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                               Quake Forever                                
                              The Hidden Army                               
                                                                            
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Title           : Quake Forever
Sub-Title       : The Hidden Army
Filename        : qf_57.zip
Version         : 0.57 Final Release
Date            : September 20, 1997
Author          : Phantom Interactive
Email           : phantom@mauls.com
Homepage        : www.3dalpha.com/phantom
                  www.mauls.com/phantom (Mirror Site)
Thanks to       : id Software
                  Anyone who sent in e-mail about Quake Forever

        ͻ
         Please read the NOTICE.TXT file for copyright information. 
        ͼ

Everywhere you see a NOTE, it has comments that reflect the current version
as being different from what is said in the rest of the file.  This file
is what will be included in the final version, and as ideas turn into
realities, or ideas turn into definates, they are added here.  Therefor, not
everything in this file is in the beta copy you have now.

NOTE: All QuakeC is (c)Copyright 1997 Andrew Walbert.  The current source
version is 0.98 (not same as QF version)  You will not be able to decompile
the PROGS.DAT, as it is scrambled.


Type of Mod
===========
Quake C  : yes
Sound    : yes
MDL      : yes

Format of QuakeC
================
.qc files     : no
progs.dat     : yes
pak0.pak file : yes


System Requirements
===================

Pentium-100
16MB RAM
2MB Graphics RAM
40MB Hard Disk Space

Impulses
========

Impulse : Function              : Key to Press
----------------------------------------------
1       : Axe/Grappling Hook    : 1
3       : Sniper Rifle          : 3
4       : M-21A Pulse Rifle     : 4
5       : Gatling Gun           : 5
6       : Pipe Bombs            : 6
7       : Proximity Mines       : 7
8       : Laser Rifle           : 8
14      : Rocket Launcher       : 9
15      : N64 Camera            : C
36      : Pent. of Protection   : None
37      : Quad Damage           : None
38      : Holster Weapon        : H
39      : Grappling Hook        : 0
50      : Kills all enemies     : F5
???     : Shuts down the world  : None

Yes, the one that "Shuts Down The World" is the secret impulse I've talked
about.  It has something to do with a certain movie that got bad reviews...

Impulse 38: Holster Weapon
--------------------------

It was in Duke Nukem 3D, but wasn't used much.  It's mostly just for getting
good screenshots where your weapon doesn't obscure the picture, but it is
useful at other times.


Description of the Modification
===============================

Story

After defeating Quake's minions of hell and rebuilding Earth, you retired
from the military, content that you'd done your bit to save the planet.
The last of the Slipgates were being closed up, and after all these years,
you finally felt secure again.

Naturally, the government couldn't let something like the Slipgates just go
to waste.  They built up heavy defenses around one of them, intent on
studying it.  Nobody knew about this, and it was kept very low-profile.
But when the first evil creature came out of the slipgate, the marines killed
it without hesitation.  They were trained well, but the scientists yelled
for days, because they wanted it alive to study.

Eventually, the scientists won, and the next few creatures that came through
were kept alive.  Many military leaders felt that this was a very dangerous
move, but they had little say in it.  Soon, a single grunt broke free and
attacked and killed three scientists.  The marines killed it, ignoring the
pleas of the scientists to keep it alive.  Things were uneventful for the
next several days, and after stopping the grunt so quickly, security
relaxed.

They began capturing other creatures, too.  First, they just got grunts, but
then they started capturing ogres.  When the first ogre brought about it's
buzsaw to cut right through it's cell, the grenades began flying from it's
launcher.  Scientists and marines were falling left and right, and it took
the combined firepower of 13 marines to finally bring it down.

Then, even worse creatures came through the slipgate.  Wizards, Gremlins,
and Overlords began piling through.  There were too many for the marines to
stop, and the base was quickly overrun.  The very instant that word of the
incident reached the marine comander, he called you and said that the Quake
bastards had overrun a top-secret military base and that he wanted you to
come down and help fight again.

You refused, saying that there was no way he could get you to come down
again.  Well, maybe the marine commander couldn't, but an ogre at your
front door sure as hell could!  The base wasn't the only thing that got
overrun.  The monsters started rampaging through the towns, not just here,
but all over the world as more slipgates began opening up.  You heard a
knock at your door, and opened it up to see an ogre revving up it's chainsaw.

You grabbed your trusty shotgun and fired several shots into it's head.
Those bastards had just messed with the wrong person.  It was time to stop
these things from destroying the planet!  You run down to the base, only to
find it in ruins.  It was burning very badly, but you hoped to find some
decent weapons or ammo their.  It looked like the planet was doomed, but you
were determined to save it one last time.

Weapons
=======

1 - Axe
2 - 12 Guage Shotgun/8 Guage Shotgun
3 - Sniper Rifle
4 - M-21A Pulse Rifle
5 - Gatling Gun
6 - Pipe Bombs/Remote Nail Bombs
7 - Proximity Mines/Proximity Nail Mines
8 - Laser Rifle
9 - Rocket Launcher
0 - Grapling Hook


Grappling Hook
==============

The Grappling Hook is the most valuable tool in your arsenal.  It enables
you to reach items that would otherwise be extremely difficult to get to,
and to get into high places for snipering.  A great tool when used properly.

Sniper Rifle
============

A good sniper's best friend.  This gun can kill almost any human opponent
with a single shot, but it slows you down when you shoot, and it takes
several seconds to reload.  But, it does have a sight with a zoom on it.
A good weapon for deathmatch when used in combination with the Grappling
Hook. I've found that this weapon is WAY to powerful, and I'd tone it down
a bit, but I'm not sure of the best way to do so without it losing some of
it's functionality.  This is a bug-finding release, so please help me out
here!

M-21A Pulse Rifle
=================

When you said you wanted an all-purpose military rifle, you'd expected
something less powerful.  It fires as fast as an Uzi, but it's the most
stable weapon you could ever hope for, and it has virtually no kick to it!
You'll find yourself using this one alot, since it doesn't consume ammo as
fast as the Gatling Gun, but yet it still cuts down enemies quickly.

Gatling Gun
===========

Yes, this thing is for real.  Unfortunately, if you are up against an
opponent in DM who has the Gat, your best weapon is the RL, taking the
suicide to destroy the menace.  The Gatling will cut down any opponent at
an amazing speed, and the shells will eject rapidly, bouncing along the walls
and floor.  Very cool, but it eats ammo like popcorn.

Pipe Bombs
==========

You've always wished you had Pipe Bombs in Quake as you do in Duke3D.
But these aren't quite like Duke3D.  They generate a much larger explosion,
and will send bomb fragments through the air (or water) when they go BANG!
They can also blast through interior walls if placed right next to the wall.

Proximity Mines
===============

Ahh!  At last you can frag people the instant they come out of teleporters
or when the go after a good weapon!  Just place a pair by a teleporter,
and when the player steps out, BOOM!  Or, if you want to make sure nobody
gets the Rocket Launcher, just place a few near it, and when somebody goes
for the big gun, KAPLOOEY!  Best used for deathmatch, but still useful in
single-player games if the monsters can be tricked into walking past one.

The Rocket Launcher
===================

This isn't the normal Quake RL!  It does the damage of a Quad Rocket, but
the damage area is spread out to that of a REAL rocket!  This puppy will
gib almost any enemy without question.  But: if you send one of these at
an enemy in the same room as you, you'll almost certainly be killed in the
blast.  The killing area is about the same as a BFG or Lightning discharge.
Use with EXTREME caution!  These rockets will destroy thin interior walls
like they don't even exist.  Great for those times when you've got a door
that needs a key, but you don't have the key!


Monsters
========

Only a few of the new monsters are in this release, because we do not have
models for most of them.  The new dogs still use the old dog model.

German Shepard
--------------

This is ten times worse than a Rottwieler.  It enjoys munching down on gibs,
but really likes ripping the meat out for himself.  It takes more than a
quick pair of shotgun blasts to take this one down!  Expect a pounding from
this one!

Dobberman       *
---------

Uh-oh.  Now your REALLY in trouble.  This can rip you to shreds in less than
five seconds if you don't get the hell away from it.  It takes over 15 blasts
from a shotgun just to bring this guy down.  And what's worse, after he's
down, he'll get back up after a minute and come right back at you.  Only after
you give him some more buckshot will he be truly dead.


Instructions
============

To run Quake Forever, simply type FOREVER at the "C:\QUAKE\FOREVER>" prompt


Features of Quake Forever
=========================

* Keyed doors can be "opened" with a pair of explosive devices <g>
  Only works on levels designed for Quake Forever.
* You can use your Gatling gun to propel yourself upwards slowly, but
  you have very little control over it, and it wastes ammo.
* You don't just have to complete a few levels, you have to complete
  multiple levels in order to finish a mission, and then you must finish
  additional missions in order to complete the game.
* End-Mission cutscenes make for some very interesting plot developments,
  since there are several different cutscenes that change depending on what
  you've done in the previous levels.  Also, there are multiple different
  endings to each multi-level mission, making it possible to play the game
  several times without it becoming repetitive.


Maps
====

The new maps include several new features in addition to those in the
Quake mission packs.  We have chosen to use the Quake 2 format of
specialized missions, to better represent the goals of Quake Forever.
You'll always start at the Military Base, but when you finish it, you will
be sent to a random city.  At the end of each city, you'll go to another
random city that you haven't yet completed.  You can also go back to the
previous level as you can in Quake2.

There is also a secret exit in one of the cities that will take you accross
the United States on a train, which is very heavily guarded, then into another
city, before finally hopping a jet to another city where you can rally some
other troops to come with you and help you fight.  Then you can go back to
a city of YOUR choosing!

M1    : Military Base
        Enter the ruined military base and grab whatever weapons and ammo
        you can before the building collapses in on you.  Some of the
        weapons may catch fire, because of the fires raging throughout the
        base.  You have to kill at least 25% of the monsters to complete
        this mission.

M2    : Los Angeles
        Well, wouldn't you know it?  The first city to be taken over by
        the monsters was L.A.  You'll have to fight your way through these
        seven levels of death and kill the evil guardian.  You have to kill
        at least 65% of the monsters and defeat the guardian to complete this
        mission.

M3    : Salt Lake City
        Those of you who read the DOOM novel, "DOOM: Hell on Earth" should
        recognize this mission.  It's based upon the Mormon military compound
        described in the book.  The best weapons can be found here, but they
        are all locked up in crates.  You can shoot the locks, but some of
        the crates hold bombs that are pressure sensitive, and will explode
        if you shoot them.  So it's best to stand far away when trying to
        shoot open a crate.  This mission is PACKED with monsters, and it's
        one of the toughest.  You have to kill at least 50% of the monsters,
        kill the guardian, and destroy the missile silos to complete this
        mission.

M4    : Washington
        We think you'll enjoy blowing holes in the walls of everybody's
        favorite capitol building. <g>  It's not too tough, because it took
        us nearly three weeks (with four people working on it) to finish the
        architecture as detailed as it needed to be, and the level testers
        were sick of it by the time we were ready to toss in some monsters.
        You have to kill at least 90% of the monsters and kill the guardian
        to complete this mission.  (And NO, killing the Clinton family
        doesn't count as killing any monsters!  We didn't want you to get
        destracted killing them... :-)

M5    : New York
        It's huge.  It's utterly, frieking huge.  This is the biggest mission
        of all of them, and it's also the second toughest.  You can find some
        of the more exotic weapons here, such as the M-21A Pulse Rifle.  You
        have to kill at least 75% of the monsters and kill the guardian to
        complete this mission.

M6    : London
        Well, what can we say?  It's typical, boring London with some
        unwelcome visitors.  You must kill at least 90% of the monsters
        and kill the guardian to complete this mission.

M7    : Paris
        Damn it!  Those stupid monsters have wrecked one of Earth's most
        beautiful cities!  Now it's time to make them pay for it.  You must
        kill at least 60% of the monsters and kill the guardian to complete
        this mission.

M8    : Moscow
        Great.  Just what you needed.  Another big city to clear out.  You
        must kill at least 75% of the mosnters and kill the guardian to
        complete this mission.

M9    : SS Quake
        The final battlefield for Quake's destruction: his own Space Station.
        Somehow, Quake managed to construct a huge space station without it
        ever being noticed by us.  It was no wonder he was able to attack so
        quickly; he could monitor everything that happened on Earth!  This is
        where it's all going to end.  You must kill all monsters, kill the
        guardian, and destroy the space station to complete this mission.

DM7   : Deathmatch Mission 1
        No, you don't have to work together to complete it or anything silly
        like that.  BUT, if you achieve a certain goal by yourself, you get
        access to some very nice weaponry.  The goal isn't too difficult,
        just get 50 frags, and you'll recieve the key to the biggest armory
        ever.  It has every weapon, tons of ammo, and plenty of armor.  Be
        warned, however, that anyone else who gets 50 frags will also get the
        key, so you aren't going to always have the advantage.  You keep the
        key, even after you've been killed, just so you don't have to get
        ANOTHER 50 frags.  Recommended for 8-32 players.

DM8   : Deathmatch Mission 2
        Parts of each city combined into one gigantic mission, making for
        the best 32-player match you'll find anywhere.  This is really best
        saved for 32-players, becuase it is just too damned big for much
        less.  Recommended for 28-32 players.  QUAKEWORLD ONLY!

DM9, DM10, DM11, DM12, DM13, DM14, DM15, DM16
Deathmatch Arena Expansion Levels
--
These levels are just more great Deathmatch levels for the Deathmatch Arena.
You knew we couldn't resist doing more deathmatch levels.  It's just too
damned fun with the new weapons in Quake Forever.

All deathmatch maps have at least 10 start spots, and the cities each have
over 40 deathmatch starts.

NOTE:  If you are a level designer and would like to create maps for QF,
please see mapinfo.txt.  We are looking for a team of level designers to
finish Quake Forever.  If you're interested e-mail phantom@mauls.com.


Bugs
====

We added this section to warn you of possible bugs.

1) Packet Overflow.  If you gib five or six grunts all at once (with the
rocket launcher, usually), you'll get a lot of Packet Overflow messages.
Also, when you gib a Shambler (damned near impossible, though), it will
spawn so many gibs that you might get a packet overflow.

2) When you start shooting things up, you'll probably notice a lot of bullet
holes along the walls.  The current limit is 150 for bullet holes.  After 150,
the oldest ones are removed.  We believe their may be a problem with a limit
this high, but that is unknown right now.  Please report anything you can
about this situation.

3) You fill it in, dang it:

If you find a bug, please do not e-mail us about it.  The code is in its
final revision, 0.98, and will not be worked on any longer.


Phantom Interactive is:

Programming: Andrew Walbert, Alan Kivlin, Leon Zheo
Design: Jeremy Wagner, Joey Hutchings
Art: Alex Wright, Paul Milner, Mats Kuyper
Sound Effects and Music: Alex Bobbs
Project Manager: Kyle Suding

Are you a Quake level designer?

If you'd like to work on future projects with us involving Quake2, please
e-mail us at phantom@mauls.com!
