				Team Mode

About the sides

The team mode features two teams: Spiders, and Humans. Each side
has it's own set of classes and it's own playing style. The aliens
are mostly short ranged attacks. Most are very quick and have enhanced
jumping and movement abilities. The humans are the masters of technology,
and have a wide array of weapons at their disposal. They specialize in
long range attacks and are vulnerable up close against aliens.
	
Goals

The goal is to exterminate the other team. To do this, you must eliminate
all the opposing players and all of their spawn spots, so they cannot
respawn. When a side is totally eliminated, the other team wins. For
humans, they spawn from teleporters. Aliens spawn from eggs, which
regrow after an alien emerges. Each side has one class which can
build new spawns, create defenses and possibly repair friendly units.
This class is the engineer for the humans and the Breeder for the aliens.
There is a limit on how much you can build. The number on the top left
side of the screen is how many points you have left to build. 

When you start the game, you will only be able to pick two classes - the
'builder class' and the 'base class' (engineer, marine or breeder, hatchling).
Choosing the better classes costs frags. Them more frags you have, the better
classes you will be able to choose. You will not earn any frags as the 
Stalker or Mech.

New Game Elements

We have taken advantage of the +use key for most classes, so you will
need to bind this to a key. Also, all players on the human side have
a flashlight which enables them to see in the dark and track difficult
to see aliens. To toggle the flashlight, use 'cmd flashlight'. All human
players also start with a healthbox which will restore 50 health. In
addition, they have a number of clips and some have grenades and 
explosives. All weapons, items, and armor are awarded on startup 
(there are none in the levels), so check your inventory. To restore 
your inventory, you will need to get an Engineer to tend to you, or find
a depot



About Each Class (listen in order of quality)

Humans - All human classes have a flashlight (cmd flashlight at the
console). Most of the classes also have a medpack which heals 50 health.

Engineer

	cost: 0

        Abilities: Repair armor, restore inventory, build, control turrets

	notes:
		The ATTACK button is your repair button.
		When you place a teleport, you will need to repair
		it before it is functional. The same goes for the
		turrets. Detectors and tripwires are instant.

		Building things takes points. This number is listed
		in the upper left side of the screen. As of now,
		there is NO way to get more points except when
		items are destroyed, their point value is refunded.

		The USE button brings up your build menu.					
				
		Repair armor: You can also repair marines' armor
		and give them ammo with the ATTACK key.
		A beep will sound when armor is complete.
		Inventory restoration is instantaneous.

                'cmd turret' will cause all turrets in the vicinity to
                shoot at whatever object you have targeted.

	Build	- Teleporter (spawn point). Can only be destroyed by a 
			strong attack
		  Turret: An automatic defense
		  Detector: A cheap item which sounds a unique alarm
			whenever an enemy passes into a radius near it
		  Tripwire: Explosive device which can be placed on 
			walls					  

Grunt

	Standard unit, armed with 30 round autogun and pistol. 
	Low armor. cost: 0
					

Shock Trooper
	
	Armed with scattergun, pistol and smoke grenades. He is also 
	immune to infested bodies due to a protective suit he wears.
	cost: 2


Heavy Soldier

	Armed with a very powerful rocket launcher. This should only
	be used from the crouch position as it has intense recoil. (This
	increases accuracy) Shots will be very inaccurate if used from a standing position.
	Also armed with pistol and posses stronger armor. cost: 2


Commando 

	Elite unit, armed with submachinegun, grenades, a magnum, and C4 
	explosive, which is extremely good at clearing nests. cost: 3


Exterminator

	Warrior with a strength enhancing robotic suit. Also comes armed
	with a pulse laser gun which never runs out of ammo and penetrates
        alien armor easily (except for the stinger, which is immune). The
        USE key activates his PowerShield. This also consumes cells like the
        pulse laser, so be careful. Also comes armed with 4 grenades. Cost: 4


Mech

	Robotic unit which has nearly impenetrable armor. It's autocannon
	rounds are highly effective, but the mech is practically useless
	once he runs out of ammo. Make sure you come back to base
	for repairs often. cost: 5



Aliens - Most attack by jumping on people. Great stealth, 
surprise is the best way to kill!


Breeder

	cost: 0

	Can build Spiker, Obstacle, Egg, and Healer.

	Spiker
		Plant/animal genetically created to defend the nest. 
		When a foriegn form enters it's range of perception, 
		it fires a shower of spikes in it's direction.

	Obstacle
		Same genetic strain as the spiker, but this creature
		roots itself into the ground and injures any enemies 
		which touch it with it's venemous spikes.
	
	Healer
		Touching this restores health (and spike ammo) for
		all aliens. Toxic to humans.
	
	Cocoon
		Strongly protected against most attacks. Only explosives
		will be able to destroy it.

	notes: A good strategy is to hide eggs wherever you can. It's
	easy for the humans to wipe out a nest if you are unprepared.



Hatchling 

	Lowest of the alien genetic imprints. The scouts and spies
	of the race. Very quick, difficult to hit, but weak. His 
	main attack is jumping on foes and injecting a lethal poison
	into them. The ATTACK button activates a grappling hook-like
	thread of silk which he can use to stick to any ceiling and
	ambush unsuspecting human victims. cost: 0



Drone
	
	Stronger and more capable version of the hatchling. Can jump
	super high, has a powerful slashing attack (ATTACK button) in 
	addition to his jumping attack.	The USE key fires a sticky 
	slime which can freeze a human victim for a moment. cost: 1




Kamikaze

	Same as the hatchling, except it's web glands have been replaced
	with methane producing sacs. This creature will explode when
	ATTACK is hit, resulting in a massive explosion. He is a good
	anti-Mech unit. cost: 2




Stinger

	Quick and medium powered unit. Posesses a powerful flame throwing
	ability which is good for destroying humans and their defenses. 
        He can also eject gas producing spores which can blind humans
        AND inflict damage on them in a radius effect. Cost: 3



Guardian

	Designed for defense, but also can be good on base raids, this
	creature has incredibly powerful claw/pincers which can
	shred even the strongest armor. Also, he can become partially
	invisible when he is not moving, since his skin pigments allow
        him to blend into the background. Also posses Spike Spores which
        shoot a circle of deadly spikes. cost: 4


Stalker

	The mammoth of all the alien classes. The USE key fires a pair
	of spikes from his shoulders. Also, he can slash with his
	rake-like claws and bite with his triple jaws (ATTACK). cost: 5

