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-
- ALIEN QUAKE TECHINICAL SPECS
- (So you wanna build a level..)
-
- Building a level in Alien Quake is a bit different then building
- your typical quake level, particuarly because the aliens behave
- quite differently then Quake monsters. Certain texture types will
- enhance the overall effect, and there are certain items belong
- with others, etc. This manual will give you a rundown on the
- entities, how to use them, and some tips for building a good
- Alien Quake level.
-
-
- ENTITIES:
-
- Here are the entities, and their strengths and weaknesses.
-
- Human and Military
-
- 1. Colonial Marine - monster_army
- Marines are a pretty weak adversary, and you can liberally place these
- in areas where you would expect to find humans, ie. medlabs, computer
- centers, etc.
-
- 2. Bio-Technician - monster_medic
- Pretty much the same as marines, but wearing lab masks and coats.
-
- 3. Androids - monster_enforcer
- These guys are extremely powerful, two shots will take a player out, so
- it wouldn't be a good idea to have *too* many of them together, or you
- will have *no* chance of survival.
-
- 4. Sentry gun - monster_shalrath
- Much like the androids, though the Sentry guns will literally spray you
- with laser fire. Should never have more then one or two together.
-
- 5. Search Droid - monster_hell_knight
- A real bad ass too. Pretty hard to kill, and shoots lighting, like a
- shambler would.
-
- Alien
-
- 1. Alien Egg - monster_knight
- Eggs hatch, so you should remember that if you put five or six eggs
- together, that they likely will become facehuggers.
-
- 2. Facehugger - monster_dog, monster_tarbaby
- Facehuggers are very quick, hard to shoot, and can attach themselves to
- your face, so remember that in numbers they are extremely dangerous.
- The monster_dog version is just a regular facehugger, and the monster_
- tarbaby is a face hugger in a jar, which when you get close will shatter,
- and a facehugger will fly out and attack.
-
- 3. Chestburster - monster_wizard, monster_lay, monster_kane
- O.k., this is a little more complicated. Placing a monster_wizard will
- give you a chestburster, who will try to come up to you and spit acid
- (please no flames about this, we *know* aliens didn't spit in the movies
- but this was an attack that looked pretty cool, and made it more fun to
- play). Placing a monster_lay or monster_kane also requires placing a
- info_hidespot and tying the two together. The reason is, that these
- two entities hatch chestbursters from them(monster_kane is in a white
- suit, and monster_lay is in a marine uniform) and the chestbursters will
- run off and hide in the place you designate with the info_hidespot.
- *All* chestbursters whether placed or hatched from a body, will eventually
- evolve into young warriors.
-
- 4. Young Warrior - monster_zombie
- These buggers are quick, can make unbelievable leaps(like a fiend) and
- attack much like a fiend, with the claws slashing about.
-
- 5. Adult Warrior - monster_ogre
- Adult warriors are similar to the young, but stronger, larger, and their
- leaps for some reason aren't quite as amazing. They attack a bit
- differently too, they will take one bite, pull back then thrust their
- heads down for a second, tearing bite.
-
- 6. Young Drone - monster_shambler
- Drones are meant to be around eggs, and egg chamber type areas. They
- behave exactly like the warriors at this stage, but they have a different
- looking exoskeleton, more black and smooth.
-
- 7. Adult Drone - monster_demon1
- Adult drones are like adult warriors, though their bite is a bit different
- looking. Again, these guys should be around eggs.
-
- 8. Alien Queen - monster_boss
- The queen is of course very large, has a large wide cranium, and should
- have eight legs(one day we will build a new model, instead of the modified
- warrior-fiend). She is also huge! You need an area at least 128 units
- high for her to roam. She has about 4000 hit points, and can kill you
- with one swipe of her tail. She is also extremely fast, and can move
- at about twice the speed of anything else(this was to offset the fact that
- she had to walk over ridges in the hive egg chamber we made). You should
- not give her a direct path to you, or you will have no chance of survival
- at all.
-
- Alien Decor.
-
- 1. Slime Pole - monster_pole
- Slime poles are destroyable, and should be in hive type areas.
-
- 2. Hanging Victim - monster_hang
- These guys are for the hives. They hang on the walls and have facehuggers
- stuck to them. They do not spawn chestbursters.
-
- 3. Water Drop - func_drip
- Place this near the ceiling, and a water drop will fall.
-
- 4. Rain - func_rain
- Placing many of these near the ceiling(sky) will cause a downpour!
- Place some ambient_rain near it for the sound.
-
- Some tips for building the levels, of course you will figure out
- much of this yourselves :-)
-
- 1. Aliens are a lot more powerful then Quake monsters, so a typical level
- (at least the ones we did) had only about twenty or so aliens in them.
-
- 2. It is good to keep the aliens in dark places. When they attack it is
- more of a surprise, and you only get glimpses of them before you die or
- kill them(like in all the movies).
-
- 3. Sounds are pretty important, at least we thought so. Good ambience makes
- the level that much more intense.
-
- 4. Flickering light is a good thing to use.
-
- 5. Unless you are planning on running on a P-pro 220, you probably should
- not put more then 6 or 7 aliens in any one room together.
-
- 6. Be creative! Put aliens on rafters, pipes, etc so they can drop down
- on you from above, put them in water, give them places to leap from or
- over. (we kept that 'fiend' leap for a good reason!)
-
-
- That should get you well on your way to building a good level. Let
- us know when you do, so we can check it out!
-
- **** A couple of Notes about Alien Quake ****
-
- The source code will not be made available to the public. We do and have
- been taking many suggestions, from both people in the Alien Universe and
- people from the Quake world. We are sure that there will probably be some
- new additions and changes for the next release, but nothing that should
- drastically affect any levels already built.
-
- Alien Quake began about one year ago, as a simple mod to Qtest, with an
- alien that was made from the original fiend(it was much larger then), some
- weapons and marines. There was one level, which was basically one of the
- Qtest levels with different textures. From then on, as the team grew in size
- and new utilities became available, Alien Quake began to take shape into the
- kick ass(we think anyway) TC that it is now. Through it all three team
- members persevered through to the end, working night and day to get this
- thing done in a reasonable time. It is not surprising that no other TC's of
- this size are done yet, because there is *so* much to do, and we were lucky
- to get the head start we had. Thanx to all those who kept the faith.
-
- For Techinical Assistance and Information please contact:
-
- John Diamond
- (jdiamrulz@aol.com) sorry about the cheezy email name - it was beer writing.
-
- Gustav Taxen
- (nv91-gta@nada.kth.se)
-
- Dave Wallin
- (dwallin@juno.com)
-
- See legal.txt, Alienq.txt for more info or visit www.student.nada.kth.se/~nv91-gta/quake/
-
-