*************************** * ERROR: C O D E R E D * *************************** V 1.0 What: A TC for Quake Why: I was bored, and can't get enough of making these things, I'm sick I ya By Who: By me....John Diamond(jdiamrulz@aol.com, jdiamond@orange.com) What's In it: Five 'Bots, Four unbelievably powerful new weapons, a boss, and total mayhem. And a weird level structure. The Format: CodeRed is not like a normal Quake game. Instead of levels, where you gotta solve some puzzle to get out, you will enter a 'Battle Room', in which one of five types of spawner will reside, along with a weapon neccessary to defeat it. Every thing is very carefully tweaked, so that you will have just enough ammo to destroy the spawner 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 boss in level7. 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: Seven 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 load 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, all the secrets will be revealed. The 'Bots: 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. Boss Brain: Controls the 'bots. Destroy this, and you have saved the world! The Weapons: Weapons in CodeRed are among the most powerful ever in any game. 1. Shotgun - Never runs out of ammo, it is your best friend when you exhaust the supply of your featured weapons. 2. Nailgun - Kept this baby from Quake. 3. SuperNailgun - Again this one is the same as Quake. 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: '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 three hundred. 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. What I would like to do, is get people to design some good dm levels, and single player levels, which I will compile into the next release. I will definitely add some of my own, and maybe even throw in a final big bad ass bot for the end, if I get enough for a full episode. Please contact me if you are interested in designing a CodeRed level, and I will send you the specs on the naming conventions of the entities. Thanx: To all the cool news servers who have mentioned this game, to the usual suspects out there, especially the dude who made qME, what a *great* tool! To all my homies and the lovelies.... To John Carmack for not caving in to M.S. To John Romero for being God... O.k.... 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 members.aol.com/jdiamrulz/codered.html