                        H O R R O R     S H O W

                      A new breed of Deathmatch TC

 What is Horrorshow?

Horroshow is a new style of DM play for Quake. Basically, one player is
chosen to be the 'Killer'. The other players become victims. The Killer
has superior health and weapons and should be able to kill any victim in a
one-on-one fight. Instead of being a game to see who can get the most frags,
Horrorshow challenges the victims simply to stay alive. The rules for the
game are as follows: A win for the Killer is scored when the killer reaches
the fraglimit (you can set this with a command line parm, or use the default
of 25). The victims win if they can keep the killer from reaching the
fraglimit before timelimit expires. The default timelimit is 15 minutes.
Still, don't think that the victims are helpless- they have many different
weapons at their disposal, and they are encouraged to try to fight back.
They can only be successful if they use team work. In addition, killing a
fellow victim is penalized harshly.

 About the characters...

There are three characters included in Horrorshow. They are Chainsaw Jimmy,
the Victim, and the Shambler. Chainsaw Jimmy is fast and has a medium attack,
while the Shambler is slow in all regards, but is very strong, has a
devastating attack, and regenerates health slowly.

 The Victim's weapons...

Here is a quick list of the weapons usable by the victims, in order of
damage:

Punch - Starting weapon, does 1 point of damage
Bat - Your very own Louisville Slugger..
Meat Cleaver - Good at cleaving meat
Pistol - Good damage against normal human targets, fast fire rate
Shotgun - Slow to reload, extreme damage
Dynamite - useful against the shambler..

 Starting the game

If you don't know how to run Quake patches by now, here's a quick lesson.
Unzip the game files into a sub-directory off of your quake directory. For
instance, you may want to install to a directory called horror. So go to
your quake directory and type MD HORROR to make a directory (this is in dos.
In windows 95, you right click and choose 'new' then make a new folder. Then
you will need to unzip the files keeping the directory structure (-d in
dos pkunzip).. So type PKUNZIP HORROR.ZIP HORROR -D. I'm not sure how to
do this with win-zip since I don't own a copy of it. Please get a copy of
pkunzip if you are having problems. Finally, to run the game run Quake with
the command line parameter -GAME, like so: QUAKE -GAME HORROR, where HORROR
is the directory where you chose to install Horrorshow.

 Running a network game..

Start a network game like you normally would. The game will wait 30 seconds
before assigning a killer. This will probably be the person that starts the
server. In each addition round, someone else will be picked to be the killer.
The game should go in order, letting everyone have a chance to be the killer.

 Running a single player game..

While it is highly recommended that you play multiplayer, some bots have
been included to allow you to test out the game. These bots are extremely
stupid because I didn't spend much time with them. They are only meant to
give you a taste of a true multiplayer game. They will not help you 'train'
on Horrorshow, since playing with them could only lower your deathmatch
abilities. Anyway, type 'IMPULSE 14' to make a Killer Bot, and 'IMPULSE 15'
to make a victim bot. You may have to go into deathmatch mode, and set
maxplayers to something greater than 1 to be able to do this. If you try
doing this in single player, the bots will probably just telefrag you.

 Maps included..

I have included the maps horror1.bsp and horror4.bsp. When running a
normal multiplayer game, Horrorshow will switch back and fourth between these
two. If you want to make a Horrorshow map, contact me and be sure to check
out my page in case I post anything about it. As you know, you will need to
type MAP HORROR1.BSP or MAP HORROR4.BSP to see these levels. It is not
recommended that you play normal quake levels because the height of the
characters have been changed such that they get stuck in some places and
going thru teleporters.

 Control

Here's a quick list of useful impulses:

impulse 13      - is change skin (only two right now)(victim only).
impulse 14      - create KillBot
impulse 15      - create VictBot.
impulse 30      - Chase cam
impulse 40      - Toggle detail (lowers amount of tree leaves, and gibbage)
impulse 129     - change characters (single player only)

Bots should spawn in network games, but don't abuse this! Bots really slow
things down and they take up a slot that a real player could be using.
You can disable bots by using DEATHMATCH 3.

Press f1 in the game to check out the help screens - there's a list of
impulses there too.

One other note: The shambler has the ability to shrink himself - this allows
him to fit into small places. Hit '2' (or impulse 2) to shrink him. Attacking
will cause him to grow again (only if there is room tho).

 A note about GLQuake

GlQuake should work fine with this game. If the shotgun, or any of the other
models looks really screwed up, you will need to delete your mesh directories.
Delete the GLQUAKE directory off of the horror directory which quake makes. If
that fails to fix the problem, delete the GLQUAKE directory off of your id1
dir. This will force GLQuake to remesh the models and hopefully display them
properly.


 Known Bugs

-The bots suck
-The mirror texture in the mansion doesn't reflect properly - you can see the
stairs. (Only works in GLQUAKE, so it's only a problem in GlQuake)
-Occasional Get_SZ_Space error.. I don't know what causes it, but it's pretty
bad.

IF YOU GET A 'VICTIM.MDL NOT FOUND' OR A SIMILIAR BUG, IT PROBABLY MEANS YOU
DID NOT UNZIP THE GAME PROPERLY. Remember, unzip with -d.

Please report any major bugs. If it's something silly, then I probably already
am aware of it.

 Credits

ME! I did all the models, art, and programming on this game. Credit does go
to Nate Kozloski for doing some sounds for the game (a couple ambients,
the chainsaw noise, and a few bone chilling screams). Also thanks to all
my beta testers and people who applied for the beta tester position. Also
thanks to John Diamond and the rest of the Reaction team for just being
cool people. Thanks to Chris Zilinski for donating his face on the
victim model and one of my help screens. ;)

Extreme special thanks to Roscoe A. Sincero for making the Doombot skeleton
source code available. Let's just say the game wouldn't have any bots in it
if it weren't for his work.

 Contact info

Contact me at dwallin@planetquake.com

Go to http://www.planetquake.com/rxn/ for email address of the rest of the
team and to check out our other great Reaction products.

The horrorshow web page is at http://www.planetquake.com/rxn/horror/horror.htm

Be sure to check out the game help screens for more Zany info!
