
    The rockets travel a bit slower then Quake's, but the impact is oh so
    much sweeter!
6.  Quad Lighting Unit - Sends a sheet of electricty at enemies, very easy to
    aim and hit things, and packs a wallop.  Two shots take out any bot, and
    one usually can cause the robots to malfunction.
7.  Cruise Missile - The most powerful weapon ever!  Launches the missiles,
    which slowly fly towards their targets, and an impact can take out a bot
    that is even fifty feet away!  Missile jumps?  You will surely fly many
    stories into the air!

Other Unique Features:

Activate the chase cam with impulse 30

'Bots can malfunction if hit hard enough, but not hard enough to die.

You get five hundred health points to start, and always start a level with
at least two hundred fifty.

The first five levels are the same Battle Rooms, each with a different spawner
and a different weapon needed to kill it.

If more than one 'bot manages to spawn while you are uncorking your weapon on
the spawner, your chances of disabling the spawner decrease quite a bit.

Your gonna die alot.

The stages *ARE* beatable.  It's just hard...but fun;-)

Installation:

Just create directory, say 'codered' in your quake dir.  Copy the codered1.zip
file into it and type pkunzip -d and to run it just type quake -game codered.

Future Plans:

The goal of this release is to showcase the weapons, 'bots and graphics.
Also you will notice that except for level6, Codered is lighting fast.  This
is because all the unused QC was deleted, including all of quakes monsters,
and any weapon code that was not needed.  The progs.dat is only 330k, which is
1.2k smaller then the original.  You can save twenty percent speed, by doing
this.

The full release of CR will be a Quake II mod, with a true episode.

CREDITS:

Guardian and Serpent Lord for the use of the Sentry model
The makers of Worldcraft, Qme, Corel, and of course Id for Quake!
My partners at Team Reaction!
The News sites who have helped with all the hype and posting of updates,
etc...
Hosebag at NAWC for letting us upload to Mpog.com, and for following the
development so closely

Anybody else I forgot?

LEGAL

No fees are permitted to be charged for the distribution of CodeRed, and
this may not be used as a base for another project without express written
consent by *ME*.  CodeRed *can* be distributed on any media, provided no fee
is charged, including CDROM, floppy, tape.

Questions, comments - email me, or see the CodeRed homepage at
www.planetquake.com/rxn/codered

My email is irritant@planetquake.com or jdiamond@orange.com

This is a Team Reaction Production - see our page www.planetquake.com/rxn
for other great games such as Horrorshow, and Omen I, II....

Other impending releases:

Horrorshow - Oct 3rd 12:00 am Est 1997

Omen II - Halloween!




