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1996-04-28
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11KB
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271 lines
X`bhPQda6S\E4@7B;9D
ß1
¥ CORRIDOR 7 CD-ROM
¥ Updates and New Cheat Codes
¥ Written by Brian J. "Blazkowicz" Rowan
¥ Welcome, C7 fans. Here is a file that details all of CORR7CD's
¥ new debug commands, and some of its new features. This file
¥ includes the old debug commands, too, in case you don't know
¥ what they are yet.
¥ NEW ADDITIONS IN CD-ROM VERSION
¥ Corridor 7's CD-ROM version supports network (cooperative or
¥ 'deathmatch' play) and modem head-to-head play. It adds 10 new
¥ levels to the original 36 and some changes to the original ones.
¥ It has lots more graphics (presumably the cause for a 21-megabyte
¥ file, SEQFOUR.CO7, on the disc), new enemies and sounds, and new
¥ weapons (the best part!) The new weapons include an 'assault'
¥ shotgun, a souped-up model of the alien dual blaster (the same kind
¥ the Otrebor carries), and an alien Disintegrator (sort of like the
¥ BFG9000 from Doom, but this one uses up a full load of ammo in
¥ _2_ shots).
¥ There are also new devices called teleporters. These are sort of
¥ like Doom teleporters, they transport you to another area of the
¥ level. The maximum # of teleporters on a level seems to be eight
¥ (see the debug command BKSP+T). Teleporters are used instead of
¥ elevators on the "alien" floors.
¥ Finally, those little blue "force-field doors" no longer zap you
¥ when you get close. They just block your path like any other door.
¥ IMPROVEMENTS
¥ The original (IBM/DOS) version of Corridor 7 had an inconvenient
¥ little problem with the "run" key. It simply had the same action
¥ as the forward movement key, so it doubled your speed when you
¥ pressed the up arrow and the run key at the same time. It only
¥ doubled your speed when you were moving forward.
¥ This has been fixed. CORR7CD uses a run key style like Wolfenstein
¥ and Blake Stone - it doubles your speed in every direction. Now
¥ you can turn and back up quickly, too.
¥ LAYOUT OF FLOORS IN CD-ROM VERSION
¥ Levels 1-30: Delta Base (normal) floors
¥ Levels 31-40: 'Alien World' floors
¥ Levels 41-46: Bonus Levels
¥ Levels 47-50: Empty / Unused
¥ Levels 51-58: Special network floors (more weapons, no aliens,
¥ large open areas)
¥ Levels 59-60: Empty / Unused
¥ All of the 'empty' floors appear on the automap as simply large
¥ letters spelling: "Level Empty!" or "Level Not Defined..." or
¥ "Level not AVAILABLE!" That last one seems to _scream_ it at
¥ you <g>. You can move around in these levels, but they won't do
¥ anything for you. Listen to the music if you want, or fire off
¥ all your weapons for the heck of it. That's about all there is
¥ to do there.
¥ THE BIG CHEAT CODE
¥ Out of ammo? Sick of blasting frantically at those annoying 'grunts'
¥ with your Taser? Press the W, A, X keys simultaneously (like
¥ Wolf3D's MLI cheat) and you receive:
¥ * All weapons
¥ * 200 rounds & 100 alien charges
¥ * Full health
¥ * 25 proximity mines
¥ * Floor plan (the complete map)
¥ * Both Keys
¥ CORRIDOR 7 CD-ROM DEBUG MODE & COMMANDS
¥ You enter CORR7CD's debug mode the same way you did on the regular
¥ version. In case you don't know about that, at the DOS prompt (with
¥ the CD in the drive), type:
¥ corr7 level1diagnostic
¥ I made a batch file called C7.BAT that does this automatically;
¥ typing that huge command can get irritating, and if you spell it
¥ wrong without DosKey loaded, it's a pain typing it all back in.
¥ Once the game starts, enter a new mission (or load an old one, or
¥ whatever), then press TAB, LEFT SHIFT, CONTROL all at once. A
¥ message reading "Special Keys Enabled" will be displayed. From
¥ there, you can use the following commands (combinations of holding
¥ down Backspace & the letter specified):
¥ Bksp + W: Warp to any level.
¥ Bksp + R: Shows the "you've been sitting around doing nothing for
¥ too long" skull graphic (you'll see what I mean).
¥ Bksp + T: Shows teleporter information. Lists coordinates of all
¥ teleporters and the coordinates they teleport you to.
¥ Bksp + I: Adds to your score, gives you 200 rounds and 100 alien
¥ charges (you can get more with additional keypresses if
¥ you picked up an ammo pack), and the next weapon.
¥ Bksp + P: Asks for a "Flic Name". Manually plays cinematic sequences
¥ Bksp + D: Walk Debug mode. Constantly displays real-time player
¥ coordinates, and those coordinates' Map # (???), Segs,
¥ Actor #, and 'A' (??? Maybe the animation frame?).
¥ Bksp + F: Detailed player / tile / actor information.
¥ Bksp + G: God mode (can't be hurt). Does NOT give you unlimited ammo.
¥ Bksp + C: Information on statics and actors.
¥ Bksp + N: Toggles clipping mode (no collision detection so you can
¥ walk through solid objects and walls).
¥ Bksp + M: Memory Information.
¥ -/+ keys: Messes with the light shading dropoff. Not much of a
¥ difference even when you do change it; this seems pretty
¥ worthless.
¥ HOW TO FIX SOUND PROBLEMS WITH A SOUND CARD
¥ If you have a Sound Blaster (or compatible sound card) and all the
¥ sound effects come out as deafening buzzing and humming noises, you
¥ can FIX this problem. The manual says to start the game by typing:
¥ corr7cd noems noxms
¥ But that's not so good, because the program _seriously_ slows down
¥ when it has to animate anything, especially those computer walls. I
¥ set up my computer to boot with 4 megs of EMS (expanded memory) and
¥ 613k of conventional memory, then I used this command to start
¥ Corridor 7:
¥ corr7cd noxms
¥ This ran the program, fixed the sound problem, and did NOT cause it
¥ to slow down! Try it if you're having problems with the sound
¥ effects.
¥ OTHER PROBLEMS (ERRORS, ETC.)
¥ The following things may happen while playing CORR7CD with debug
¥ mode engaged (okay, I don't know if it's because of debug mode or
¥ not, but here's what you can expect regardless):
¥ If you try to quit to DOS by pressing F10 _DURING A GAME_, the
¥ program may dump you out with a distorted display and the message
¥ "Out of Memory!" Not to worry about, since what you wanted to do
¥ was leave the program anyway!
¥ Sometimes, for no apparent reason at all, CORR7CD bombs with some
¥ kind of "search failed" message. Just start the game again and try
¥ to avoid doing whatever you did before to cause the problem (if
¥ the error occurred after some kind of definite action on your part).
¥ Don't ask me to explain why these errors occur, because I can't!
¥ Leave that up to Capstone! Call the tech support number in the
¥ back of the manual!
ß2
¥ Hints for playing the CyberMage Demo
¥ by Jochen Heistermann
¥ jochen.heistermann@eiche.zfe.siemens.de
¥ Lots of people have loaded down the CM demo - and nearly all of
¥ them meet the same problems. This small collection of hints should
¥ help you through.
¥ 1. Downloading
¥ [deleted this part, because you already have the demo]
¥ 2. Installing
¥ The game installed easily for me (there were not much problems
¥ reported).
¥ 3. Playing the Demo
¥ 3.1 General stuff
¥ - The demo is fairly large (I needed 4.5 hours to play the whole
¥ thing) and consists of many very different parts. There are no
¥ "levels" like in Doom, so you can come back everywhere you want
¥ all the time.
¥ - The game engine worked properly (bugfree), but it is not yet
¥ optimized. Expect pretty slow gameplay (a 486-DX2/66 seems to be
¥ appropriate for fullscreen VGA). Also the RPG/adventure/story
¥ elements were left out. This all adds up to a demo, where you can
¥ see some portion of the world, kill some baddies, and use some
¥ vehicles and magic powers.
¥ 3.2 Tips for gameplay
¥ - Type often '?' to remember the controls. You need crouching,
¥ jumping and very often Ctrl+Enter (open).
¥ - Save often, you need it. There were added almost randomly lots of
¥ bad guys everywhere, so it might get frustrating - you will die
¥ often.
¥ 3.3 Things you HAVE to do to finish the demo
¥ - Go downstairs and enter the tank
¥ - Drive out and kick butt!
¥ - Go into the elevator, where the other tank came out
¥ - Move down and again, kill them!
¥ - Jump over the fence and leave your tank behind
¥ - Now take the gun and shoot the enemies (use also your magic powers
¥ 'F2', it regenerates) and spare your ammo (its rare). You cannot
¥ enter the big building accross the bridge right now, but go around
¥ and kill the enemies.
¥ - Jump into the small river and swimm around until you find a small
¥ passage. Crouch through the passage and you are at the temple.
¥ - Kill the wizzards in the garden (difficult) and pick up the goodies
¥ lying around.
¥ - Use the daemons eye at the church door. As you step in use
¥ immediately the tetraeder (you find it outside in the garden),
¥ which guarantees temporarily invulnerability. Kill all those
¥ wizzards and take the keycard from the invisible wizzard.
¥ - Leave the temple (on the left side of the door is a tiny green
¥ button) and go back to the river.
¥ - Swim back to the big building ad swim into the building, where
¥ the cages are. Kill the ape-like creatures with grenades and find
¥ another key. With those two keys you can go everywhere now.
¥ - Fight your way up to the roof of the building (level 4) and find
¥ those 5 regeneration sets :-))).
¥ - Move south (second level) and fight further through the building.
¥ - Find the hovercraft in the south-east corner of the map.
¥ - Enter the hovercraft and fly out. Outside ignore the two tanks
¥ and fly through a small passenge, then save :-))
¥ - Ignore the crowded battlefield and fly to the other side, where
¥ the cage is. Kill the wizzard on the plattform and enter the now
¥ open room, whit the face at the wall. You will hear some message
¥ and the demo will be over!
¥ 4. What else?
¥ The demo is an experiment (IMO). The CM-team gave away an early demo
¥ and they look for useful feedback. In the readme-file is a mail-
¥ address, so don't hesitate to write your comments.
¥ Since the game engine is not ready and the plot-elements were left
¥ out, the whole thing looks like an average Doom-Clone somehow.
¥ Its up to us game-players to generate useful suggestions besides
¥ of flames and maybe there will be a patched version of the demo ???
¥ And last, but not least: the demo offers 5 hours of gameplay for free
¥ (just the downloading effort).