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- '$r T H E U N O F F I C I A L Q U A K E F A Q
- $
- $ By Toby Goldstone
- *
-
- ---------------------------------------------------------------------------
- The Unofficial Quake FAQ - version 2.0 (First full release)
- By Toby Goldstone - toby@inferno.prestel.co.uk
-
- Submissions to the FAQ - quakefaq@inferno.prestel.co.uk
- ---------------------------------------------------------------------------
-
- ===========================================================================
- Additions/updates in this version of the UQFAQ
- ===========================================================================
- - Out of beta! The UQFAQ is now at version 2.0. Thanks to everyone who
- helped me get this off the ground, and to everyone who sent me
- corrections. Also thanks to all the contributors to the FAQ.
- Thank you to Tom Wheely for letting me use his FAQ, and to Joost Schuur
- for letting me use sections of his (now dead) www site 'Aftershock' in
- this FAQ. Thanks to Kyle R. Hofmann for his 'Quake Shareware secrets
- FAQ', the people of Stomped for the registered Quake secrets, Michael
- Montgomery for his console commands list, and Nathan Rice for his
- 'Guide to excellent Quakematch'. Thanks also to the people of the
- rec.computer.games.quake.support mailing list for lots of help on lots
- of stuff.
- - Decided to nuke the entire files section. This section took me ages to
- compile, but in the long run I have a feeling that its going to be more
- trouble than it's worth. I can see myself listing every QuakeC patch out
- there... I don't want to do that as you can probably imagine.
- - Multiplayer information. One of the biggest (and possibly the most
- important) sections in the FAQ.
- ===========================================================================
-
- Disclaimer:
- This FAQ is for the use of people who play Quake by id Software. The
- author of this FAQ (and all contributors) can in no way be responsible for
- anything you do after reading this FAQ. This FAQ guarantees *nothing* at
- all. All of the information in this FAQ could be complete crap. You decide.
-
- Trademarks:
- Quake and DOOM are trademarks of id software
- Windows is a trademark of Microsoft corporation
- OS/2 is a trademark of IBM
- Pentium is a trademark of Intel
- Duke Nukem 3D is a trademark of 3D Realms
- Terminator: Future Shock is a trademark of Betheseda Software Works
- Myst is a trademark of Broderbund Software
-
- NOTE: If a trademark isn't here please email me so it can be added.
- All trademarks (shown and not shown) are acknowledged.
-
- Copyright:
- The Unofficial Quake FAQ is Copyright 1996 by Toby Goldstone. All
- rights reserved. You are granted the following rights:
-
- I. To make copies of this FAQ in original form, as long as
- (a) the copies are complete and are unaltered by anyone other than
- Toby Goldstone;
- (b) the copies are in electronic form;
- (c) they give credit to the author, Toby Goldstone.
- II. To distribute this work, under the provisions above, as long as
- (a) the copies are complete and are unaltered by anyone other than
- Toby Goldstone;
- (b) no fee is charged;
- (c) they give credit to the author, Toby Goldstone, in any
- description;
- (d) the distributed form is not in an electronic magazine or within
- computer software;
- (e) the distributed form is the newest version of the FAQ (email the
- author to find the latest version number);
- (f) the distributed form is electronic.
-
- You may NOT distribute this FAQ in *any* non-electronic media.
- You may NOT distribute this FAQ in any electronic magazine.
- You may NOT distribute this FAQ within computer software.
-
- NOTE: These rights are temporary, and may be revoked upon written,
- oral, or other notice by Toby Goldstone. If you wish to distribute
- this FAQ within a magazine or electronic magazine, get in touch with
- the author.
-
- NOTE: Yes, I know this copyright is long-winded. Err, so there.
-
-
- Contents:
-
- [1] Introduction
-
- The Unofficial Quake FAQ
- ~~~~~~~~~~~~~~~~~~~~~~~~
- [1-1] Foreword by the author
- [1-2] About the Unofficial Quake FAQ
- [1-2-1] UK/US spelling issues
- [1-3] Getting the Unofficial Quake FAQ
- [1-3-1] Via Usenet
- [1-3-2] Via WWW
- [1-3-3] Via FTP
- [1-3-4] Via BBS
- [1-4] Submitting stuff to the Unofficial Quake FAQ
- [1-5] Who did the UQFAQ logo?
- [1-6] Acknowledgements
-
- Quake - the game
- ~~~~~~~~~~~~~~~~
- [1-10] How can I get Quake?
- [1-11] Where can I get Quake?
- [1-12] Where can I get the registered version of Quake?
- [1-12-1] In the US
- [1-12-2] In the rest of the world
- [1-13] How do I install Quake?
- [1-14] Where do people discuss Quake?
- [1-13-1] Newsgroups
- [1-13-2] Internet Relay Chat
- [1-15] Are there any Quake WWW pages?
- [1-16] What does Quake need to run?
- [1-16-1] What about non-Intel processors?
-
- [2] What's new?
- [2-1] Fully three-dimensional environment
- [2-2] You can move your head! And jump!
- [2-3] No action button
- [2-4] No map
- [2-5] Better network play
- [2-6] Internet play
- [2-7] More than two players over a modem
- [2-8] Traps and things...
- [2-9] Swimming
- [2-10] Better AI
- [2-11] New Weapons!
-
- [3] Quake basics
- [3-1] The story so far...
- [3-2] The aim of the game
- [3-3] How do I select a skill level?
- [3-4] How do I select a dimension?
- [3-5] How do I move around in Quake?
- [3-5-1] Can I use my mouse?
- [3-5-2] Can I use my joystick?
- [3-5-3] How do I walk around?
- [3-5-4] How do I run?
- [3-5-5] How do I shoot?
- [3-5-6] How do I jump?
- [3-5-7] How do I look up and down?
- [3-5-8] How do I swim?
- [3-5-9] How do I use stuff?
- [3-5-10] How do I pick stuff up?
- [3-5-11] How do I kill myself?
- [3-6] Finding things
- [3-6-1] Switches and Floorplates
- [3-6-2] Doors
- [3-6-3] Secret Doors
- [3-6-4] Platforms or Lifts
- [3-6-5] Pressure Plates and Motion Detectors
- [3-7] Environmental hazards
- [3-7-1] Explosions
- [3-7-2] Water
- [3-7-3] Slime
- [3-7-4] Lave
- [3-7-5] Traps
- [3-7-6] Teleporters
- [3-8] What are the default Quake controls?
- [3-9] The Screen
- [3-9-1] The View area
- [3-9-2] The Inventory bar
- [3-9-3] The Status bar
- [3-9-4] The Score bar
- [3-10] How do I change the screen resolution?
- [3-11] Messages
- [3-12] Ending a level
- [3-13] Ending an episode
-
- [4] The Main Menu
- [4-1] Single Player
- [4-1-1] New Game
- [4-1-2] Load
- [4-1-3] Save
- [4-2] Multiplayer
- [4-2-1] Join a Game
- [4-2-1-1] Modem
- [4-2-1-2] Direct Connect
- [4-2-1-3] IPX
- [4-2-1-4] TCP/IP
- [4-2-2] New Game
- [4-2-2-1] Modem
- [4-2-2-2] Direct Connect
- [4-2-2-3] IPX
- [4-2-2-4] TCP/IP
- [4-2-2-5] The OK bit
- [4-2-2-5-1] Begin Game
- [4-2-2-5-2] Maximum Players
- [4-2-2-5-3] Game Type
- [4-2-2-5-4] Teamplay
- [4-2-2-5-5] Skill
- [4-2-2-5-6] Frag Limit
- [4-2-2-5-7] Time Limit
- [4-2-2-5-8] Episode
- [4-2-2-5-9] Level
- [4-2-3] Setup
- [4-3] Options
- [4-3-1] Customise keys...
- [4-3-2] Go to Console
- [4-3-3] Reset to defaults
- [4-3-4] Screen Size
- [4-3-5] Brightness
- [4-3-6] Mouse Speed
- [4-3-7] CD Music Volume
- [4-3-8] Sound Effects Volume
- [4-3-9] Always Run
- [4-3-10] Invert Mouse up/down
- [4-3-11] Lookspring
- [4-3-12] Lookstrafe
- [4-3-13] Video Options
- [4-4] Help/Ordering
- [4-5] Quit
-
- Game Elements
- -------------
- [5] Weapons
- [5-1] Axe
- [5-2] Shotgun
- [5-3] Double barrelled shotgun
- [5-4] Nailgun
- [5-5] Perferator
- [5-6] Grenade Launcher
- [5-7] Rocket Launcher
- [5-8] Thunderbolt
-
- [6] Ammo and Power-ups
- [6-1] Shells
- [6-2] Flechettes
- [6-3] Grenades
- [6-4] Cells
- [6-5] Armour
- [6-6] Megahealth
- [6-7] Biosuit
- [6-8] Ring of Shadows
- [6-9] Pentagram of Protection
- [6-10] Quad Damage
-
- [7] Monsters in Quake
- [7-1] Rottweiler
- [7-2] Grunt
- [7-3] *Enforcer
- [7-4] Knight
- [7-5] *Death Knight
- [7-6] *Rotfish
- [7-7] Zombie
- [7-8] Scrag
- [7-9] Ogre
- [7-10] *Spawn
- [7-11] Fiend
- [7-12] *Vore
- [7-13] Shambler
-
- I need help playing Quake!
- --------------------------
- [8] Tables and Things
- [8-1] How much does it take to kill a certain Quake monster?
- [8-1-1] Short Range
- [8-1-2] Long Range
- [8-2] Weapon damage table
-
- [9] What are the secret areas in Quake?
- [9-1] START: Introduction
- [9-2] E1M1: The Slipgate Complex
- [9-3] E1M2: Castle of the Damned
- [9-4] E1M3: The Necropolis
- [9-5] E1M4: The Grisly Grotto
- [9-6] E1M5: Gloom Keep
- [9-7] E1M6: The Door to Chthon
- [9-8] E1M7: The House of Chthon
- [9-9] E1M8: Ziggurat Vertigo
- [9-10] Contributors to section [9-1 to 9-9]
- [9-11] E2M1: The Installation
- [9-12] E2M2: The Ogre Citadel
- [9-13] E2M3: The Crypt of Decay
- [9-14] E2M7: Underearth (Secret Level)
- [9-15] E2M4: The Ebon Fortress
- [9-16] E2M5: The Wizard's Manse
- [9-17] E2M6: The Dismal Oubliette
- [9-18] E3M1: Termination Central
- [9-19] E3M2: Vaults of Zin
- [9-20] E3M3: The Tomb of Terror
- [9-21] E3M4: Satan's Dark Delight
- [9-22] E3M7: The Haunted Halls (Secret Level)
- [9-23] E3M5: Wind Tunnels
- [9-24] E3M6: Chambers of Torment
- [9-25] E4M1: The Sewage System
- [9-26] E4M2: The Tower of Despair
- [9-27] E4M3: The Elder God Shrine
- [9-28] E4M4: The Palace of Hate
- [9-29] E4M5: Hell's Atrium
- [9-30] E4M8: The Nameless City (Secret Level)
- [9-31] E4M6: The Pain Maze
- [9-32] E4M7: Azure Agony
-
- [10] Hints and Tips
- [10-1] How do I kill the boss on episode one?
- [10-2] How do I cheat?
- [10-3] How do I kill Shamblers?
- [10-4] Problems killing Scrags...
-
- [11] Deathmatch tactics
- [11-1] Don't walk!
- [11-2] Don't taunt your opponent before hand
- [11-3] Develop Routine
- [11-4] Take up a good firing position before attacking
- [11-5] Know your opponent
-
- [12] Cooperative tactics
- [12-1] Work together
- [12-2] Carnage!
-
- [13] Zer0's guide to excellent Quakematch V.1
- [13-1] Llamah Stuff
- [13-2] The Weapons
- [13-3] The Artifacts
- [13-4] Player Archetypes
- [13-5] The Levels
- [13-6] Your Config
- [13-7] Who to look out for
- [13-8] Teams
- [13-9] Reach out and frag someone
- [13-10] Outro
-
- Technical Stuff
- ---------------
- [14] Quake Commands - The Console and Command Line (MephistoX)
- [14-1] Factors
- [14-2] Command Line Parameters
- [14-3] Console Commands
- [14-4] Actions
-
- [15] Key binding, aliases and config files
- [15-1] Binding keys
- [15-1-1] Bindable keys
- [15-2] Aliases
- [15-3] Config files
-
- [16] Multiplayer: Modem & Direct Connect
- [16-1] System Requirements
- [16-2] Starting a game of Quake
- [16-3] Joining a game of Quake
- [16-4] Modem INIT strings
-
- [17] Multiplayer: Internet
- [17-1] System Requirements
- [17-2] Starting a game of Quake
- [17-3] Joining a game of Quake
-
- [18] Multiplayer: Network
- [18-1] System Requirements
- [18-2] Starting a game of Quake
- [18-3] Joining a game of Quake
-
- [19] Multiplayer: Troubleshooting
- [19-1] Unable to connect
- [19-2] No response
- [19-3] Server Full
- [19-4] Phone jack appears on screen
- [19-5] Frag count freeze
- [19-6] Packet drivers with PDIPX
- [19-7] SLIST sees no servers
- [19-8] "BW_OpenSocket failed: 5"
- [19-9] Severe lag using TCP/IP under Win95
-
- [20] Quake C
-
- Appendixes
- ---------
- [25] Level Editors
- [25-1] THRED
- [25-2] MUQE - Multi User Quake Editor
- [25-3] SpoogEd
- [25-4] QPED
- [25-5] Tremor
- [25-6] AutoQuake
- [25-7] QuakeStudio
- [25-8] QuakeEd
- [25-9] QEU - Quake Editor Utilities
- [25-10] Quest
- [25-11] QMAPhack
- [25-12] Shaker
- [25-13] EdQuake
-
- [26] Quake resources on the internet
- [26-1] WWW sites
- [26-2] FTP sites
- [26-3] Newsgroups
- [26-4] IRC channels
-
- [30] Version History
-
-
- ---------------------------------------------------------------------------
-
- ===
- [1] Introduction
- ===
-
- ~~~~~~~~~~~~~~~~~~~~~~~~
- The Unofficial Quake FAQ
- ~~~~~~~~~~~~~~~~~~~~~~~~
-
- [1-1] Foreword by the author
- =====
- At last! It's finished. Ummmm, I'm fed up with typing, so no more
- foreward for now. Enjoy the FAQ.
-
- Toby Goldstone - 17:03:37 7th September 1996
-
- PS: One thing that didn't make it into this FAQ is good punctuation. Expect
- it in the next release... I want to get this FAQ out onto the net,
- punctuation can wait a few more days <g>.
-
- [1-2] About the Unofficial Quake FAQ
- =====
- The Unofficial Quake FAQ. For the rest of this FAQ, I will refer to it
- as the (U)noffical (Q)uake (F)requently (A)sked (Q)uestions - UQFAQ. The
- UQFAQ is in no way related to id Software or its employees, hence the name.
- This FAQ is not meant to be in competition with any official Quake (or id)
- products.
-
- The UQFAQs version number will increase by 0.1 every time a few things
- have been added/altered, increase by 0.5 every time lots of things have
- been added/altered, and increase by 1.0 every time the UQFAQ has had lots
- of new information added, or every time a substantial amount of information
- has been altered/corrected. Alternatively I will just increase the version
- by 1.0 if I feel like the FAQ needs it :)
-
- Chapter enclosure system (eh?). Chapters are either enclosed with []'s
- or **'s. The reasons for this are below:
-
- [] - Chapters enclosed in small brackets means the information
- contained in that chapter has not been updated/altered since the
- last version of the UQFAQ.
- ** - Chapters enclosed in asterisks means the information contained in
- that chapter is new, or has been updated since the last version
- of the UQFAQ.
-
- [1-2-1] UK/US spelling issues
- -------
- In order to make the UQFAQ look the same each time, I have, as of this
- version, decided to use UK spellings of all words. This mainly because of
- the email I received from disgruntled Brits.... It also makes spell
- checking a lot easier. If its a problem for anyone let me know, I'm sure we
- can work something out.
- NOTE: All console commands will be in US spelling... ie 'COLOR' and
- 'COLOUR'
-
- [1-3] Getting the Unofficial Quake FAQ
- =====
-
- [1-3-1] Via Usenet
- -------
- New versions of the UQFAQ will be posted as soon as they are
- completed. If a new version is not completed for a whole month (or more)
- the FAQ will be posted in its unaltered form.
- The following newsgroup is the *only* newsgroup I will be posting the
- UQFAQ to:
-
- rec.games.computer.quake.announce
-
- [1-3-2] Via WWW
- -------
- I am currently working on a WWW site for the UQFAQ.... You can also
- find the FAQ on many of the Quake pages around. Refer [INCOMPLETE] for more
- info.
-
- [1-3-3] Via FTP
- -------
- This section not done yet.... an FTP site is forthcoming...
-
- [1-3-4] Via BBS
- -------
- The author does not at the time of writing intend to upload the UQFAQ
- to any BBS. This may change within time. You may upload the UQFAQ to a bbs,
- as long as you follow the copyright information at the beginning of the
- UQFAQ. The file_id.diz or information file for the FAQ must included the
- version number.
-
- [1-4] Submitting stuff to the Unofficial Quake FAQ
- =====
- If you have some information you want to share with everyone else then
- email it to me at: toby@inferno.prestel.co.uk
- All submissions will be checked, and may be altered for reasons of
- space or clarity. The author is under no obligation to include any
- information submitted to him. All submissions also become the property of
- the author.
-
- [1-5] Who did the UQFAQ logo?
- =====
- It was created by Frans P. de Vries (fpv@xymph.iaf.nl).
- Heres what he did to make it:
-
- 'I took quakelo.jpg from id's imagery/qgraphcs.zip, converted it to
- monochrome .gif, reduced it to 25% and converted it to ASCII using
- gifscii.'
-
- So now you know.
-
- [1-6] Acknowledgements
- =====
- I started out by listing what everyone had done regarding the FAQ...
- this proved to be a huge undertaking, so I'm just listing all the peoples
- names instead.
-
- id Software for DOOM and for Quake
-
- Everyone on the newsgroups: rec.games.computer.quake.*
-
- People on #Quake for answering some of my dumb questions
-
- Tom Wheeley (tomw@tsys.demon.co.uk)
- Kyle R. Hofmann (rhofmann@crl.com)
- Joost Schuur (jschuur@onlinemagic.com)
- Michael Montgomery (mephisto@owt.com)
- 'Sex Object' (friday@cobalt.demon.co.uk)
- Oliver Lines (Oliver@linesassoc.prestel.co.uk)
- Chris Hubbard (fx88@cityscape.co.uk)
- Andrew Tristan (andrew@babylon.riverside.ca.us)
- Wilson Seto (wseto@cafe.net)
-
- ~~~~~~~~~~~~~~~~
- Quake - the game
- ~~~~~~~~~~~~~~~~
-
- [1-10] How can I get Quake?
- ======
- Quake v1.01 is the lastest version of Quake. Download this version,
- not 1.00, or 0.91 or 0.92.
-
- Quake is available in 7 disk sized .zip files:
-
- qsw101_1.zip
- qsw101_2.zip
- ...
- qsw101_7.zip
-
- or alternatively one big 9Mb file:
-
- quake101.zip
-
- *1-11* Where can I get Quake?
- ======
- Below is a list of ftp sites where you can download the shareware
- version of Quake. You will need an FTP client (such as CuteFTP or WS_FTP)
- to access these sites. Just type the address in the 'connect to' or 'host
- name' areas.
- If you do not have an FTP client then you can download Quake using a
- WWW browser... You need to add the text 'ftp://' to the start of the
- address though. For example:
-
- ftp.idsoftware.com/idstuff/quake
-
- would become
-
- ftp://ftp.idsoftware.com/idstuff/quake/
-
-
- ftp.idsoftware.com/idstuff/quake/ (California, USA)
-
- ftp.cdrom.com/pub/idgames/idstuff/quake (California, USA)
- quake.best.com/mirrors/idsoftware/ (California, USA)
- ftp.gamesdomain.com/pub/companies/id/quake/ (Tennesee, USA)
- ftp.cssweb.com/pub/games/idstuff/quake/ (Kentuky, USA)
- sparky.bright.net/quake/ (Ohio, USA)
- ftp.stomped.com/pub/idstuff/quake/ (Minesota, USA)
- www.pht.com/pub/gamehead/id/ (USA)
- ftp.technomancer.com/pub/idstuff/quake/ (Virginia, USA)
- ftp.infomagic.com/pub/mirrors/doom/idstuff/quake/ (Arizona, USA)
- ftp.feist.com/pub/pc/games/quake/ (Kansas, USA)
- ftp.ameritel.net/idsoftware/quake/ (Maryland, USA)
- ftp.getquake.com/pub/quake/ (Kansas, USA)
- quake.osiriscorp.com/pub/idstuff/quake/ (New York, USA)
- iclass.com/pub/quake/ (Utah, USA)
- ftp.islandnet.com/mirrors/idsoftware/ (Victoria, Canada)
- ftp.orst.edu/pub/doom/idstuff/quake/ (Oregon, USA)
- ftp.ais.net/pub/idgames/idstuff/quake/ (Illinois, USA)
- ftp.gamers.org/pub/games/idgames/idstuff/quake/ (New York, USA)
- mirrors.aol.com/pub/pc_games/doom/idstuff/quake/ (Virginia, USA)
-
- garfield.sch.bme.hu/pub/idstuff/quake/ (Budapest, Hungary)
- idmirror.netvision.be/idstuff/quake/ (Heverlee, Belgium)
- ftp.flexnet.net/pub/quake/ (England)
- ftp.passagen.se/pub/idstuff/ (Sweden)
- ftp.pk.edu.pl/pub/games/id/idstuff/quake/ (Cracow, Poland)
- camel.frtk-campus.mipt.ru/pub/idstuss/quake (Moscow, Russia)
- rulhmpc49.LeidenUniv.nl/pub/mirrors/idsoft/ (Leiden, Holland)
- ftp.gig.nl/pub/idstuff/quake/ (Amsterdam Holland)
- ftp.volftp.vol.it/pub2/idstuff/quake/ (Cagliari, Italy)
- ftp.origo.telenor.no/pub/quake/ (Oslo, Norway)
- ftp.spel.postnet.se/pub/games/id/ (Sweden)
- ftp.bnd.de/pub/quake/ (Berlin, Germany)
- ftp.fu-berlin.de/pub/pc/msdos/games/doom/idstuff/quake/ (Berlin, Germany)
- ftp.luth.se/pub/games/doom/idstuff/quake/ (Sweden)
- ftp.sunet.se/pub/pc/games/idgames/idstuff/quake/ (Sweden)
- flinux.tu-graz.ac.at/pub/idsoftware/idstuff/quake/ (Austria)
- ftp.calvacom.fr/pub/pc/doom/idstuff/quake/ (France)
-
- hyperactive.com.au/pub/games/idstuff/quake/ (Sydney, Australia)
- ftp.powerup.com.au/pub/games/doom/idstuff/quake/ (Australia)
-
- ftp.sun.ac.za/pub/msdos/idgames/idstuff/quake/ (South Africa)
-
- [1-12] Where can I get the registered version of Quake?
- ======
-
- [1-12-1] In the US
- --------
- Quake is currently only available direct from id. The retail version
- of Quake (the one that will be sold by mail order and in stores) will be
- released soon.
-
- [1-12-2] In the rest of the world
- --------
- Quake is *not* available direct from id. Quake is due to go on
- worldwide release in early September. It will be available from mail order
- outlets and stores.
-
- [1-13] How do I install Quake?
- ======
- Firstly you will need to unzip either the 9Mb file or the 7 disk sized
- files using PKUNZIP.
- If you do not have a copy of pkunzip, then first try looking at any
- old magazine coverdisks you might have, as these often have PKUNZIP.EXE on
- them. If this fails you can get a copy from:
-
- ftp://ftp.simtel.net/pub/simtelnet/msdos/pkz204g.exe
-
- or
-
- http://www.winzip.com/ (for the windows version)
-
- After unzipping all the .ZIP files, type `install' and follow the
- instructions on screen.
-
- [1-14] Where do people discuss Quake?
- ======
- On the internet, there are several places where Quake discussion takes
- place.
-
- [1-14-1] Newsgroups
- --------
- There are currently five newsgroups dedicated to the discussion of
- Quake, and one binaries group for the distribution of maps and utilities.
-
- These are:
-
- rec.games.computer.quake.announce (moderated announcement group)
- rec.games.computer.quake.misc (general discussion)
- rec.games.computer.quake.editing (for issues related to Quake editing)
- rec.games.computer.quake.playing (discussing tactics and deathmatches)
- rec.games.computer.quake.servers (regarding large scale Quake servers)
-
- All posts to the .announce group are moderated for content, and is a
- low-traffic group for people wanting information about Quake.
-
- as well as:
-
- alt.binaries.games.quake (for posting of Quake maps and utilities)
-
- Binaries should *not* be posted to the rec.. groups as they can be
- expensive for some people who read those groups, but not a.b.g.q.
-
- Should your newsserver not carry these groups, ask your newsadmin to
- add them. Until then, Quake can also be discussed on the groups
- comp.sys.ibm.pc.games.action and rec.games.computer.doom.misc.
-
- Please note that alt.games.quake (a.g.q) is now obsolete, and all
- Quake discussion should be within the rec.games.computer.quake hierarchy.
- For some of the more general discussion typical of a.g.q, a new newsgroup,
- alt.games.upcoming-3d, has been created.
-
- For more information on why alt.games.quake is obsolete (and why
- alt.games.quake cannot just be left alone), read:
-
- http://www.cdrom.com/pub/idgames2/docs/faqs/agqr_faq.html
-
-
- [1-14-2] Internet Relay Chat
- --------
- A very popular meeting place for live chat regarding Quake is on IRC
- in the channel #quake. Both the undernet and EFnet host this channel
-
- [1-15] Are there any Quake WWW pages?
- ======
- Of course! Check out sectiom [26-1] for a full list.
-
- [1-16] What does Quake need to run?
- ======
- Currently, Quake is available for DOS, Windows 95, and Linux.
-
- Below is the recommended Quake System for a PC:
- . Pentium 75Mhz Processor
- . 16 Mb RAM
- . 25 Mb of Hard disk Space
- . A fast graphics card
-
- This system should provide you with a good frame rate, and an
- enjoyable game of Quake. If you want to play over the internet you will
- need the following:
- . A 28800bps modem
-
- Windows 95 is also recommended, as this makes internet games that much
- easier to play.
-
- You do not really want to play Quake on a 486, although a 486DX4/100
- may *just* be able to hack it if you have enough RAM and a fast video card.
-
- Below is the recommended Quake System for a computer running Linux:
- . A Linux capable computer
- . Kernel version 1.3.88 or above.
- . Libraries: You need an ELF system, I think the latest stable libc
- is v5.2.18.
- . X: There are two binaries: (1) xquake will run under any fairly
- new version of X. I use 3.1.2, and it works fine. Unfortunately
- there is no mouse support. (2) The other binary (xf86quake) only
- runs under beta 3.1.2E. This version of X supports DGA, which
- allows direct access to the video frame buffer, mouse support, and
- so on. I've not been able to get xf86quake working.
- . General Stuff: You need to get the binary distribution (version
- 0.92), which can be got from ftp://ftp.lek.net/pub/linux/quake.
- I'm sure that there are other places. You then need to get the pak
- file from the dos version. You have to get it from quake091.zip,
- the binary will choke on the 1.00 (or 1.01) pak file.
-
- Big thanks to Andrew Tristan (andrew@babylon.riverside.ca.us) for all
- of the above information. I myself have not had the pleasure (?) of trying
- Linux Quake out. Mail me and let me know what you think of it.
-
- [1-16-1] What about non-Intel processors?
- --------
- Quake generally works fine with non-Intel processors, although there
- are some important considerations, generally concerned with the Floating
- Point Unit (FPU) or Math Coprocessor.
- Even though at comparable speeds Cyrix processors run faster than
- the equivalent Intel, this is not the case for Quake, as the FPU on these
- devices is inferior to the Intel one.
- NexGen owners should be even more careful, as these chips do not have
- an FPU! This means that Quake *will not run*. It is possible to use an
- FPU emulator, but the performance is poor.
-
-
- ===
- [2] Whats new?
- ===
- Lots. I can't possibly remember all of the changes, but I'll try to
- mention them all... In the months that I have been playing quake everything
- now seems natural and second nature...
-
- [2-1] Fully three-dimensional environment
- =====
- Levels in Quake are in true 3D. It is possible to have one player
- stand on another players head, for example. This system allows much more
- complex and entertaining levels to be created. In deathmatch this change
- really stands out, with people hiding in places that would have been
- impossible in doom.
- Sprites have also been removed. Quake uses 3D models with textures
- mapped onto them. The only exceptions to this are explosions, air bubbles
- whilst underwater, and the sky.
- Note: Duke 3D and Terminator: Future Shock also implement this to a
- degree.
-
- [2-2] You can move your head! And jump!
- =====
- In Quake you can look up and down. Doesn't sound like much, but id
- have designed the levels so well that you must take advantage of this
- feature. Another feature that id have added is jumping. Again this feature
- is well implemented in the levels.
- Note: When looking up and down your view does not distort. This is a
- major advancement over games such as Duke Nukem 3D.
-
- [2-3] No action button
- =====
- The action button in DOOM, used to open doors and move lifts, has been
- removed. Now you walk into switches or shoot them to activate them.
- Generally speaking, you only have to shoot a switch if you can't reach it.
- There is also a +use command that can be bound to a key, but it is
- unused in Quake. See chapter [13-2] for more details on key binding.
-
- [2-4] No map
- =====
- Having no map is a bit of a pain when you start out, but thinking
- about it, would you really have time to draw a map whilst battling with
- Shamblers? I think not.... Anyway, after a few plays you learn the levels
- off by heart, so there is no real need for a map. How the hell would you be
- able to *easily* use a map anyway? Remember Quake is a 3D game....
-
- [2-5] Better network play
- =====
- Network play is *still* a great laugh in DOOM, but now with Quake
- you can play 16 player!!
-
- [2-6] Internet Play
- =====
- Quake allows you to play with up to 16(!!!) players over the internet.
- Make sure you have a fast modem though (ISDN recommended if you're gonna be
- playing against 15 other people).
- In Quake you can also join games which have already started, and can
- leave games without the game ending (unless you are playing on the server).
-
- [2-7] More than two players over a modem
- =====
- If you can get modem play to work (hahaha) then, in theory, you can
- play against 4 or so friends over a modem. From what I gather, you can also
- connect some *more* friends with direct links! I must try this! Email me if
- you have tried this out...
-
- [2-8] Traps and things...
- =====
- Big bits of metal fly out of walls and smash you, ceilings fall to
- crush you, nail traps perforate you... Quake is trap-ridden, not surprising
- when you consider one of the level designers like roleplaying games like
- D&D...
-
- [2-9] Swimming
- =====
- Nearly forgot this bit! That's how much I am used to it... You can now
- swim around in water, slime, and lava. After about 10 seconds you start to
- choke.... :) Oh, its not recommended that you go swimming in slime or lava
- without the necessary protection.
- Duke 3D also allows you to swim, but the way it does this is
- different. In Quake you 'aim' yourself in the way you want to go, and press
- forward. Duke 3D implements swimming as walking but underwater... you use
- up and down keys, rather than swimming up and down. The method Quake uses
- is more realistic than Duke Nukem 3D's, in other words.
-
-
- [2-10] Better AI
- ======
- id have made some radical new advancements to the computers AI.
- Monsters now use their weapons much more effectively, with the more weedy
- monsters staying back and letting the tougher ones take the damage.
- Monsters now also seem more prone to fighting amongst themselves. In some
- cases you can stand back and watch them all slaughter each other.
-
- [2-11] New Weapons!
- ======
- The Shotgun and Double barrelled Shotgun are still there, but id have
- added the Nailgun, Supernailgun (my favourite gun), Grenade Launcher,
- Rocket Launcher and the Thunderbolt. Note: The thunderbolt is in the
- shareware version! Read the cheats section for more info. Another great
- weapon is the Axe...
-
-
- ===
- [3] Quake basics
- ===
-
- [3-1] The story so far...
- =====
- Note: I just ripped this straight from the quake manual...
-
- Background
- You get the phone call at 4 a.m. By 5:30 you're in the secret
- installation. The commander explains tersely, "It's about the Slipgate
- device. Once we perfect these, we'll be able to use them to transport
- people and cargo from one place to another instantly.
-
- "An enemy codenamed Quake, is using his own slipgates to insert death
- squads inside our bases to kill, steal, and kidnap..
-
- "The hell of it is we have no idea where he's from. Our top scientists
- think Quake's not from Earth, but another dimension. They say Quake's
- preparing to unleash his real army, whatever that is.
-
- "You're our best man. This is Operation Counterstrike and you're in
- charge. Find Quake, and stop him ... or it ... You have full authority
- to requisition anything you need. If the eggheads are right, all our
- lives are expendable.."
-
- Prelude to Destruction
- While scouting the neighborhood, you hear shots back at the base Damn,
- that Quake bastard works fast! He heard about Operation Counterstrike,
- and hit first. Racing back, you see the place is overrun. You are almost
- certainly the only survivor. Operation Counterstrike is over. Except for
- you.
-
- You know that the heart of the installation holds a slipgate.
- Since Quake's killers came through, it is still set to his dimension.
- You can use it to get loose in his hometown. Maybe you can get to the
- asshole personally. You pump a round into your shotgun, and get moving.
-
- [3-2] The aim of the game
- =====
- Same as DOOM really. Stay alive and finish the level you're in. When
- you complete an entire dimension, you'll find a rune and another slipgate,
- which takes you to the start.
-
- [3-3] How do I select a skill level?
- =====
- When you start Quake and select New Game, you are presented with three
- hallways. The one on the left selects easy skill, the one in the middle
- selects medium skill, and the one on the right selects hard skill. Walk
- down one of the hallways and into the slipgate. There is also a hidden
- "nightmare" level skill level. Its location is revealed in [9-1].
-
- [3-4] How do I select a dimension?
- =====
- After selecting a skill level you are teleported into a room with four
- exits. Walk down one of them and into the slipgate to start playing (you
- can only play dimension 1, 'The Doomed Dimension' at the time of writing).
- The Doomed Dimension is the hallway to the left when you step off the
- teleporter.
-
- [3-5] How do I move around in Quake?
- =====
- NOTE: All of the following key references refer to the default Quake
- keys. You may prefer changes them to something more suitable, especially if
- (like me) you have a Windows 95 keyboard.
-
- [3-5-1] Can I use my mouse?
- -------
- Yes. Using a mouse is recommended way to play. Although it takes some
- getting used to, a player using a mixture of the keyboard and mouse, will
- almost always beat a keyboard only player.
-
- [3-5-2] Can I use my joystick?
- -------
- As long as you have the 0.92 patch. Joystick play is not favoured by
- most Quake players, although I have seen one player who plays a good game
- of Quake using it. NOTE: Using the joystick slows game play by a few
- percent! This is a serious disadvantage. If you intend playing with other
- people, learn to use the keys or mouse, so as not to slow the game down. If
- you want to leave your joystick plugged in, but not use it, then type
- joystick 0 in the console, or start Quake with the -nojoy command line
- parameter. See section [13-1] and [13-2] for more information on this.
-
- [3-5-3] How do I walk around?
- -------
- Easy. Just use the arrow keys, the joystick, or the mouse. To rotate
- your view press either the left or right arrow keys, move the mouse to the
- left or right, or move the joystick to the left or right.
- To stay alive in Quake you will also need to dodge left or right to
- avoid the monsters. This can be done by pressing the strafe key [ALT]. Hold
- the key down and move left or right in the normal way, to dodge incoming
- fire. Try it. You can also use the [<] and [>] keys to sidestep left and
- right.
-
- [3-5-4] How do I run?
- -------
- Press the [SHIFT] key whilst moving. You may also like to go to the
- main menu, then go to options and select 'Always Run'. This means you that
- you will move around at running speed by default.
-
- [3-5-5] How do I shoot?
- -------
- Press the [CTRL] key, left mouse button, or joystick button #1 to
- fire. Hold it down to release even more shots. Remember to watch your ammo.
-
- [3-5-6] How do I jump?
- -------
- Press the [SPACE BAR] or [ENTER] key to jump. If you are moving and
- then jump, you jump further. If you are moving up a slope and jump, you
- jump higher. Its possible to reach some otherwise hidden areas with the
- jump key. Combine running and jumping to leap great distances. It is also
- possible to jump right over some of the smaller monsters, escaping damage.
-
- [3-5-7] How do I look up and down?
- -------
- To look up, press the [A] or [PgDn] key. To look down, press the [X]
- or [DEL] key. To center your view, press the [X] or [END] key.
-
- [3-5-8] How do I swim?
- -------
- When you jump into the water moving around is similar to moving around
- on land. Aim yourself in the direction you want to travel, and press
- forward. To move up or down, use the look up and look down keys. To go
- straight to the surface, press the [SPACE BAR] key. You can also use the
- [SPACE BAR] to tread water whilst on the surface.
-
- [3-5-9] How do I use stuff?
- -------
- If you are a DOOM player, you may miss the use key. You now have to
- walk into switches, or maybe shoot them, to use a feature. Some items, such
- as lifts, are activated when you walk onto them. Other items are time
- delayed, like some lifts (again) are.
-
- [3-5-10] How do I pick stuff up?
- --------
- To pick up items, weapons and power-ups, just walk over them. If this
- doesn't work, then you probably have the maximum amount of that thing. If
- the item you are trying to pick up is armour, and you can't pick it up,
- then the armour you are already wearing is better.
-
- [3-5-11] How do I kill myself?
- --------
- If you get stuck and can't move, or are too scared to continue, type
- 'KILL' in the console [~] to kill yourself. I prefer to fire a grenade at
- the wall i am standing next to though. Messy and fun :) Note: When you
- kill yourself you start at the beginning of the level with only the shotgun
- and axe. Your health and armour is set at the default values.
-
- [3-6] Finding things
- =====
-
- [3-6-1] Switches and Floorplates
- -------
- All switches will activate when you touch them. If you see a switch
- which you cannot reach, or doesn't do anything when you touch it, it is
- probably a shootable switch. Fire at these types of switch to activate
- them. All switches may trigger a trap or a monster, but they usually do
- more good than bad. In other words, activate every switch you encounter.
-
- [3-6-2] Doors
- -------
- Most doors in Quake will open on approach. If one doesn't, look around
- for a switch or a floor plate. A switch may need a key. You can tell which
- doors need which key because they have a coloured key symbol on them.
-
- [3-6-3] Secret Doors
- -------
- Some doors are hidden. These doors will often be textured with a
- slightly different graphic than the rest of a wall, so they are easier to
- spot. Most secret doors open when hit (with the axe) or shot. If they
- don't, look for a switch or pressure plate.
-
- [3-6-4] Platforms or Lifts
- -------
- In the shareware version of Quake, all the platforms ascend and
- descend. In the registered version of Quake, platforms follow tracks around
- an area or a level. To activate a platform, walk on it, or press a nearby
- switch. Most platforms will not reset until you step off of them.
- Note: In Quake all platforms can follow arbitrarily defined paths. In the
- shareware version, this capability is not used to it's full extent, and
- platforms only move up and down. Maybe in the deluge of new levels that
- follow this feature will be used.
-
- [3-6-5] Pressure Plates and Motion Detectors
- -------
- These come in two forms, visible and hidden. They may open a door,
- start a trap, warn of danger, or do something else...
-
- [3-7] Environmental Hazards
- =====
-
- [3-7-1] Explosions
- -------
- Some careless person has left radioactive containers around some
- military bases, just waiting to be shot. When these *are* shot, they
- explode, killing (or severely hurting) everything in the near vicinity.
- Grenades that you fire also work in this way, but are less powerful.
- Remember your own grenades *will* cause damage to you if you stand too
- close.
-
- [3-7-2] Water
- -------
- Water is just water. Safe enough for a quick swim, but don't stay
- underwater for more than ten seconds, as you start to choke from lack of
- air..
- Remember to come up for a breather every so often.
-
- [3-7-3] Slime
- -------
- Hurts you a lot. Don't hang around in this stuff. Get a biosuit to
- save yourself from certain doom.
-
- [3-7-4] Lava
- -------
- Do not touch the lava. It'll kill you in two seconds. The Pentagram of
- Protection is your only hope of survival in this stuff.
-
- [3-7-5] Traps
- -------
- Traps in Quake come in many different flavours (yum). Some of the
- traps you will encounter are: spike shooters, ambushes, trapdoors and
- crushing ceilings. Don't worry though. The traps in Quake are usually few
- and far between.... but all are deadly.
-
- [3-7-6] Teleporters
- -------
- These are the gates you walk through to select a skill level. Jump
- into them to be transported to another place on the same level.
- This is a really cool way of killing people in deathmatch. Wait for
- them to go through, then follow them straight away. If you're lucky, you
- will teleport directly on that person, and kill them instantly. This is
- known as telefragging.
-
- [3-8] What are the default Quake controls?
- =====
- Note: The following information was ripped from the Quake manual, and
- reformatted to look nice.
- By using the key configuration option from the Main Menu, you can
- customise the keyboard to suit your fancy, except for the Function keys,
- the [ESCAPE] key, and the [~] (tilde) key.
-
- FUNCTION KEYS | WEAPONS
- Help F1 | Axe 1
- Save Game F2 | Shotgun 2
- Load Game F3 | Double Barrelled Shotgun 3
- Options Menu F4 | Nailgun 4
- Multiplayer Menu F5 | Supernailgun 5
- Quicksave F6 | Grenade Launcher 6
- Quickload F9 | Rocket 7
- Quit to operating system F10 | Thunderbolt 8
- Screenshot F12 | Change to next weapon /
- |
- MOVEMENT | OTHER CONTROLS
- Move / Turn arrow keys | Main Menu Escape
- Jump / Swim Space bar or Enter | Console ~ (tilde)
- Run Shift | Look Up A or PgDn
- Sidestep Left . or > | Look Down Z or Del
- Sidestep Right , or < | Center View X or End
- Strafe * Alt | Mouse Look ** \ or center
- | mouse button
- | Keyboard Look *** Ins
- | Increase view area +
- | Decrease view area -
-
- * Turning right or left sidesteps instead while the Strafe key is
- pressed.
- ** Sliding your mouse forward and back looks up and down while the Mouse
- Look key is pressed.
- *** The walk forward/backpedal arrows will look up and down while the
- Keyboard Look key is pressed.
-
- [3-9] The Screen
- =====
-
- [3-9-1] The View area
- -------
- The view area is where all the action takes place. This is what you
- can see. Anything in the view area is part off the Quake level you are on.
- You can use the [+] and [-] keys to resize this view.
-
- [3-9-1] The Inventory Bar
- -------
- Lists ammo, weapons, deathmatch scores, and power-ups. The active
- weapon is lit up. Each weapon has a number by it -- type the appropriate
- number key to switch to that weapon. In addition, this gives the amount of
- ammo you have for each type of weapon, any keys you possess, and any
- power-ups currently active. Plus it shows how many and which of the four
- Runes you possess.
- In Deathmatch, it shows the top four scores in the game.
-
- [3-9-2] The Status bar
- -------
- A vital part of the screen. When your armour, hit points, or ammo get
- low, the number turns red.
- From left to right, the big numbers represent: Armour Points, Health,
- and Ammo (of the current weapon). Icons show the Armour Type (green,
- yellow, or red), your adorable face, and your Ammo Type).
-
- [3-9-3] The Score bar
- -------
- Hold down the Tab key to replace the Status Bar with the Score Bar.
- This lists the proportion of monsters you've killed, secrets you've found,
- and time you've spent, along with the level name.
- In Deathmatch, the Score bar lists the top six scorers, along with
- their names.
-
- [3-10] How do I change the screen resolution?
- ======
- To change your screen resolution, press the [~] key and type the
- following: 'vid_describemodes'. This will list 10 video modes which you can
- select. You start on the lowest video mode by default. To change to a
- higher screen resolution, type the following: 'vid_mode x', where x is the
- number of the video mode you wish to change to, ie: 'vid_mode 10'.
- You can also go to the Main Menu, then to Options, then to Video
- Options to achieve the same result.
- To access the high resolution graphics modes you will need a copy of
- SciTech DisplayDoctor, which is available at:
-
- http://www.scitechsoft.com
-
- This TSR allows you to use SVGA modes. Display Doctor is shareware.
-
- [3-11] Messages
- ======
- Every time you pick up some ammo, a gun or some other non-special item,
- Quake will inform you by playing a sound and placing a message at the top
- of the screen. You can ignore these, their only purpose is to let you know
- you got that object.
- Other messages will appear in the middle of the screen. These messages
- are important. And you should read them. On the first few levels, these
- messages are used to help you get used to Quake, whilst on harder levels
- you will find less messages, and maybe more cryptic ones.
-
- [3-12] Ending a level
- ======
- When you get to the end of a level you will find a slipgate or large
- archway. Walk through these to start the next level.
- You start the new level with the same armour, weapons, and ammo you
- had at the end of the previous one. If a power-up was active at the end of
- the previous level, it is now, sadly, gone. Make the best of it. If your
- hit points were over 100 or under 50, they are altered to 100 or 50
- respectively. Otherwise, your hit points are unchanged.
-
- [3-13] Ending an episode
- ======
- When you have finished the last level on a particular episode, walk
- through the large slipgate to return to the starting hall. When you start a
- new dimension, you start from scratch. The only weapons you get are the Axe
- and the Shotgun.
-
-
- ===
- [4] The Main Menu
- ===
- To access the main menu press the [ESCAPE] key at any time whilst
- Quake is running. Whilst you are using the menu system, Quake is paused. To
- select an item from a menu, move up or down it using the up and down arrows
- keys. To go back to the previous menu, press [ESCAPE]. To return to the
- game, press [ESCAPE] whilst on the main menu.
-
- [4-1] Single Player
- =====
- Use this menu to start, load and save single player games.
-
- [4-1-1] New Game
- -------
- This starts a new game of Quake. It will either stop the demo
- currently playing, or end the game currently in progress. You will start in
- the skill selection hall. Check out '[3-3] How do I select a skill level?'
- for more information on starting a game of Quake.
-
- [4-1-2] Load
- -------
- Lets you load a saved Quake level. You restart in exactly the same
- place you saved at, with all the same weapons and power-ups.
-
- [4-1-3] Save
- -------
- Allows you to save the current Quake game in one of twelve save game
- slots. When you save a game, the level name and kills will be displayed, so
- when loading you know roughly where you are in a level (the more the kills
- the nearer to the end, generally speaking).
-
- [4-2] Multiplayer
- =====
- Another huge update in v1.0 of Quake. Use this menu to setup and run
- all aspects of multiplayer Quake.
- Note: I am not going into details here of how to start and play
- multiplayer games. That's in sections [16] to [19] of the FAQ. This is just
- so you know how and where you setup these details.
-
- [4-2-1] Join a Game
- -------
- This is the menu you use to setup and play a multiplayer of Quake.
-
- [4-2-1-1] Modem
- ---------
- Port - Select the COM port you have your modem connected to.
- IRQ - This will automatically change when you change your 'Port'
- setting. Do not alter it by hand unless you know what you are doing.
- Baud - The baud rate of your COM port or less. Higher baud rates are
- not always the best. The minimum baud rate is 9600, the maximum 57600.
- Modem Setup... - This is where you set your modems init strings. You
- can also select either tone or pulse dialing. Tone dialing is the standard
- in most parts of the UK and America, as well as in the rest of the world.
- Phone number - The phone number of the person who you are going to
- call in order to play Quake. Remember to put in the area code if the call
- isn't local to you.
- Connect - Select this to dial the phone number and start a game of
- Quake.
-
- [4-2-1-2] Direct Connect
- ---------
- Port - Select the COM port you have your modem connected to.
- IRQ - This will automatically change when you change your 'Port'
- setting. Do not alter it by hand unless you know what you are doing.
- Baud - The baud rate of your COM port or less. Higher baud rates are
- not always the best. The minimum baud rate is 9600, the maximum 57600.
- Connect - Select this to connect to the other computer via a direct
- connection.
-
- [4-2-1-3] IPX
- ---------
- Address - You address on the network. Note: You cannot manually change
- this option, Quake sets it for you.
- Port - The port at which you will connect to the server. This is
- fine as it is, so just leave it as the default unless you know what you are
- doing.
- Search for local games... - Causes Quake to search the network for
- multiplayer games. It will return a list of the games of Quake running on a
- server. Select the game you want to join and press enter. If no games can
- be found Quake will give the message 'No Quake servers found'.
- Join a game at... - Type in the ip address of the quake server you
- want to connect to.
-
- [4-2-1-4] TCP/IP
- ---------
- Address - You address on the network. Note: You cannot manually change
- this option, Quake sets it for you.
- Port - The port at which you will connect to the server. This is
- fine as it is, so just leave it as the default unless you know what you are
- doing.
- Search for local games... - Causes Quake to search the internet for
- multiplayer games. It will return a list of the games of Quake running on a
- server. Select the game you want to join and press enter. If no games can
- be found Quake will give the message 'No Quake servers found'.
- Join a game at... - Type in the ip address of the quake server you
- want to connect to.
-
- [4-2-2] New Game
- -------
- This menu allows you to setup and play a multiplayer game of Quake.
- If you want to setup a game of Quake you wait to be called, you do not
- dial out yourself. The person dialing you is the client, you are the
- server.
- NOTE: When you select OK, another menu will come up, describing the
- game options. This is documented in section [4-2-2-5].
-
- [4-2-2-1] Modem
- ---------
- Port - Select the COM port you have your modem connected to.
- IRQ - This will automatically change when you change your 'Port'
- setting. Do not alter it by hand unless you know what you are doing.
- Baud - The baud rate of your COM port or less. Higher baud rates are
- not always the best. The minimum baud rate is 9600, the maximum 57600.
- Modem Setup... - This is where you set your modems init strings. You
- can also select either tone or pulse dialing. Tone dialing is the standard
- in most parts of the UK and America, as well as in the rest of the world.
- OK - Waits for an incoming call.
-
- [4-2-2-2] Direct Connect
- ---------
- Port - Select the COM port you have your modem connected to.
- IRQ - This will automatically change when you change your 'Port'
- setting. Do not alter it by hand unless you know what you are doing.
- Baud - The baud rate of your COM port or less. Higher baud rates are
- not always the best. The minimum baud rate is 9600, the maximum 57600.
- OK - Waits for an incoming connection.
-
- [4-2-2-3] IPX
- ---------
- Address - You address on the network. Note: You cannot manually change
- this option, Quake sets it for you.
- Port - The port at which you clients will connect to you. This is
- fine as it is, so just leave it as the default unless you know what you are
- doing.
- OK - Waits for an incoming connection.
-
- [4-2-2-4] TCP/IP
- ---------
- Address - You address on the network. Note: You cannot manually change
- this option, Quake sets it for you.
- Port - The port at which you clients will connect to you. This is
- fine as it is, so just leave it as the default unless you know what you are
- doing.
- OK - Waits for an incoming connection.
-
- [4-2-2-5]
- ---------
- The OK bit... Sorry for the long section titles here... you think of a
- better way :)
-
- [4-2-2-5-1] Begin Game
- -----------
- Starts a multiplayer game of Quake. You may want to setup some of the
- options below though.
-
- [4-2-2-5-2] Maximum Players
- -----------
- The total number of players you want to be in your game. Note: You can
- only have a maximum of 4 players, unless you are running a dedicated
- server.
-
- [4-2-2-5-3] Game Type
- -----------
- Selects with Deathmatch or Cooperative. Deathmatch is where you have
- to kill your friends, cooperative is you and your friends versus the
- monsters.
-
- [4-2-2-5-4] Teamplay
- -----------
- Here you can select if your team members will be affected from
- friendly fire. This is great if you want to let rip in a packed room, and
- not worry about hitting your friends. Note: Armour will still decrease if
- you shoot someone on your side, just not health.
-
- [4-2-2-5-5] Skill
- -----------
- Increases the amount of pain you cause in Quake. Easy means a shotgun
- is not too powerful, nightmare means a shotgun is very powerful, for
- example...
-
- [4-2-2-5-6] Frag Limit
- -----------
- Selectable in 10 Frag increments. A frag is one kill. You can set this
- figure from none to 100. A game of, say, a 50 frag limit, won't end until
- the 50th frag has happened, or the time limit is reached. When the frag
- limit is reached, the game ends. A frag limit of none means the game is not
- restricted, and will only end when someone ends the level.
-
- [4-2-2-5-7] Time Limit
- -----------
- Selectable in 10 minute increments. You can set this figure from none
- to 60. A game of, say, a 30 minute limit, won't end until the game reaches
- 30 minutes, or the frag limit is reached. When the time limit is reached,
- the game ends. A time limit of none means the game is not restricted, and
- will only end when someone ends the level.
-
- [4-2-2-5-8] Episode
- -----------
- Select the episode you wish to start in.
-
- [4-2-2-5-9] Level
- -----------
- Select the level you wish to start on.
-
- [4-2-3] Setup
- -------
- Hostname: Name of the Quake game you wish to start up.
- Your Name: This is your name, and the name people will see as you in
- the game.
- Shirt Color: Select the colour of your shirt.
- Pants Color: Select the colour of your pants/trousers.
-
-
- [4-3] Options
- =====
- Brings up Quake's options menu.
-
- [4-3-1] Customise keys...
- -------
- Allows you to change most of the keys you can use in Quake. How to do
- this is self explanatory, and not worth me describing.
- You can also use the 'bind' command in the console to do this. Check
- out [14-2] for info on how to do this.
-
- [4-3-2] Go to Console
- -------
- Brings the console up. Note: Pressing the [~] key also does this.
-
- [4-3-3] Reset to defaults
- -------
- Resets everything to its default.
-
- [4-3-4] Screen Size
- -------
- Alters the size of the screen. Pressing the [+] and [-] keys whilst in
- play also have the same effect.
-
- [4-3-5] Brightness
- -------
- Adjusts the brightness of the display. Usefull if you don't want to
- mess with your monitor settings, or need it *even* brighter. Note: Turning
- brightness up to its highest level and putting your monitor brightness to
- its highest level, just to see things that are in the dark, is considered
- to be a little lame. Dark is good. You don't know whats going to jump you.
- You can also do this by using the 'gamma' console command. Check out
- [14-2] for info on how to do this.
-
- [4-3-6] Mouse Speed
- -------
- Adjusts the sensitivity of the mouse.
- Console command 'sensitivity' also changes this. Read [14-2] for info
- on how to do this.
-
- [4-3-7] CD Music Volume
- -------
- Adjusts the music volume.
-
- [4-3-8] Sound Effects Volume
- -------
- Adjusts the volume of the sound effects.
-
- [4-3-9] Always Run
- -------
- If you turn this on, when you move you will automatically move at
- running speed. I turned this option on ever since I started playing Quake,
- and haven't turned if off since...
-
- [4-3-10] Invert Mouse up/down
- --------
- This gives your mouse "airplane-style" controls. This means that
- pushing the mouse forward "noses down", and pulling it back "noses up".
- Some people prefer this control technique. If you're not sure what I mean,
- then play a flight sim and find out!
-
- [4-3-11] Lookspring
- --------
- Returns your view immediately to straight ahead when you release the
- look up / down key. Otherwise, you must move forward for a step or two
- before your view snaps back. Lookspring does not work while you are
- underwater.
-
- [4-3-12] Lookstrafe
- --------
- If you are using the look up / down key, then this option causes you
- to sidestep instead of turn when you try to move left or right.
-
- [4-3-13] Video Options
- --------
- Here you can select which video mode you would like to play Quake in.
- It is a good idea to play in the highest and smoothest video mode possible.
- Press [ENTER] to select a video mode.
- Press [T] to test a video mode out for 5 seconds. After 5 seconds
- Quake will change back to your previous video mode.
- Press [D] to make the currently selected video mode the default for
- Quake. This means that when Quake starts up it will automatically use the
- selected video mode.
-
- [4-4] Help/Ordering
- =====
- Displays Quakes (less than helpful) in game help menu. Also provides
- details of how to order Quake (if you live in the USA).
-
- [4-5] Quit
- =====
- Quits Quake. Obviously.
-
-
- -------------
- Game Elements
- -------------
- ===
- [5] Weapons and Monsters
- ===
-
- [5-1] Axe
- =====
- I love this weapon. It's just as powerful as the normal shotgun (on
- grunts at least)... two hits and they are down. It's also a good way to
- relieve stress when you're mad. Turn god mode on for some *real*
- satisfaction...
- Another benefit of this weapon is that it doesn't eat (any) ammo.
-
- [5-2] Shotgun
- =====
- Not very good really. Get a new weapon quick. This is not a good thing
- for killing the Quake nasties with.
- Uses up 1 shotgun shell per shot.
-
- [5-3] Double barrelled shotgun
- =====
- An ok weapon for the first few levels of Quake. It is, however, slow
- to reload and has a very loose shot pattern at long range (the further away
- the target, the less damage it causes).
- This weapon takes up two shells per shot.
-
- [5-4] Nailgun
- =====
- This weapon looks really cool... It's also very good. It chucks out
- nails through its two barrels at an alarming rate. Excellent against
- Knights, Grunts, Spawns and Ogres. Useful (but less effective) on the more
- powerful creatures.
- Uses up lots of ammo in a short time.
-
- [5-5] Perforator
- =====
- Same as the above but with *four* barrels! This is the weapon of
- choice for killing most of the quake monsters. Watch your friends get mowed
- down in deathmatch.
- You can fire this gun for about 5 seconds before it runs out of ammo.
- Watch that ammo counter carefully... Save this gun for when you need it.
-
- [5-6] Grenade Launcher
- =====
- Another cool new gun. This one fires a grenade, which either kills on
- impact, or bounces around the room till it explodes. Grenade blasts can be
- used to switch switches. Note that bouncing a grenade off of a switch does
- not switch it. This is the best weapon for killing Zombies.
- Uses 1 grenade per shot. Not very accurate
-
- [5-7] Rocket Launcher
- =====
- This weapon also uses grenades, but is much more precise than the
- grenade laucher. Fires a grenade at top speed towards an enemy. Certain
- death for all of the smaller bad guys (Grunts, Dogs, Knights, Zombies). 2
- hits will kill an ogre.
- Takes 1 grenade per shot.
-
- [5-8] Thunderbolt
- =====
- This weapon *is* in the shareware version! id decided to leave it in
- for some reason or another (ie they forgot to take it out). To use it, type
- IMPULSE 9 in the console. This also gives you all the other weapons. Check
- out the cheats section for more info.
- This gun is cool. It sounds and looks good. When you fire it a jagged
- beam of white/blue energy fires out, which cuts up anything in its path.
- Great fun for slicing up grunts and knights. It's also a great help against
- the larger monster, though I still prefer to grenade them.
- This weapon kicks ass in deathmatch. Get this and the Rocket Launcher
- and you can dish out some serious pain.
- Don't fire this underwater either, it's nasty.
-
- ===
- [6] Ammo and Power-ups
- ===
-
- [6-1] Shells
- =====
- Shotguns and double barrelled shotguns use these. The shotgun uses one
- per shot, whilst the double barrelled shotgun uses two per shot.
- A small box holds 20.
-
- [6-2] Flechettes
- =====
- For the nailgun and supernailgun.
- A small box holds only 25.
-
- [6-3] Grenades
- =====
- For grenade launchers and rocket launchers.
- A small crate holds 5.
-
- [6-4] Cells
- =====
- The thunderbolt uses these.
- A small battery has 6 charges, lasting a little over a second
-
- [6-5] Armour
- =====
- There are three types of armour available: Green, Yellow and Red.
- Green is weak armour, whilst Red is good armour. Yellow is, er, in the
- middle. Look at this list for more info:
-
- Kyle Hofmann (rhofmann@crl.com)
- Green absorbs 25% of the damage you take and gives you a 100% armour
- level. Yellow absorbs 50% of the damage you take and gives you a 150%
- armour level. Red Absorbs 75% of the damage you take and gives you a 200%
- armour level.
-
- [6-6] Megahealth
- =====
- Gives you 100 extra hit points. Very useful. After a couple of
- seconds, all hitpoints over 100 start to drain away, until your hitpoints
- reach 100. Enjoy it while it lasts.
-
- [6-7] Biosuit
- =====
- Gives you an increased air supply in water and slime, and also has the
- added bonus of letting you travel in slime without being hurt. Lasts about
- 15 seconds. Lava is still deadly, even if you are wearing a biosuit.
-
- [6-8] Ring of Shadows
- =====
- Makes you almost totally invisible. Only your eyes can be seen
- (spooky). Monsters can't see you unless you shoot at them, at which point
- they fire everything they have (remember the movie 'Predator').
-
- [6-9] Pentagram of Protection
- =====
- Makes you completely invulnerable. Lasts for only a short time. Use it
- to scare your opponent in deathmatch. Watch his face when he shoots a
- rocket at you and you just shrug it off...
-
- [6-10] Quad Damage
- ======
- Everytime you fire you unleash four times the damage. Certain death
- for most monsters with just a few hits! Use the axe for some *real* fun!
-
-
- ===
- [7] Monsters in Quake
- ===
-
- [7-1] Rottweiler
- =====
- Annoying little dogs. Can cause a fair bit of damage if not dealt with
- quickly. Can take two hits with the normal shotgun. Many grunts get lonely
- and have rottweilers around to keep them company. This mainly happens on
- the first few levels, so watch out.
-
- [7-2] Grunt
- =====
- God, are these guys *ugly*! Get up close and look at their faces!
- Yuck! They can also dish out quite a bit of pain if you don't get them
- quick. Can take two shotgun hits at close range. Hard to hit at long range,
- so don't waste shots trying to get them if they are far away.
-
- [7-3] *Enforcer
- =====
- Grunts with lasers. Nasty... kill em fast. Note: Registered version
- only.
-
- [7-4] Knight
- =====
- Evil looking things. They run *very* fast, considering they are
- supposed to be wearing heavy armour. Take this out at long range. If they
- get close then you are in trouble. Their swords cut big chunks out of you.
-
- [7-5] *Death Knight
- =====
- A very mean version of the Knight. Deal with them *before* they get
- near you. Note: Registered version only.
-
- [7-6] *Rotfish
- =====
- Those disgusting fish things from the Deathmatch Test. Easy to kill,
- but hard to target. Don't get surrounded by them. Note: Registered version
- only.
-
- [7-7] Zombie
- =====
- These are weird. They make a kind of groaning, moaning sound. They
- also look like decomposing corpses (which is what they are supposed to be,
- so that's ok). These guys are already dead, and have been re-animated by
- Quake. Conventional weapons don't work on them, only the grenade and rocket
- launchers do.
- Although conventional weapons don't actually kill these, they do slow
- them down, and force them to fall over.... A grenade is a much better idea
- though.
-
- [7-8] Scrag
- =====
- Possibly the worst looking things ever. Take one fish, one ugly face,
- mix, and you have a Scrag. These guys fly around and throw green stuff at
- you. Watch out. The nailguns work best on these guys, remember the
- Cacodemons of DOOM? Get them with the chainsaw and they can't fire back.
- Same applies to Scrags in Quake.
-
- [7-9] Ogre
- =====
- You'll learn to respect these guys fast. They have a chainsaw *in* one
- arm, and a grenade launcher in the other. Keep dodging to avoid the
- grenades, but don't get too close to them, or they'll tear you apart.
-
- [7-10] *Spawn
- ======
- Big blue things that float around and ram into you. Don't get near
- them. Note: Registered version only.
-
- [7-11] Fiend
- ======
- Scary. BIG dog like things with horns. Can take about 4 grenades. Most
- of the levels pack them in groups of two or more. Dishing out 8 grenades in
- a few seconds, without getting hurt yourself, is no easy task.
-
- [7-12] *Vore
- ======
- Spider things with people stuck on.... like that head thing in 'Toy
- Story'... Looks spooky. It can also dish some pain out, so kill them fast.
- Note: Registered version only.
-
- [7-13] Shambler
- ======
- These are simply amazing! I thought this was a boss when I first saw
- it! These guys can *really* hurt you, and, much to my dismay, take lots of
- punishment too. When I first saw one of these I ran. Turn off the lights
- and play on nightmare skill setting. These guys crop up *real* soon in the
- game... The best tactic is to circle round and round them firing the super
- nailgun in their general direction.
- I once killed *two* of these guys when I was on 3% health, and had no
- armour (I think it was E1M3)! The secret is to keep sidestepping. They
- can't 'lock on' to you. They use an organic version of the thunderbolt to
- hurt you.
-
-
- --------------------------
- I need help playing Quake!
- --------------------------
- ===
- [8] Tables and Things...
- ===
-
- [8-1] How much does it take to kill a certain Quake monster?
- =====
- Thanks to Kyle Hofmann for the new table design.
-
- [8-1-1] Short Range
- -------
- Short range means bloody close, to six or seven meters away. Scary.
- Thanks to Andrew Tristan (andrew@babylon.riverside.ca.us) for some of
- the Shambler stuff.
- Thanks also to Wilson Seto (wseto@cafe.net) for all of the number of
- nails needed to kill eack monster.
-
- A = Axe, S = Shotgun, DS = Double Barreled Shotgun, NG = Nailgun,
- P = Perforator, GL = Grenade Launcher, RL = Rocket Launcher,
- T = Thunderbolt
-
- +-----------+------------+--------+------------------------------+
- | | | | Shots to Kill |
- | Monster | Hit points | To gib +---+---+---+---+---+--+---+---+
- | | | | A | S |DS |NG | P |GL|RL | T |
- +-----------+------------+--------+---+---+---+---+---+--+---+---+
- | Dog | 25 | -35 | 2 | 2 | 1 | 3 | 2 |1 | 1 | 1 |
- | Rotfish | 25 | N/A | 2 | 2 | 1 | 3 | 2 |1 | 1 | 1 |
- | Grunt | 30 | -35 | 2 | 2 | 1 | 4 | 2 |1 | 1 | 1 |
- | Zombie* | 60 | 0 |N/A|N/A|N/A|N/A|N/A|1 | 1 |N/A|
- | Knight | 75 | -40 | 4 | 4 | 2 | 9 | 5 |1 | 1 | 3 |
- | Enforcer | 80 | -35 | 4 | 4 | 2 | 9 | 5 |1 | 1 | 3 |
- | Scrag | 80 | -40 | 4 | 4 | 2 | 9 | 5 |1 | 1 | 3 |
- | Spawn | 80 | N/A | 4 | 4 | 2 | 9 | 5 |1 | 1 | 3 |
- | Ogre | 200 | -80 |10 | 9 | 4 |23 |12 |2 | 2 | 7 |
- | D. Knight | 250 | -40 |13 |11 | 5 |28 |14 |3 | 3 | 9 |
- | Fiend | 300 | -80 |15 |13 | 6 |34 |17 |3 | 3 |10 |
- | Vore | 400 | -90 |20 |17 | 8 |45 |23 |4 | 4 |14 |
- | Shambler**| 600 | -60 |30 |25 |11 |67 |34 |10|10 |20 |
- +-----------+------------+--------+---+---+---+---+---+--+---+---+
-
- * After being hurt, a zombie will heal back to 60 hit points unless it's
- at 0, so you must kill it in one hit. Zombies are knocked down
- consistently when they reach 35 hit points, and sometimes at 50 or less.
- ** Shamblers take only half damage from explosives.
-
- [8-1-2] Long Range
- -------
- Long range is pretty much the same as short range, because Quake
- doesn't work any of this complicated stuff out. Aiming at long range is
- more harder though, so it is likely that you will use more shots killing a
- monster.
-
- [8-2] Weapon damage table
- =====
- +--------------------------+--------+
- | Weapon | Damage |
- +--------------------------+--------+
- | Axe | 20 |
- | Shotgun* | 4/6 |
- | Double barreled shotgun* | 4/14 |
- | Nailgun | 9 |
- | Perforator | 18 |
- | Grenade Launcher** | 120 |
- | Rocket Launcher** | 100-120|
- | Thunderbolt | 30 |
- +--------------------------+--------+
-
- * The first number is the number of damage per bullet, the second the
- number of bullets.
- ** Shamblers take only half damage from explosives.
-
- ===
- [9] What are the secret areas in Quake?
- ===
- NOTE: [9-1] to [9-10] are the work of Kyle R Hofmann, sections [9-11]
- to [9-32] are the collective efforts of the users of The Quake Stomping
- Grounds (http://www.stomped.com). Thanks goes to both Kyle and Stomped for
- use their documents.
- Heres what Kyle has to say...
- If you have a comment, suggestion, or addition, e-mail me at
- rhofmann@crl.com. MAIL REGARDING CHEAT CODES, COMMANDS IN THE CONSOLE,
- OR ASKING HOW TO GET TO A SECRET LISTED IN HERE MAY BE DELETED WITHOUT
- NOTICE.
- Note: You may also like to check out the HTML version of this list of
- secrets at: http://www.crl.com/~rhofmann/secrets.html
-
- [9-1] START: Introduction
- =====
- #1 - From the start of the level: Enter one of the difficulty selection
- slipgates. Walk towards episode 4. There will be a pool of water.
- Jump into the pool and duck underneath the platform you were just
- standing on. Drop through the water. You will land on a beam of wood
- above the floor. Walk along the beam into an archway (on your left
- looking in the direction you walk down the hall to reach episode 4).
- Walk through the archway and through another slipgate to reach Nightmare
- mode!
-
- #2 - The 'Super Secret' (also known as the 'Dopefish Secret') talked
- about by one of the beta testers. It has been moved from its previous
- location in the Introduction. For now, the only clue comes from
- shooting a box on the wall on the way to the Nightmare skill level: "The
- Well of Wishes awaits in the Crypt of Decay!" Note that this is NOT the
- staircase underneath the episode selection area.
-
- [9-2] E1M1: The Slipgate Complex
- =====
- #1 - Forward and to the right of the start is a ledge with flashing
- lights. Shoot the wall nearest the start on that ledge (the one with the
- red design on it). There will be a box of shells behind it. Also, the
- guys at id are nice enough to tell you to shoot this one if you try to
- use it.
-
- #2 - Underneath the first bridge you come to is a river. It flows into a
- cavern. Enter this cavern and walk through it. As you pass by a set of
- steps containing a 100 health item and a door to the end of the level
- (which cannot be opened from this side), the game will register a
- secret. At the end of the cavern is a lift taking you back up to the
- blue armor at the start.
-
- This secret can also be accessed at the end of the level. Climb up
- the ramp to the room right before the slipgate out of the complex. Turn
- to the right. There should be a column on the wall. Shoot it. Shoot the
- wall to the right of the column. It will open, revealing the river and
- 100 health box.
-
- #3 - Past the first bridge is a door. Enter the door and kill the
- monsters. To the right of the entrance is a column and a ledge. Go to
- the corner between the ledge and the column. Shoot the globe texture
- high up on the column. A platform will rise and you will be on the
- ledge. Turn to your right and shoot the globe texture on the ledge. The
- wall behind the globe will open, leading to a quad damage item.
-
- This secret can also be accessed from hall after the platform that
- extends over the pool of slime (See secret #4). Walk to the end of that
- hall, right before the walkway with the three buttons. To the right
- should be a red wall. Shoot it. It will open, allowing access to the
- quad damage.
-
- #4 - To the left of the door past the bridge is a large hall. Follow it
- to the right. There will be a large, shallow pool of slime and a button
- on the wall. Push the button and a platform will slide out from the
- wall. Halfway across the platform, turn to your left. There will
- be a red target in a depression slightly above your the level of
- your head. Shoot it and turn to your left. A door in a wall will
- open, revealing a double barreled shotgun.
-
- #5 - Past the platform over the pool is a hall. Walk down the hall. You
- will reach a walkway. Go down the walkway and turn left. Go down the
- walkway again and turn left. There will be a button and a light in front
- of you. Jump onto the bannister. Jump onto the light. Either step or
- jump onto the button (sometimes you fall off when you step, but jumping
- is very difficult). Look at the wall in front of you. There will be a
- ledge and two blocks jutting out. Jump to the lowest block. Jump up to
- the next block and to the ledge. Inside is a 100 health item.
-
- #6 - Go all the way down the walkway. There will be a door. To the
- right and behind a column will be a biosuit. Take it. Don't dawdle now,
- as the biosuit doesn't give you much more time than you need. Jump into
- the slime. Swim underneath the door. Follow the tunnel to where it
- opens into a slightly larger area. There will be a platform overhead.
- You won't be able to see it unless you try to surface. There will be a
- boxed in area of the platform that you can see, however. Swim up that
- opening. If you are running low on air, you can swim up to the platform
- from the tunnel, but you must step over the opening before the game
- registers the secret. There should yellow armor and some health on the
- platform. There is also a slipgate to the area over the door past the
- bridge (back around secret #3)
-
- [9-3] E1M2: Castle of the Damned
- =====
- #1 - At the start, walk down the stairs and jump off to the right into
- the water. There should be a green, lit wall in front of you. Shoot it
- and it will open. Walk along the passage until you surface.
-
- This secret can also be accessed by the area near the bridge with the big
- red symbol over it. Jump off the bridge and swim underneath it, going away
- from the symbol. You will swim under an arch and come into a small room.
- There will be a ramp on the left. Walk up the ramp.
-
- #2 - From the start, go forward until you reach the wall. Turn right.
- Forward again. Turn left. There will be a bridge over a pool of
- water. There will also be a large red symbol on an archway over the
- bridge. Go onto the bridge. To the left, there will be a double
- barrelled shotgun. Jump off and swim underneath the area of the
- gun. Swim under an arch and to the right. Follow the passage.
- There will be a bridge above you all the way. You will eventually
- reach a pool. To the left of the entrance will be a wall with a
- symbol high up on it. Walk in front of it and it will open up.
- There will be 25 health, a box of nails, and a slipgate to the ledge
- opposite the one containg the double barreled shotgun.
-
- #3 - Cross the bridge with the red symbol. Turn to the right and walk
- through the door. Turn to the left. Climb the staircase. There
- will be a column to your right and midway across the room. Go to
- the side of the column facing outward. A small plate of stone is on
- the column. Push it. A door to the right will open to give you a
- quad damage item.
-
- [9-4] E1M3: The Necropolis
- =====
- #1 - From the start: Forward and to the left. Get the grenade launcher.
- Turn to the left. There will be an ogre behind a set of bars and a
- couple of other monsters. There will be two paths: one through the
- door to the left and a set of steps leading down and to the right. Take the
- steps. Go along the passage until you reach a bridge. Jump down. To
- the left of the bridge and behind where you came from is an alcove.
- Shoot the back of the alcove and the wall will open. There will be rockets
- and health inside.
-
- #2 - Starting from the same bridge from which you jumped down in #1, cross
- the bridge and turn right. There will be a short passage, two sets of
- stairs, and a platform down. Go down and turn to face the left wall of
- the passage you just went down. There will be a short corridor there. Go
- down the corridor until you reach a shallow lake. To your left will be
- the gold key. Take it. Turn slightly to the left. There will be an
- area of the wall darker and with a slightly different texture from the
- rest. Go right up to it. You will fall beneath the water. Ahead is a
- short passage. Swim through it and up to land. There will be a ring of
- the shadows there.
-
- #3 - From the area with the ogre behind bars (described in secret #1),
- take the door. Get the nailgun and shoot the symbol. Go down the
- steps and follow the passage. There will be a series of platforms.
- Go across the platforms. You will reach a locked door. Open it (it
- uses the key described in secret #2). Follow the passage. Jump
- down to a set of tunnels filled with slime. Go forward, turn left,
- forward again, left, first tunnel on the right, and up the ramp.
- Open the door. Above you will be two ogres on platforms. To your right
- is a yellow armor blocked by two sets of two bars each. Killing the
- ogres above removes the bars. Shoot the wall behind the armor. A wall
- will open, revealing a slipgate. Go through the slipgate. You will be
- on the platforms that the ogres were standing on. There are rockets here.
-
- [9-5] E1M4: The Grisly Grotto
- =====
- #1 - Through the door at the start there is a set of spiral stairs. On
- the left and right at the top are two red symbols. Shoot them. The
- celing will fall, revealing a yellow suit of armor. The knight below is
- sometimes crushed by the celing.
-
- #2 - From the bottom of the stairs, go through the passage. You will come
- upon a deep lake. Get the biosuit. Dive into the water. Directly to
- your right should be a small ledge where you can surface. Go up and you
- will get a box of rockets.
-
- #3 - From the pier with the silver key: Jump off and swim in the
- direction of the pier. Surface on the other side. Go through the
- silver key door and to the left. Follow the passage. You should reach a
- small body of blue slime with a bridge over it. Go to the end of the
- bridge and ride the platform up. Step on all the touchplates. Two
- doors wil open in the walls. Enter both and press the buttons. The
- game should tell you that a secret cave has opened. Jump onto the
- bridge and head back out to the deep pool where you got the silver
- key. Along the right wall of the cave will be a large, bright
- circular opening. Enter it. Swim up. Inside a little room is a
- grenade launcher, health, and a slipgate to the secret level.
-
- [9-6] E1M5: Gloom Keep
- =====
- #1 - Jump to the right and off the bridge you start on. There will be an
- area sticking out of the wall, almost like a column. Beneath the water
- is an opening to a ledge with a box of nails and 100 health.
-
- #2 - Cross the bridge at the start and turn right. Follow the walkway and
- pass through the gate. There should be a stairway forward and to the
- right. Jump onto the bannister of the stairway. Jump across to a ledge
- that juts out from the wall. Run along the ledge to the platform with
- an ogre. Jump across. There are rockets and armor on the platform.
-
- #3 - Cross the bridge at the start and go through the gate. Walk along
- the passageway until you reach a room where you are standing on a
- Y-shaped platform. From there, take the right fork. Follow the passage
- and you will come into a large room. Forward and to the left is a
- staircase. On the right will be a square area with a column in the
- center. Walk up to the column. Jump up and hit the torch with your
- head. Behind the column, a door will open in the wall, revealing yellow
- armor and a touchplate to open the wall if it closes on you.
-
- #4 - From the same large room described in secret #3, climb the
- staircase. To the right is another set of stairs and an octogonal room
- with a slipgate to the gold key. Go behind the slipgate and step
- through. You will end up near the start on top of the building you
- enter. There is a quad damage nearby.
-
- #5 - When you fall down the passage to the exit slipgate, turn around.
- The wall will look turned --- it has roll added to it. Shoot the wall.
- The wall will open, leading to a slipgate back to the gold key doors.
-
- [9-7] E1M6: The Door to Chthon
- =====
- #1 - From the start, jump down. To the left will be a corridor. At the
- end is a design suspended over lava. Ahead of that is a door which opens
- as you walk down the corridor, and to the left is another door. Enter the
- door ahead of you. Turn to the right. There should be an obvious, but
- still hidden door ahead and a room forward and to the right. Walk in
- front of that room. Turn to face away from the room and look up. There
- will be a red Q symbol. Shoot it. The hidden door, now to your right,
- will open. Ride the lift up onto the air ducts. Walk to the edge and
- look down and to your left. You should see the celing of the room
- below. Jump onto the ceiling. There will be a quad damage powerup there.
-
- #2 - Go to the room to the left of the design suspended over lava. Push
- the button with the Q. Fall into the pit that opens behind you. Wait
- for the stairs to form and then walk down them. There is a passage with
- useful 100 health item at one end and a spiked wall at the other. As you
- walk down the hall, bars come down and block your exit, a wall opens,
- revealing several ogres, and the spiked wall begins to come towards you.
- Kill the ogres and escape using a lift that becomes unbarred with their
- death. Jump down onto the stairs into the middle of the lava. These are
- the same stairs you just went down. The bars will go up at some point and
- you will be able to enter. This time, the bars will not go down, and
- the spiked wall will move as soon as you enter. Trigger the wall and go
- back. Wait for the wall to pass and go behind it. There will be a slipgate
- which leads to a super nailgun and a box of nails. You will also be able
- to jump to a landing with a 100 health box.
-
- #3 - Below the start is a completely dark room. Once you get the silver
- key, this room lights up. Cross the pit in this room and go to the end
- of the passage. Turn left. You should be facing a set of stairs with a
- closed door at the top. To the right of the stairs is a column and a
- large chamber with a big switch in it. Hit the switch. Go to the side
- of the column that points away from the chamber. A red symbol will have
- been uncovered. Shoot it. The stairs with the closed door will lower.
- At the bottom is a box of rockets.
-
- #4 - Stay at the bottom of the stairs in #3 until they rise again. There
- will be a slipgate down a small flight of stairs. Walk through. You will
- be on a ledge. On another ledge across from the one you are on is a 100
- health box.
-
- [9-8] E1M7: The House of Chthon
- =====
- There are no secrets on this level.
-
- [9-9] E1M8: Ziggurat Vertigo
- =====
- #1 - At the start, you should see a Pentagram of Protection. Get the
- pentagram and dive into the lava by the bridge. Swim beneath the bridge
- away from the ziggurat and you will emerge in a small room. There is a
- quad damage powerup, health, and a slipgate to the bridge in front of the
- ziggurat.
-
- #2 - Behind the silver key door, there is a passage forward and to the
- left and one to the right. Take the one on the left. Follow it to the
- end. On your right should be a wall with a dark border on one section.
- Shoot that section. A door in the wall will open, leading to two boxes
- of nails.
-
- [9-10] Contributors to section [9]
- ======
- Author: Kyle R. Hofmann
-
- Secrets:
- E1M1 #3
- Mike Simpson
- Matt Hudson
- Bryce E. Maryot
- E1M1 #4
- Bryce Maryot
- E1M2 #1
- Enigma from the Adrenaline Vault
- E1M2 #3
- Greg Wood
- Aftershock
- E1M5 #3 & #4
- Jim Bucher
- E1M6 #1 & #3 & #4
- Jim Bucher
-
- [9-11] E2M1: The Installation
- ======
- #1 - Near the very beginning of the level, you come to a room with a
- barracade, the way leading to the gold key door, and the way leading to a
- huge room with lots of water and a bridge. Go to the bridge...and walk
- across the bridges half-way. Turn left, and hop in. As you sink, you'll
- notice a section where the celing is lower than the surface of the water.
- Swim to the far corner of the area with the low celing, and look up. You
- should see a tunnel leading up. Swim up it, and at the top will be a red
- armor. - SirGarland
-
- #2 - After you get the gold key, a door will open behind you, and one of
- those plasma-shooting fellows will be there. Jump into the water right
- under that opening, and follow the paths to a ramp. Climb the ramp, and
- you'll be in a secret area (this one's not too hard to find). - SirGarland
-
- #3 - Go back to the room where the gold key was. You'll notice 2 sets of
- bars on opposite sides of the room. One set (the set to your right if
- you're facing the back wall) has a small ledge at the top, and a small,
- hard to see staircase to it's side. Climb the tiny stairs (you'll probably
- have to jump), and jump on the ledge. Then just walk through the wall. It's
- one of those fake walls. There's a +100 health inside if I remember
- correctly - SirGarland
-
- #4 - Go to where you get (or got) the silver key. From that room, go down
- the stairs, and you'll be in a room with a left path, a right path, and
- some water in the middle. Jump in the water...and swim until you reach a
- grate on the floor. Shoot or chop that grate (you'll most likely have to
- "look down" with the DELETE key), and go down in side it. At the bottom,
- you'll see a path leading somewhere else, and another grate. Hit the grate
- (this opens secret 5), and the follow the path. You'll end up in a room
- with a few goodies and a teleporter. Don't leave yet... - SirGarland
-
- #5 - In room you got to in secret 4, there is another hidden room branching
- off the hidden room. If you hit the second grate, it should already be
- open. If you didn't, go back and hit it. You'll find some invincibility
- inside. - SirGarland
-
- #6 - This one is in the room with the huge steel cage with a bunch of
- boxes (?) inside. Hit the switch on one side of the cage, and it'll allow
- you to get to a little elevator. Don't take the elevator up yet...just walk
- right past it. You can shoot the wall to the left of you to reveal a room
- with a Quad Damage. - SirGarland
-
- #7 - This last one is in the huge cage. Once you are at the top, and you're
- walking around the top of the cage, there is a section with some bars that
- are farther apart, and you can squeeze through. Go to the bottom of the
- cage, and you'll find a yellow armor. - SirGarland
-
- [9-12] E2M2: The Ogre Citadel
- ======
- #1 - Near the very beginning, right after you decend the first staircase,
- jump into the river. Head to the left...and go into the little cave, and
- walk to the back wall. An elevator will take you up to a +100 health
- box. - SirGarland
-
- #2 - From where you got the +100 health box in secret 1, continue into the
- water. Exit the mini room you are in, and go to the left. Keep on going to
- the left...along that path...under the bridge...and into the mini room on
- the far wall. Go up the stairs to the grenade launcher. - SirGarland
-
- #3 - At the end of secret 2, you will come out of the secret room into a
- hallway. In this hallway...go a little to your right...and on the right
- wall will be a window...and you'll be able to see an Ogre across from you.
- Jump out this window, but stay close to the wall...so that you land on the
- bridge. Follow the bridge, get the armor, and keep going to the +100 health
- box - SirGarland
-
- [9-13] E2M3: The Crypt of Decay
- ======
- #1 - You know the very first bridge...the one with the armor and the fork
- with the two paths? Well, sidestep off of the bridge while facing the
- armor. Move forward, and under the bridge, you'll see an underwater
- hallway. Go through this hallyway till you reach a bigger room. Turn left
- and go in to the room with the arrows pointing to it's doorway. Then
- continue on to the end of the room, and take the first right you see.
- You'll go up some stairs, out of the water, and into a secret. - SirGarland
-
- #2 - After you get the gold key, 3 doors will open (I think some enemies
- pop out as well) revealing 3 tiny rooms. Go into the one to your right,
- and shoot the back wall. It will open (duh). Go in, and pick up the +100
- health box. If you jump into the water you'll notice two things. One, a
- yellow armor, and two, a barricade. Keep this in mind later. - SirGarland
-
- #3 - The very last intersection of the level has 2 ways...one leads to the
- regular exit, and another to a room with five boxes, 2 stacks of 2 boxes,
- and one in the middle. Go to the room with the boxes. On the ceiling will
- be a red switch. Shoot it, and a door will open above the middle box. Go
- through it, get the +100 health box...and hit the other switch. It will
- open that barricade from secret 2. Go back to that barricade, go through
- it, and up the ramp. You'll see a circle(ish) teleporter that will take you
- to this episode's secret level, The Underearth. - SirGarland
-
- #4 - At the room with the arched bridge that leads to the gold door, there
- is a zombie way over on a platform who snipes at you. If you aim a grenade
- really high you can nail him. When he dies, the wall will open immediately
- to the left of the gold door, revealing a passage to the zombie's platform
- and his goodies. - Branden Robinson
-
- EXTRA - The Well of Wishes - After running through the hallway with spikes
- and across the bridge turn around and look to the right. There is a poorly
- lit ledge with a Quad damage. Jump to the ledge (easier if you jump more
- towards the right from the exit of the spike area. If you look really
- close, there is a tiny ledge you can follow. Follow it around until you see
- a little area that you can jump up into. There it a water pit you can jump
- into. Presto! You're into the well of wishes and DopeFish is there waiting
- for you. - David Fagerland
-
- [9-14] E2M7: Underearth (Secret Level)
- ======
- #1 - To the left of the gold door is a brick sticking out of the wall. Push
- it in, and you'll lower a near-by column to receive a Quad
- Damage. - SirGarland
-
- #2 - After going through the gold key door, you will come upon a room
- that's basically a winding bridge over a slime pit. After getting across
- the bridge, look back across the slime pit and underneath, you will see a
- small opening that you can get through. Jump into the pit and go into the
- area. There you'll pick up the Bio-suit. As you're leaving the bio-suit
- alcove, you'll see 3 pillars. Just beyond the 3rd pillar is an area where
- you can dive down below the slime and get the Red-Armor. Comeback up and
- use the button on the wall to get out of the slime. - BraFish
-
- [9-15] E2M4: The Ebon Fortress
- ======
- #1- From the start, hop down and into the water, go right and go into the
- cave entrance on the left next to the grenade launcher. Go through the
- entrance and into the next room of water. Then take the entrance on the
- left and turn left immediately after you go through the entrance. You will
- see a platform with a set of steps in front of you and dragon windows to
- the right and left of you up high. Go straight until you hit a wall and
- turn left. Walk through the pasageway until you hit an elevator, take that
- up and go over the bridge to the next room, walk down the stairs and turn
- around to the left and go into the inlet next to the stairs. Shoot the wall
- and it will open to rockets and 200 life. - Matt McClure
-
- #2 - From that point, go up the stairs and to the right where there is a
- wooden floor that is slanted against the wall. Turn right and look to the
- wall ahead. There should be a wooden section that you will shoot. It will
- open and there is a tiny ledge along the wall to the left that will able u
- to get there. - Matt McClure
-
- #3 - In the room where you find the silver key, turn to the right when you
- get off the moving platform and go into the gap where there is toxic slime
- under you. Swim down and left there will be a secret area with red
- armor. - Matt McClure
-
- #4 - From the start go hop into the water and rub against the wall to the
- right of the island with the grenade launcher. You will start to sink into
- the secret area with Quake Damage and Yellow Armor. - Matt McClure
-
- [9-16] E2M5: The Wizard's Manse
- ======
- #1 - Near the very beginning is a bridge with a rock column by it. Jump
- off the bridge and into the water...and swim around the rock column. You'll
- eventually see an opening. Swim inside it, and an elevator will take you to
- a secret area. - SirGarland
-
- #2 - After getting the gold key, turn back around go back the way you came.
- When you turn right, look to your right again and you will notice that the
- texture of the wall doesn't continue in one section. Enter, and get the
- Armor AND the Quad Damage! - BraFish
-
- [9-17] E2M6: The Dismal Oubliette
- ======
- #1 - On the "second floor" of the tower by the gold key barrier, there's an
- intersection with 3 ways. If you're coming from the elevator, the path in
- front of you, and to your left will take you to switches. The path behind
- you will take you back to the elevator. To your right is a wall. Shoot the
- wall, and go inside. That's the secret. - SirGarland
-
- #2 - When you go into the room with water in front of two out post like
- snipering cages up above to the right and the left, soon as you get the bar
- open on the opening to the left after you have gone underwater and into the
- structure, go past where the bar was and hop into the water. Then go down
- and turn around under water. Head towards the wall and turn to see a Quake
- Power. -Matt McClure
-
- [9-18] E3M1: Termination Central
- ======
- #1 - Go to the big platform that is over the toxic pool, and where you find
- the Quake damage, and go to the other side and hop off into the toxic
- sludge and swim straight down and you will see an opening in the wall near
- the floor, go through it and it will have a teleporter and a lot of stuff
- as it takes you to 200 life and other things. - Matt McClure
-
- #2 - On that same platform, as you enter, just barely hop off the side
- between the two stairs on the side of the platform where the inlets to a
- pathway are. Then look around and there will be an elevator that will also
- take you up to the top of the platform structure. - Matt McClure
-
- #3 - With your back facing the Gold Door, go into the opening in the metal
- boxes ahead and hop up to the highest point and shoot at the disfunctional
- looking wall. - Matt McClure
-
- #4 - With your back facing the Gold Door, go past the metal boxes, hop to
- the left of the elevator and hop into the shadows ahead. There is a thin
- ledge on the wall in the shadows, once you have gotten on it, turn left to
- find the Quake Power. - Matt McClure
-
- #5 - From the start, after you go down the elevator and down the first ramp
- to the left, shoot the darkened part of the wall on the right. It will open
- up, revealing the red armor. - BraFish
-
- [9-19] E3M2: Vaults of Zin
- ======
- #1 - Turn down the first passageway to the left. There will be a passageway
- to the right where you have to jump to the Grenade Launcher. After getting
- the weapon, turn around and look down. Just past the lava near your feet
- are some zombies and a 100 Power-Up that you can grab. - BraFish
-
- #2 - In the area at the same level of the Crucifiction wall, there is a
- texture on the right that looks a little wrong. Shoot it and open up a
- teleporter to the walkways above. - BraFish
-
- #3 - Shoot the area of the wall just to the left of the Crucifiction. It
- will reveal an area containing the invisibility ring. - BraFish
-
- EXTRA - If you shoot the small skull on the wall in the room where you have
- to drop down on the button surrounded by lava (you know the place) it will
- give you a quad damage, but won't register a secret. - BraFish
-
- [9-20] E3M3: The Tomb of Terror
- ======
- #1 - After going up the staris that come out of the lava, look up and to
- the right and you will see a big "Q" switch that you can shoot, opening up
- a teleporter below. It takes you above the lava room to the awaiting red
- armor. - BraFish
-
- #2 - After going up the stairs that come out of the lava, turn right at the
- 4 way intersection. The room at the end of the short hall contains a small
- strip of water. Dive in and collect the 100 health at the bottom. - BraFish
-
- [9-21] E3M4: Satan's Dark Delight
- ======
- #1 - After activating the bridge to get across to the rocket launcher,
- continue going all the way across to the other side. After turning the
- corner to the left, and down the ramp into the room, you'll notice a ledge
- just above you. To get up there, go up the other ramp out of the room. On
- the right side of the ramp on the wall, you'll notice what looks like
- blocks that will come out and be stairs. Actually, you can walk right up
- them as if they were stairs. There's a few goodies up there. - BraFish
-
- #2 - While riding the platforms in the water chasm, it will go past several
- ledges. One small ledge in particular is the last one to pass before the
- moving platform goes to the "crushing" area where the button to raise the
- bridge is. Jump on this small platform, and walls will open up that will
- take you to a LARGE assortment of goodes. - BraFish
-
- #3 - Inside the secret to area #2 shoot the light farthest to the left in
- the base of the wall on the left side of the room. It will open a small
- closet with a 666 Armor. - grifter
-
- #4 - After riding the platforms and raising the bridge to get to the other
- side of the water chasm, you'll enter a rising platform that will take you
- to a small square room. You'll notice that one of the six lights is yellow,
- not white. Shoot it, and it will open a door to the Invulnerability.
- - BraFish
-
- EXTRA - After going down the long stairway at the end of which is the
- Lightning gun, turn around and look behind the stairs. There are two ledges
- over looking a hole that will take you to the secret level.
-
- [9-22] E3M7: The Haunted Halls (Secret Level)
- ======
- #1 - Just past the area with the yellow armor, there is a lift that takes
- you up to where a button opens the door to the "box" wth the vore in it. Go
- up the lift, and then jump back off and walk into the hole underneath the
- lift. You'll get a 100 Health. - BraFish
-
- #2 - In the room right before the "box" with the vore in it, (where the
- yellow armor is) there are two grates to the right. One of them has a small
- landing in front of it. Shoot it and get the Quad Damage. You'll need it
- for the vore. - BraFish
-
- #3 - After running through the nail trap, there is button on the wall to
- the left to lower the elevator. Look up above the ceiling there, and there
- is a small Q button that you can shoot to open the door to some armor and
- the Quad Damage. - BraFish
-
- #4 - After running through the nail trap, press the button on the wall to
- the left to lower the elevator. Go up to the bridge on the upper level and
- look down to the right. You should see a cage. Jump on top of the cage and
- a door will open in front of you leading you to the Invulnerability.
- - BraFish
-
- [9-23] E3M5: Wind Tunnels
- ======
- #1 - After getting out of the first of the "three" tunnels, climb the
- stairs and go through the passage way. In one of the corners of the
- passage, you can drop through. The hole drops you into a small room with
- goodies and a teleporter that will take you to the Quad Damage. - BraFish
-
- #2 - When you are on the ledge above a second ledge above a pool (the whole
- thing is like a ribbed funnel in a way), go to the far side of the ledge
- from the entrance and face the entrance. On one of the girders overhead
- there is a quake symbol. Shoot it and a door will open next to the
- entrance. - William Shubert
-
- #3 - In the room with stairs out, a small wind tunnel overhead, and a moat
- around the edge of the room, jump in the moat and go under the room. The
- pool here has two exits. One of them leads to a secret room. - William
- Shubert
-
- #4 - At the very end of the level, when you are in the room with the exit
- teleporter, shoot the floor in the center of the room and it will open up.
- Jump in, but miss the teleporter under the hole that opened up, and there
- are some boxes of nails. - William Shubert
-
- [9-24] E3M6: Chambers of Torment
- ======
- #1 - In the room next to the area with the silver key, there is a button on
- the ceiling (which you must shoot) that will open the door leading to the
- armor that you could see behind the mesh earlier, and to a Quad
- Damage. - BraFish
-
- #2 - In the area after the silver door, turn to the left and take the
- elevator to the top. On the ceiling above the elevator is a button that
- when shot will open up the bars behind you to allow you to jump on the
- girders below. - BraFish
-
- [9-25] E4M1: The Sewage System
- ======
- #1 - At top of elevator, turn right and shoot the wall with computer
- monitor, revealing yellow armor and quad damage. - Ron Crisco
-
- #2 - In room with biosuit near exit slipgate, above the door is a (+) that
- you shoot. This opens a wall just outside this room with a teleporter that
- takes you to yellow floorplate near the gold key door. - Ron Crisco
-
- #3 - Just beyond the gold key door, there is a ramp where behind you a wall
- opens letting dogs out, a ledge with quad damage is to your left. Above you
- are three hanging flourescent lights. Run up the ramp and jump into the 3rd
- light. You won't be able to hit the light unless you're running up the ramp
- towards it. It will open the way to the quad damage. - Ron Crisco, BraFish
-
- #4 - In the last underwater room before getting to exit slipgate, look up
- and to your left to see a secret room. - Ron Crisco
-
- [9-26] E4M2: The Tower of Despair
- ======
- #1 - In first room, shoot the large red window to reveal knife and push the
- knife plate. This lowers bars around super shotgun in that room. - Ron
- Crisco
-
- #2 - After the first room, turn right and go all the way to the end. Shoot
- the wall at the end and find a room with Ring of Shadows and another knife
- plate. - Ron Crisco
-
- #3 - Push this knife plate, shoot the door to reopen it and a hole has
- opened in the floor outside with armor, leading to the ledge in the first
- room. - Ron Crisco
-
- #4 - There is a suspended platform with an Ogre in front of another red
- emblem which opens to reveal a passage. To get to this platform you must
- either teleport from another location or jump and navigate some narrow
- beams. If you are navigating these beams , and are in the position to run
- and jump on the suspended platform, turn to your right instead to get to a
- secret area. Jump onto the beam to get health. - Ron Crisco
-
- #5 - After going through the red window from #4, you'll see another knife
- plate. Turn right and shoot the wall to drop in on another secret
- area. - Ron Crisco
-
- [9-27] E4M3: The Elder God Shrine
- ======
- #1 - After you get to the room with the Scrags up aboveand the small pool
- of water around a lift, take the lift up to the higher level. The Scrags
- came from rooms behind the Stained Glass - just walk through the Stained
- Glass to get goodies. - Ron Crisco
-
- #2 - Then take the door to the blue-walled maze. Stay to your right until
- you find a gold star button on the wall. Push this button to lower you to
- a secret room. - Ron Crisco
-
- #3 - In this secret room, underneath the lift which takes you to second
- button is a portal which leads to the red armor that you can see when in
- the scrag room of secret #1. - Ron Crisco
-
- [9-28] E4M4: The Palace of Hate
- ======
- #1 - After going up ramp to first room, shoot the dagger/sun symbol above
- the archway in front of the large red window, then turn around fast to kill
- the demon who jumps out at you. Get the pentagram of protection where he
- was hiding. - Ron Crisco
-
- #2 - Through the archway you'll see a small pool of water. Jump into this
- "Healing Pool" for great health and it counts as a secret. - Ron Crisco
-
- #3 - In the maze of blue bricks you'll see a section of the wall lower than
- the rest - knights everywhere! On the opposite wall is an identical section
- which is still raised. Trigger it by running all the way to the end of the
- hall, then toward that section. Ride up then jump off the other side to a
- secret room with quad damage and super nailgun. Teleport from here to the
- ring of shadows just beyond the guillotine. - Ron Crisco
-
- #4 - There is a wooden platform that raises to take you to upper level.
- Trigger that platform and then back up off it and go under it. This leads
- you to red armor that you can see underneath stairs just past this
- platform. - Ron Crisco
-
- #5 - Near silver key is a portal which you can rocket jump into for this
- secret. There is a switch somewhere that will raise a step into the portal,
- but I haven't found it yet. - Ron Crisco
-
- [9-29] E4M5: Hell's Atrium
- ======
- #1 - In the maze of Zombies you'll see a Hell-Knight shooting you from one
- level up. If you have pressed the right switch (I press em all!), you can
- find the elevator which leads up to the level he's on very near where he
- is standing. After going up there, jump in green slime to get pentagram of
- protection. - Ron Crisco
-
- #2 - From the Hell-Knight's position in secret 1, run across the ledges
- you see to get to this secret. First, run left and jump over the break.
- Then turn right and you'll see a wall - go to the left of this wall but
- don't turn, just stay next to wall. Then turn left and jump over break to
- get to secret area. This leads to the opening that you can see later in
- room with wooden arches - from there you can jump on arches for more
- goodies. - Ron Crisco
-
- #3 - In the room behind gold door, step on floorplate in middle of room to
- activate elevator, ride elevator up and shoot red sun symbol to activate
- floor section in front of you. Jump across this to get to secret
- room. - Ron Crisco
-
- #4 - At the end of the level, you need to the silver key to lower a bridge
- to get across to the exit. DON'T activate the bridge. Instead, hop across
- on the sticks sticking out of the lava. (It ain't easy. Save early, save
- often. I've only been able to actually do it once.) Once you're safely
- across turn to your left and you'll see a gigantic door that you need the
- silver key to open. (You did bring it with you after all that didn't you?)
- It takes you to the Secret Level E4M8. - BraFish
-
- [9-30] E4M8: The Nameless City (Secret Level)
- ======
- #1 - Follow the passage that starts underneath the platform with the gold
- key on it. Take the passage that goes to the right and follow it up the
- small ramp. Just to the right, you'll see a button on a wall over a
- passage. Run and jump to press the button. This will open up a wall with
- zombies. Just past where the zombies are is a platform that will take you
- up to a small room with a shambler. Jump down the small hole in the room,
- and it will drop you onto a small ledge which leads you to the red armor.
- Whew! - BraFish
-
- #2 - In the room that the ramp leads to from #1, there is a large hole that
- overlooks another hole with a small ledge around it. Jump to the ledge and
- look down. You should see some water at the bottom, but a small ledge with
- some health (and a Quad!) half-way down. Jump to the small ledge and get
- the goodies. - BraFish
-
- #3 - Jump down into the water after secret #2. Press the button on the
- right side of the room to lower the walkway into an elevator. Ride the
- walkway up to the rest of them. Jump into the square cage in the middle of
- the room. Activate the button inside. The cage will lower into a room
- filled with zombies. Shoot the switch on the wall to get out. Follow the
- passageway out of the dark room and press the switch at the end to activate
- the elevator. Ride the platform up to the top and jump through the window.
- Follow the short passageway until you can see the gold key in front of you.
- Jump to get the gold key. Hop down and go to the gold doors at the end of
- the long hall. Go inside and collect. I know what you're thinking, all that
- for that?? - BraFish
-
- #4 - After entering the silver door, turn right and go up the ramp. Kill
- the zombies below the mesh. To get under there, you can drop down through
- one of the triangle shaped openings. Press the button to get out. - BraFish
-
- EXTRA - At the ledge overlooking the hole from secret #2, shoot the wall
- with the same texture as the floor. It opens to a room with a few odds and
- ends. - BraFish
-
- [9-31] E4M6: The Pain Maze
- ======
- #1 - In room that you drop down into from beginning, look behind the blue
- columns to find a star push plate. This reveals a room and elevator in
- front of you. - Ron Crisco
-
- #2 - After leaving the altar room, jump into the little pool just outside
- of the "church". If you keep an eye on the ceiling as you wander down the
- passageway underwater. There is a small strip where you can go up to not
- only take a breather, but also pick up the biosuit and some other
- items. - BraFish
-
- #3 - In the room with portal at top of room, wooden beams in middle and
- moat all around, there is red armor near the top on a ledge. Pushing the
- right star plate in one of the hallways leading to this room activates the
- elevator up to the portal. The portal takes you to the highest wooden beam
- in this room where you can jump over to get the armor (which is the
- secret). - Ron Crisco
-
- #4 - In the same room as secret #3, underneath the main elevator (activated
- by the gold key) is a secret room. To get there, shoot the greenish colored
- wall underneath the water. - BraFish
-
- [9-32] E4M7: Azure Agony
- ======
- #1 - You'll run after a Quad Damage and be dropped into slime. You'll see a
- portal as exit, but run to the right instead to find a second portal. This
- takes you to red armor. - Ron Crisco
-
- #2 - In the big room with the cross of land, and water at the sides, go
- into the water and shoot the wall underneath the area where the 666 Armor
- was, it will open a section where a small stash is kept. - BraFish
-
- #3 - Also in that same area under water, shoot the wall underneath the area
- where the Quad damage was. It will open a portal. - Ron Crisco, BraFish
-
- #4 - Getting to the area through portal from #3 is counted as another
- secret. - Ron Crisco
-
- #5 - From the ledge in #4, look down and to the left, you'll see a slot
- that you can see through. (And hear a vore on the other side). Shoot inside
- to kill the vore and activate a button, to let you in. - BraFish
-
- #6 - Jumping down from #4 counts again. It can also be accessed by shooting
- a switch underneath a staircase nearby, which then raises to that
- ledge. - Ron Crisco
-
- #7 - There is a button underneath the water that opens a secret area near
- the biosuit in the area of "red bricks". - Ron Crisco
-
- #8 - The same area as #6 has a darkened area just ahead of secret #4. There
- are two brightened spots there. Shoot one of them to open a door. - BraFish
-
- #9 - Shoot the other as secret #8 to open a symetric door. - BraFish
-
-
- ====
- [10] Hints and Tips
- ====
-
- [10-1] How do I kill the boss on episode one?
- =====
- Fry the son of a bitch! Shooting him/her/it is a waste of time, I'm
- sure that it doesn't take damage in this way. Instead, catch the lift to
- the top platforms, and run around, making sure you run over the
- floorplates. If you run over both of them, two large columns will descend
- to the height of the boss. Press the central floorplate to electrocute him.
- Note: On easy skill level, one electrocution will kill it. On normal,
- hard, and nightmare skill levels, three electrocutions will do it.
- You should also remember that as you increase skill levels, the bosses
- 'lava balls' (hmmmmmmm) get closer and closer. In other words, on hard
- skill level the boss will hit you more times.
-
- *10-2* How do I cheat?
- ======
- As hinted by id in the quake manual, you can cheat in Quake. As of now the
- known cheats are:
-
- GOD - makes you invincible
- NOTARGET - makes monster oblivious to you unless you shoot at them.
- FLY - lets you fly through the levels
- NOCLIP - Same as DOOM. Lets you walk through walls. Good for
- finding secrets. Use the [D] and [C] keys to move up and
- down.
- IMPULSE 9 - All weapons (including the thunderbolt, which *is* in
- the shareware version!) and full ammo.
- IMPULSE 255 - Quad Damage upgrade
- GIVE # - Give weapon #
- GIVE H # - Give # of health
- GIVE S # - Give # of shells
- GIVE R # - Give # of rockets
- GIVE C # - Give # of cells
- GIVE N # - Give # of nails
-
- You type all of the above cheats directly into the console [~].
-
- [10-3] How do I kill Shamblers?
- ======
- The best way to kill these is to run round them in circles, or strafe
- left and right non-stop. The shambler won't be able to get a clear shot at
- you. I personally prefer to hide behide a big stone (not in real life!) and
- then jump out and fire a few rockets off, before jumping back behind the
- stone.
- Another, safer way to kill these is to use the SuperNailgun. It can
- kill them fast, and also makes it harder for them to shoot you.
-
- [10-4] Problems killing Scrags...
- ======
- If you're new to Quake, or have played Duke Nukem 3D, then this won't
- be a problem for you... but if you have come from playing DOOM to playing
- Quake, then you could be in for some learning difficulties. Many DOOM
- players forget about the look up and down keys [A] and [Z], and get killed
- by Scrags. The best way to combat this is to experiment in the skill
- selection hall, or to turn a cheat on and practice moving around and
- shooting whilst looking up and down.
-
-
- ====
- [11] Deathmatch tactics
- ====
- NOTE: Please, please, please send me your multiplayer stories, tips
- and tactics. I want this section to be BIG.
-
- [11-1] Don't walk!
- ======
- Argh!!! I can't believe the number of people who just *walk* around
- the levels in Quake!!! Walking speed in Quake is slower than walking speed
- in DOOM, and I never walked in deathmatch DOOM, so walking in Quake is
- really dumb! I really laugh when I see someone walking along... its as if
- they're out for a walk or something, not out to kill... <sigh>
-
- [11-2] Don't taunt your opponent before hand
- ======
- This 'tactic' is the same for all multiplayer games. Consider the
- following scenario between three players about to play deathmatch:
-
- Bill: Ahh man, I'm gonna kick *both* your asses!
- Fred: Dream on, I finished Quake on Nightmare without dying once!
- Mike: Ok, well lets just play guys...
- Bill: Sure... hahha... prepare to die!
- Fred: In your dreams, punk!
-
- One hour later:
-
- Mike: Hahhaha, I won...
- Fred: Next time...
- Bill: I wan't my mummy...
-
- See what I mean? It makes you look *really* lame! Boasting then
- getting your ass kicked is just pathetic! If you are the best player in the
- world at Quake, then keep it yourself... the others in the game will think
- you are a newbie and go for you straight away... Surprise them :)
- Winning after not boasting is cool. Do it. Surprisingly, I have seen
- less people boast about their Quake playing abilities, than people did
- about their Duke Nukem 3D playing abilities... surprising, as I did
- actually find Duke (shareware version) harder than Quake (shareware
- version). Maybe Quake players got their asses kicked in Duke, and want to
- keep quiet <g>. Then again, maybe not.....
-
- [11-3] Develop Routine
- ======
- Dragon Slayer (Tyen@po-box.mcgill.ca)
- I always memorize the location of the good items in a level then
- develop a quickest route to gather them all up (eg. E1M2, get the yellow
- armour, jump into the water below, teleport, jump into water, go get the
- rocket launcher), in a mater of few seconds I have all the good stuff on
- the level. An effective soldier need effective tools ... quick.
-
- [11-4] Take up a good firing position before attacking
- ======
- Dragon Slayer {Tyen@po-box.mcgill.ca)
- When I spot an opponent I always check if there's any health around
- and run near it, THEN I turn and fire. Most of time the extra 25% health
- can make you win the dual. Also if you are powerfully equiped, it's a good
- time to set an ambush around yellow armour, Quad damage, or rocket
- launchers. You can't imagine how many players rush into your gunsight right
- after they respawn, poorly armed and unarmoured of course :) I used to take
- out 5 players in a row like this. (... am I contradicting myself with the
- point I mentioned in [11-3]?) :)
-
- [11-5] Know your opponent
- ======
- Dragon Slayer {Tyen@po-box.mcgill.ca)
- Always take note to those deathmatch GODs, if you see a 56 kills guy
- on the scoreboard, and everyone else has only 10 kills ... don't fight
- him... he might be the owner of the server and run smoothly while you are
- playing at a frame rate of Myst...
- Note from Toby: Not playing someone because they are good is a bit
- lame. If their ping is the same as yours and they are winning, they *are*
- better. If their ping is much less, they have an advantage. Type 'PING' at
- the console whilst in a multiplayer game to list everyones ping times.
-
-
- ====
- [12] Cooperative tactics
- ====
-
- [12-1] Work together
- ======
- Remember, you *are* on the same side! Share ammo and power-ups. Don't
- rush forward and grab all the power-ups, and leave all your allies on 10
- health. Thats really lame. You should also remember that these guys *are*
- your friends. Its easy to fall out with a friend over a game of Quake, it
- happened to me in DOOM a few times.
- When attacking monsters don't cower behind the other players, run up
- front and get involved. Laying back till everyone dies, then finishing the
- level, is really stupid. It also makes you look like a lame player (which
- you are if you do that). The exception to this rule is if you have very low
- health (40% or less) or/and only the axe.
- If you and your friends *do* rush up and attack, killing monsters is a
- lot easier. Four players should have no problem killing a shambler, and
- even two players will be able to do well. Make sure you are on opposite
- sides of the creature, each blasting inwards. Note: Don't be silly and
- stand opposite each other with, say, a grunt in the middle, firing rockets
- at it. You will all die.
-
- [12-2] Carnage!
- ======
- MephistoX gave me this idea, kind of. He said on that he and his
- friends play four (or so) player coop on Quake, each not caring about their
- own lives. Ie, running around blasting the hell out of everything with
- rockets. Note: everything *includes* your coop allies! Remember to ask
- everyone if this how you want to play, before doing this!
- I remember well the days I spent on coop DOOM, playing against each
- other! We would start out playing together, but half way through would say,
- sod it, all against all. The cool thing is you always started in the same
- place! There was bodies everywhere... that was *fun*! A couple of days
- later I told him that if you press F12 then you can see through your allies
- eyes. God was he mad... :) Note: I know I just contradicted what I said. I
- said don't cheat but did in DOOM. Heres my defence: a) I was young(er),
- b) It was fun, and most importantly c) We agreed it in advance (er,
- probably). Thank you :).
-
- ====
- [13] Zer0's guide to excellent Quakematch V.1
- ====
- Zer0 (Nathan Rice) has made this rather good guide to deathmatching in
- Quake... Well worth a read before embarking on a deathmatch session.
- Note: Section [13] is a US spelling zone... watch out.
-
- [13-1] Llamah Stuff
- ======
- If you are a seasoned Quake player, you should not need this
- section, but you might want to take a quick look anyway...
-
- A.[What controller should I use for quake?]
-
- Mouse, mouse, mouse... you keyboarders think you have the
- time to slowly turn/look up and down, but you really don't. Besides the
- fact that the keyticks in quake are very large, making keyboard turning
- very choppy(you can remedy this by setting cl_yawspeed to some
- lower number like 60, though turning will be SLOW), you also lose
- valuable time. While you are taking in your surroundings, the mouse
- player has already taken in his surroundings, and is laying his sites
- down on you. the mousetics in quake are very accurate compared to the
- keyboard, and the mouser can flick, and circlestrafe. The mouser can
- circle around the keyboarder faster than the keyboarder can turn. The
- keyboard has *no* advantages over the mouse.
- All of this also applies to users of the joystick, gamepad,
- steering wheel(god forbid), though the trackball is a good controller,
- second only to the mouse.
-
- B.[I never even come close to winning a game of Quake over the
- Internet. Do I suck?]
-
- Probably yes, but maybe not as much as you think. If the other
- players in the game just seem to always hit, or if they Dodge around
- like Emmit Smith, they may have lower latency than you. To determine
- this, type "ping" at the console... It will show a list of the ping times
- for each player. if theirs are much lower than yours, they have good
- connections, and you just might not suck. If yours are above 350ms,
- you should switch to a different server, as the one you are on now is
- causing you to lag. If most of the other players have similar pings,
- then you suck, and need to play quake more :).
-
- C.[What video mode should I play Quake at?]
-
- A low vesa or x mode. On a P60-100, this is vesa mode 1 or
- mode 0. On a p120-166, You can get by on modes 1-3, and a few
- low vesa modes. The important thing is to get over 35 frames a
- second, without reducing the size of your screen. the increased
- smoothness of play is well worth the loss of resolution.
-
- D.[I have a 14.4. Can I play Quake over the internet?]
-
- Yes. It isn't really "playing" Because you will never get a
- good game. A 14.4 just can't handle all of the data that quake sends
- out under sys_ticrate .05. I believe that a 14.4 will get much better
- games under sys_ticrate .1 or higher, if you are able to find a server
- that uses it.
-
- [13-2] The Weapons
- ======
- A.[The Axe]
- Rating:* This is your fallback weapon, and a pretty crappy one
- at that. I feel sorry for you if you are stuck with it.
- The only way to use this is to circle in on your opponent, and
- when you are close, axe him once or twice, then dodge away, and start
- circling in again. If your opponent has the Nailgun, don't even bother.
- Run away like a good boy. There is no way in hell you are going to kill
- him.
-
- B.[The Shotgun]
- Rating:*** This is actually one of the best long distance guns,
- although it lacks a real bite. It is an excellent sniping weapon, and
- it is
- quick.
- If you start taking shots from a distance, your opponent is
- going to move to close the distance. You have to outmove him or you are
- going to be dead meat. most opponents will just charge you blindly.
- the best thing to do in situations like this is to strafe one direction
- till he turns to follow you, at which point you start strafing in the
- opposite direction. that will give you some distance, and you can start
- taking shots at him again.
-
- C.[The Super Shotgun]
- Rating:***1/2 This weapon packs quite a punch, and very
- effective against all of the other weapons. It is extremely effective
- in close range, but loses it's punch quickly as the range increases.
- Thus, you should always engage at close range. Don't waste your
- surprise trying to get a long distance hit off.
- The best tactic with this gun is to circle in on an opponent,
- and hit him as you are circling. If he is too elusive to get a good
- shot on, try and bump into him, shoot him, then dodge away quickly.
- This tactic works well against all guns, except the Super Nailgun. The
- only tactic against the Super Nailgun is to be elusive till he runs out
- of ammo, taking an occasional potshot when you have the chance.
-
- E.[The Nailgun]
- Rating:*** This weapon functions much like the Chaingun in
- Doom. it is stronger than the shotgun, but it is still no match for
- most of the other weapons. It is good against elusive opponents,
- however, and is great for doing that last little but of damage.
- The best tactic with this weapon is to strafe left and right from about
- 10-20 feet away while spraying nails. You should be able to kill your
- opponent even if he is elusive, as long as you have to 150-200 nails.
- If your opponent has a Shotgun or Axe, your best bet is to
- charge your opponent and nail them point blank. You should kill them
- very quickly. This method costs a little life, but it is very ammo
- conserving.
-
-
-
- E.[The Super Nailgun]
- Rating:****1/2 This is an excellent weapon. It eats ammo fast
- and kills faster. If you have played Doom deathmatch, use this sucker
- just like you did the Plasma gun.
- The best tactic with this weapon is to charge the opponent, and
- when you get close enough, unload on him. This kills people real quick,
- and is ammo conserving, though you will take a little damage.
- Another good tactic with this weapon is to start shooting nails,
- and strafe left and right in a tight pattern. This makes the nails
- impossible to dodge completely, and will kill your opponent with
- minimal damage to you, but will empty your nail reserve completely.
- This weapon, like the rocket launcher, is quite effective as
- suppressing fire. Turn a corner and fire it back the way you came. The
- opponent will stomp, not waning to be hosed down. Fire a few shots
- ever once in a while to keep the opponent sitting there. then charge
- your opponent quickly. He will likely be completely off guard, so he
- will be dumbfounded when you turn the corner and run him over.
-
- F.[Grenade Launcher]
- Rating:****1/2 This is one hell of a cool weapon, and it will
- do you well to learn how to use it right. This is the most versatile
- weapon in the game. This weapon is even better at corner fishing than
- the rocket launcher.
- Ever play pool (snooker for the British out there)? Yes? Then
- you have the idea already. The quake grenades act just like a Cue Ball.
- you can use this weapon to get rid of people on higher/lower platforms
- with almost no risk, and you can remove people from their corner hiding
- places.
- If somebody charges you, trying to make you eat your own
- explosion, the best tactic is to lay a few grenades on the ground just
- far away from you not to hurt. The charging guy will run right into the
- blast 99.9% of the time.
- If somebody is picking you off at long range, feel free to run
- around a corner. The idiot WILL follow you, unless he was almost out
- of ammo or health. If he does follow, serve some pineapple. Boy, will
- he feel stupid.
-
- G.[Rocket Launcher]
- Rating:***** This is easily the best weapon in shareware
- Quake. Obviously, this weapon is best used at long range, due to it's
- large blast radius, though it can be VERY effective close in too. The
- trick is knowing how to use it.
- Realize that, unlike doom, you can look up and down now.
- This means that you can aim missiles at their feet...This makes them
- VERY hard to dodge. I play a lot of people who are about 15 feet
- away and they aim it directly at me. They should aim it at
- my feet, or the ceiling if it is low enough. This is especially
- applicable if somebody is rushing you, trying to get you to suicide.
- people can dodge a missile well enough, but most people will walk right
- into an explosion if you set it at their feet.
- Most people don't realize that the rocket launcher can hit
- enemies that are out of your range of site. It is actually very good at
- this. Say for example an enemy is hiding around a corner, launch
- missiles at the wall near that corner continuously till he is dead. He
- will not be able to get away because the blast will knock him into the
- corner. Dead Duck.
- The missile launcher makes a great chance killer too. unless
- you are almost out of ammo, shooting a missile or two into an area that
- is passed through frequently passed through is a great way to net
- yourself a lot of free frags
- Most people never realize this, but the missile launcher makes
- great suppressing fire. If somebody with the Quad damage powerup is
- chasing you, round a corner, then turn a quick 180 and toss some
- rockets at the corner. If the fool doesn't walk into them
- thinking he's invincible, he will either sit there or go away. launch a
- missile off every once in a while till you know the quad damage has
- worn off, or you think he is gone. Then round the corner. If the fool
- is still there, make him pay for wasting your precious ammo.
-
- [13-3] The Artifacts
- ======
- Just some strategies for use with the artifacts.
-
- A.[Ring of Shadows]
- This sucker is kind of lame... the floating eyes stand out more
- than a player with a brown uniform does. If you have this item, don't
- think that people don't see you... they do. you are easy to see. the
- only use is to have it in the middle of a frag fest. People will be so
- busy fragging, they might not notice you (hopefully).
-
- B.[Quake Power]
- This thing is totally fucking insane! If you get this sucker,
- first thing you should do is switch from an explosive weapon to a
- Nailgun if you have one, shotgun if not. With a Nailgun, prepare for
- frags galore! Be careful not to think you are invincible with this thing,
- though.
- You can tell if somebody has this, because the aura of light
- they emit will be blue.
-
- C.[Pentagram of Protection]
- This is pretty good, though people tend to run away from you
- when you have it. the idea is to use it to kill that guy hoarding the
- ammo so you can become that guy. also, if you have a missile launcher
- and a lot of ammo, just get in the middle of the action and
- spray missiles everywhere...you will get a shit load of frags. As a
- general rule, you should not sit around when you have this thing.
- nothing can hurt you...Take advantage of that.
- You can tell if somebody has this by the fact that the aura of
- light they emit is yellow.
-
- D.[Biosuit]
- This sucker has almost no use in deathmatch, Except maybe
- some neat water stalking.
-
- [13-4] Player Archetypes
- ======
- In this chapter, I will discuss the various player archetypes
- and how to exploit their weaknesses.
-
- A.[The Lurker]
- This annoying fellow will generally sit near a big cache of
- weapons, armor or health, kill anybody who comes looking for them.
- He is usually pretty tough to kill, seeing as he's been sitting on a
- load of something. You are in trouble if you happen on him unready. If
- he is in the lead (which is unusual for a lurker) then you are in for a
- real treat.
- The best way to kill off a lurker is to get some firepower, then
- find a subject, and either chase him or let him chase you into the
- lurker's area. If you are chasing, stop persuing after your prey has
- entered the lurkers area. as soon as you hear signs of a conflict, run
- in and unload on the lurker. He will knuckle under the pressure of two
- opponents, either running away, or chewing on a boomstick.. now you can
- make short work of the guy you chased in. If you got chased in, as soon
- as you get the lurker after you, turn around and run strait at the guy
- that was chasing you, circle around him and scramble off into the
- shadows as quickly as possible. the lurker and the guy that chased you
- will get into it, and you can start shooting whoever you think is going
- to win. One will die, and the other will be easy pickings, even for a
- shotgun bravado.
- If you are all alone with this guy, your are probably not having
- very much fun. Tell him to stop lurking and come out and fight. If he
- refuses, put him in his place. Run around the level collecting all the
- health and armor you can, and get an explosive weapon, preferable the
- grenade launcher(it's corner rounding abilities are invaluable against
- lurkers). Find a spot where you can bounce a grenade or 10 on top of
- him without being in his field of site. he will come out and attack
- you. Switch to super/Nailgun and get ready to dodge some missiles at
- point blank. At worst you will die, but he will be low on health. You
- should be able to kill him though, if any of your grenades hit.
-
- B.[Pattern Runner]
- This is the guy who runs in a preset pattern around the level,
- trying to collect all the choice goodies as he goes.
- This guy usually has the spawning of the items timed so that he
- gets them almost as soon as they respawn. This guy can be almost
- impossible if he has the pattern perfected. The only way to break him
- out of the patter is to grab the most important item in the cycle, and
- kill him before he recovers from you breaking his pattern. This is
- difficult though, because he has usually gotten quite powerful from all
- of the other items in the pattern. If he is getting to the items a
- while after they resawn, you can try and jump ahead of him in the
- pattern. This always works, but a good pattern runner won't be late to
- get the items. A good pattern runner has the timing down to a matter of
- seconds.
-
- C.[Frag-a-thoner]
- This is the type of player who grabs the nearest good weapon
- upon respawning, and goes on a killing rampage, trying to annihilate
- anything that moves, getting better weapons and ammo from victims.
- The best way to take care of this guy is to stalk him till he attacks
- somebody else, then pounce on him quickly, while he's busy. He will
- fall quickly, as Frag-a-thoners don't tend to stock up on armor if it is
- out of their way. If you are with this guy by yourself, get him to
- chase you to an area where he can't dodge around, then unload on him
- with whatever you have.
-
- D.[Sniper]
- These guys main strategy is to get an explosive weapons and
- camp in a hard to hit spot raining grenades or missiles down on your
- head. These guys are annoying. I find the best strategy against them is
- to ignore them, or wait them out. They have to come out for more
- ammo sooner or later, and when they do, load them full of buckshot.
- Snipers tend to have very poor engagement skills, which is the main
- reason that they snipe in the first place.
-
- E.[Cautious Type]
- This type is similar to a frag-a-thoner, but he retreats from
- battles if he takes too much damage, and runs off to find health. Also,
- the cautious type is more likely to run halfway across the level to get
- armor. Although these guys are not normally too hard, if you are having
- trouble you can kill this guy the same way you kill a frag-a-thoner, by
- stalking him till he gets in a fight, then backstabbing him.
- By yourself, lead this guy by pretending to be hurt and not
- having any ammo. Run away, then as soon as you turn a corner, switch
- to rocket and as you see him, unload.
-
- F.[Camper]
- These guys are pretty easy, usually. They just sit near
- deathmatch respawn spots with a weapon, and try to kill whoever
- respawns there. Usually you can sneak up on these guys, because they
- don't pay attention surroundings. Not only that, but they will rarely
- get many frags, because they don't hunt people, get armor or ammo...They
- just sit there.
-
- [13-5] The Levels
- ======
- These are deathmatch strategies for all of the shareware levels.
- They are the best I know of. This section will be updated with
- registered levels after the full release, barring time constraints.
- **notice**Please feel free to ignore the cheese factor if You are
- playing old-style deathmatch. I highly recommend old style deathmatch,
- because it ensures a more fair game. You are free to play any way you
- wish. **end of notice**
-
- Cheese Factor: Refers to how abusable a level is. A level that
- scores high in this category has poorly placed weapons/items, allowing
- one person to rack up large amounts of frags unfairly using
- artifacts/weapons, or get excessive health/armor repeatedly.
-
- Fun Factor: Refers to how good I think a level is for
- deathmatch. Personal tastes vary, so you may enjoy a level more than I
- and my compatriots do.
-
-
- A.[Start]
- Cheese Factor:**** This level is insanely cheesy. There is a
- disgusting loop. All you have to do is get the 200% armor in the water
- in the empisode 4 pathway, then teleport through the nightmare gate and
- get the +100% health and Quad damage, and you are sitting pretty for
- as long as you keep anybody else from getting it. Nobody else will
- even come close.
-
- Fun Factor:**1/2 This level is intense and fun, though the
- missile launcher and grenade launcher do spoil it a bit. It is VERY
- intense in the inner area, and the outer area usually has one or two
- people in it, so you do get some variety.
-
- B.[The Slipgate Complex]
- Cheese Factor:**** Any level where one person can have the
- Quad damage and Pentagram of protection is broken. Aside from that,
- there are 2 very good sniping spots, one being the area with the
- Pentagram of protection, the other being the doorway to the
- rocket launcher room. Also, being able to get +100% health and 100%
- armor makes you very
- hard to kill.
-
- Fun Factor:***1/2 This level is very crazy...with anything over
- 8 people, this level is nonstop carnage. It isn't as mindless as e1m6
- though, so I find it fun.
-
- C.[The Castle of the Damned]
-
- Cheese Factor:**** This level is very cheesy, though the
- powerups are distributed enough to prevent one person from hoarding
- all of them. There are two ways of cheesing this level, though if you
- are fast, you can do them both at the same time.
- One way of cheesing the level is to get the +100% health and
- super Nailgun, then run up and get the quad damage and frag the hell
- out of everybody. you can just keep going back and forth and getting
- all of the health and Nailgun ammo. With the Quad damage powerup,
- nothing can stand up to you.
- The other way is to get the 150% armor and grenade launcher,
- then get the quake power. BE VERY CAREFUL. if you walk
- anywhere near the blast from one of your grenades, you are gonna eat a
- big 'ole plate of pineapple. NOTHING stands up to a Quad damage
- grenade though, so you should be able to get some hefty frags in.
-
- Fun Factor:**** This level is pretty darn fun. There is a nice
- flow to the action, and the underwater play is neat. There are not
- enough traps, but there are some nice ambush points, and some nice
- pileups occur in the Quad damage area, the grenade launcher
- room and the area with the 2 teleporters. Some of the respawn spots
- are not as ideal as I would like, though all of them have something good
- nearby.
-
- D.[Necropolis]
- Cheese Factor:*1/2 This is a very balanced level, except for
- one loop, which is kind of separated from the rest of the level, making
- it hard to get repeatedly.
- First, get the 150% armor near the end of the
- level, then teleport to the Super Nailgun and ammo. Get those, then
- drop down and either take the teleporter to the end of the level, or
- ride the elevator up. When you get to the top, teleport to the
- beginning of the level and frag away!
- Also, If there is nobody already there, drop down and get the
- rocket launcher. There is ample health in the hallway at the north end
- of the pit to keep you alive as long as the action doesn't get too
- heavy.
-
- Fun Factor:***** This level is a real rush. The action comes
- anyway you like it, hot and heavy or slow and suspenseful. The watery
- pit hosts the most intense moshes I have ever been in, and there are not
- many spots where a sniper can sit and ruin your day. The level is just
- linear enough to keep the action coming, but not enough to make it a
- slaughter. The weapons are evenly distributed so that you should
- always be able to get a weapon, if you don't mind running away from a
- fight. The respawn areas are all within quick distance of pileup
- spots, and most of them have a weapon situated nearby.
-
- E.[Grisly Grotto]
- Cheese factor:1/2 This level is almost cheese free. The only
- cheesy thing about this level is the two 150% armors, which could be
- hoarded.
-
- Fun Factor:*** This level is fun, the architecture is nifty, and it
- is well balanced. There is some neat underwater killing, and the big
- outdoor area near the exit has some nice pileups. This level isn't
- extremely exciting though, mainly because all of the fun weapons are
- nowhere near the fighting. Also, a lot of the respawn spots are very
- separated from the action, so it isn't as constant as it should be.
-
- F.[Gloom Keep]
- Cheese Factor:***** This level brings a new meaning to
- cheese. There are two techniques to totally dominate this level
- The first is to go to area with the super Nailgun, 150% armor
- and health and get all of it, then go get the Quad damage. From there,
- run around like a madman with the Super Nailgun, fragging the hell out
- of people. when the Quad damage wears off, go back to the area
- where you got the Super Nailgun and armor, and start all over again.
- The other is to get a cache of explosives and ride the elevator
- to the top level of the three tiered room. any time you hear or see
- somebody on a lower tier, lob some grenades their way. If somebody
- gets brave enough to ride the elevator up your way, drop a few
- grenades down the chute...nobody will be stupid enough to try it a
- second time...If the missile launcher spawns, jump down and pick it up,
- then ride the elevator back up. you do take some damage from people
- trying to pick you off with shotgun and Nailgun, so every once and a
- while drop down to the exit and get the health and green armor, then
- teleport to the bottom of the pit and grab the health, then ride the
- elevator back to the top.
-
- Fun Factor:**** Despite the cheese, this level is quite fun.
- This level offers great variety. The pit hosts some fantastic pileups,
- while there is enough room to stalk, lurk, snipe or whatever fills your
- heart with joy. I especially enjoy how you can lure other players into
- traps. The respawn spots in this one are all good, and some of them
- drop you right into the middle of a warzone.
-
- G.[Door to Cthon]
- Cheese Factor:*1/2 There is no way of heavily cheesing this
- level. The only really cheesy thing you can do in this level is to
- keep running back to the end room with the 150% armor, Super Nailgun,
- nails and 25% health. That is not extremely unfair though.
-
- Fun Factor:***1/2 This level is very cramped, and makes for
- and intense frag fest. I do enjoy it, but it can be annoying because a
- lot of times it seems like you kill a guy. another guy respawns right in
- front of you, and kills you. You respawn and kill another guy you just
- missed telefragging. That is fun, but a bit TOO mindless for me.
-
- H.[House of Cthon]
- Cheese Factor:***** This level is ridiculously unfair. There
- is a ledge with 4 health boxes, a missile launcher, a grenade launcher
- and 2 boxes of missiles. If you happen to gain control of this ledge,
- you are set. there are 3 ways to get to this ledge...2 narrow walkways
- and an elevator. Anybody attempting to cross the ledges is dead meat if
- you have a decent missile hand, as there is no room to dodge. even if
- you don't kill them, you have a 50/50 chance of knocking them into the
- lava. The elevator makes an obvious noise which alerts you the fact
- that somebody is coming up to get you. Take that noise as a cue to lob
- 4 or 5 grenades down the chute. The only thing you have to worry about
- is people respawning on a higher ledge and jumping down at you. If this
- happens, my advice is to hit them with a missile quickly, even if it
- means eating some backlash, because while you are trying to get a clean
- shot off, other people will be coming to get you.
-
- Fun Factor:*1/2 Besides the fact that this level is extremely
- cheesable, it is also very, VERY repetitive. It is NOT my idea of fun
- to run around a big circle for 100 frags. I do like some suspense and
- stalking. Also, in internet play, this level seems to cause a lot of
- people to lag severely, which is no fun.
-
- I.[Ziggurat Vertigo]
- Cheese Factor:***1/2 This level is fairly cheesable. There
- are 2 pentagrams of protection, which reduce the problem somewhat, but
- the level is still unfair at times. There are 2 main ways of cheesing
- this level.
- The first way is to ride the elevator to the top section of the
- level, where the yellow armor, health and the rocket launcher are. Get
- all of those things, then drop down to the ledge with the Pentagram of
- protection is. from here you have a nice spot to snipe if that is your
- thing. I recommend dropping down and fragging the hell out of
- whoever you see though...that is more fun, and people tend to react
- violently to snipers. Don't be surprised if the whole server gangs
- up on you if you do this too much.
- The second way is to lurk in the corner near the elevator, on
- the ledge with the rocket launcher, and frag anybody who passes you by.
- There is adequate health on the ledge and nearby areas to keep your
- health up if you are a good shot, and a Pentagram of protection on a
- ledge across the room which you should be able to pick up each time it
- spawns. This spot will draw a lot of fire to you though, as people
- realize where you are, and it really isn't very protected. Eventually
- several people WILL gang up and kill you.
-
- Fun Factor:*** This level is fun, but the slow play due to the
- low gravity makes it somewhat less exciting than normal play. also, the
- architecture tends to prevent pile-ups, which I don't like...I like 8
- person mosh pits.
-
- [13-6] Your Config
- ======
- Your config file is an integral part of your deathmatch. The
- better your setup and aliases, the faster your character will move, and
- the better you will do. Put a lot of work into your config... it will
- separate you from the rest of the pack... learn to script in quake
- console. It helps a lot.
- This is my config, for anybody who wants it... I think it is very
- good. notice that mlook is permanently bound. I see no need to waste
- a key on something that will work perfectly well locked. Also of note
- is snap180, a buggy little alias that allows you to do an instant near
- 180, an alias, pw, that will allow you to cycle weapons in reverse
- order, and an extensive server alias list.
-
- +mlook
- weaponload
-
- bind alt wideview
- bind ctrl pw
- bind a sniper
- bind s ax
- bind d ml
- bind 1 weapon1
- bind 2 weapon2
- bind 3 weapon3
- bind 4 weapon4
- bind 5 weapon5
- bind 6 weapon6
- bind 7 weapon7
- bind 8 weapon8
- bind 9 "impulse 9"
- bind 0 god
- bind q "impulse 255"
- bind f snap180
-
- alias bigmac "connect 206.86.0.22"
- alias quake101 "connect 156.46.216.101"
- alias quaker "connect 206.150.173.169"
- alias fiction "connect 36.181.0.18"
- alias alien "connect 128.95.252.38"
- alias yevaud "connect 164.107.128.50"
- alias pit_o_death "connect 128.164.136.171"
- alias nano "connect 146.227.102.101"
- alias netertainment "connect 205.217.6.16"
- alias widget "connect 128.187.30.168"
- alias maglnxquake "connect 205.218.113.2"
- alias phaedo "connect 138.40.88.223"
- alias disruptor "connect 204.50.178.136"
- alias sage "connect 198.82.204.43"
- alias freebsd "connect 199.67.51.101"
- alias majestic "connect 199.67.51.101"
- alias crenshaw "connect 205.156.208.76"
- alias the_world_ship "connect 205.156.208.75"
- alias brain "connect 204.176.82.15"
- alias xray "connect 129.120.3.44"
- alias sgeertgens "connect 140.172.37.122"
- alias aftershock "connect 194.72.76.106"
- alias cytrix "connect 192.77.186.4"
- alias hansolo "connect 128.210.1.32"
- alias deathstar "204.97.180.46"
- alias singe "connect 128.95.25.105"
- alias quake1 "connect 204.43.32.24"
- alias quake2 "connect 204.43.34.51"
-
- alias ax ax2
- alias ml ml2
- alias sniper sniper1
- alias pw pw1
- alias pw1 weapon1
- alias pw2 weapon2
- alias pw3 weapon3
- alias pw4 weapon4
- alias pw5 weapon5
- alias pw6 weapon6
- alias pw7 weapon7
- alias pw8 weapon8
-
- alias snap180 "cl_yawspeed
- 2900;wait;+left;wait;wait;wait;-left;cl_yawspeed 140"
- alias sniper0 "fov 10;wait;fov 20;wait;fov 30;wait;fov 40;wait;fov
- 50;wait;fov 60;wait;fov
- 70;wait;fov 80;wait;fov 90;sensitivity 10;alias sniper sniper1"
- alias sniper1 "fov 85;wait;fov 80;wait;fov 75;wait;fov 70;wait;fov
- 65;wait;fov 60;wait;fov
- 55;wait;fov 50;sensitivity 5;alias sniper sniper2"
- alias sniper2 "fov 45;wait;fov 40;wait;fov 35;wait;fov 30;wait;fov
- 25;wait;fov 20;wait;fov
- 15;wait;fov 10;sensitivity 2.5;alias sniper sniper0"
-
- alias weaponload "impulse 1;impulse 8;impulse 7;impulse 6;impulse
- 5;impulse 4;impulse 3;impulse 2"
- alias weapon1 "impulse 1;alias ml ml1;alias pw pw8"
- alias weapon2 "impulse 2;alias ml ml2;alias ax ax2;alias pw pw1"
- alias weapon3 "impulse 3;alias ml ml3;alias ax ax3;alias pw pw2"
- alias weapon4 "impulse 4;alias ml ml4;alias ax ax4;alias pw pw3"
- alias weapon5 "impulse 5;alias ml ml5;alias ax ax5;alias pw pw4"
- alias weapon6 "impulse 6;alias ml ml6;alias ax ax6;alias pw pw5"
- alias weapon7 "impulse 7;alias ax ax7;alias pw pw6"
- alias weapon8 "impulse 8;alias ml ml8;alias ax ax8;alias pw pw7"
-
- alias wideview fovout
- alias fovout "fov 130;alias wideview fovin"
- alias fovin "fov 90;alias wideview fovout"
-
- alias ml1 "impulse 7;wait;+attack;wait;-attack;impulse 1"
- alias ml2 "impulse 7;wait;+attack;wait;-attack;impulse 2"
- alias ml3 "impulse 7;wait;+attack;wait;-attack;impulse 3"
- alias ml4 "impulse 7;wait;+attack;wait;-attack;impulse 4"
- alias ml5 "impulse 7;wait;+attack;wait;-attack;impulse 5"
- alias ml6 "impulse 7;wait;+attack;wait;-attack;impulse 6"
- alias ml8 "impulse 7;wait;+attack;wait;-attack;impulse 8"
- alias ax2 "impulse 1;wait;+attack;wait;-attack;impulse 2"
- alias ax3 "impulse 1;wait;+attack;wait;-attack;impulse 3"
- alias ax4 "impulse 1;wait;+attack;wait;-attack;impulse 4"
- alias ax5 "impulse 1;wait;+attack;wait;-attack;impulse 5"
- alias ax6 "impulse 1;wait;+attack;wait;-attack;impulse 6"
- alias ax7 "impulse 1;wait;+attack;wait;-attack;impulse 7"
- alias ax8 "impulse 1;wait;+attack;wait;-attack;impulse 8"
-
- [13-7] Who to look out for
- ======
- This section is dedicated to recognizing good modem players,
- who play on the internet. Note: US players only mentioned here... for now.
-
- [Zer0]:Hey, it's me? what can I say? I kick ass ;)
- [Novak]:This guy is really tough...he is a fantastic pattern
- runner.
- [The_Brain]:He is a good, aggressive player...can rack up a bunch of
- frags if you don't keep tabs on him.
- [Shostakov]:This guy is a potshot. He is really aggressive too.
- Similar playing style to The_Brain, though Shostakov is better.
- [^Dragon^]:A good player, and a friend of mine...He is a sneaky bum,
- and you have to keep a sharp eye out for him. He will attempt to
- surprise you if he can.
- [Mynx]:The only girl on the servers, and a damn good one at that...she
- is tough, though I don't know exactly how good she is, because she is
- always teamed up with someone whenever I see her...
- [RIP]:He is a decent player, and he makes the servers a bit more
- challenging. He is getting good very quick.
- [Gooseman]:A good player with a taste for missiles...Expect gibs galore
- if you are on a server with him. I haven't played him enough yet to
- give a strategy.
- [SwanSong]:Another good all around player, he is fun to frag, and
- occasionally he beats me.
- [RomeovioD]:I had to include him just because he is the only quake
- player with an ego bigger than mine. If you are reading this (which you
- probably aren't, cause you are already the best darn 28.8 deathmatcher
- out there, right? ;P ), I am still looking to play you.
- [Kill-9]:Good player, very good on Zigguruat Vertigo.
-
- [13-8] Teams
- ======
- As of right now, there are 2 main teams, the DSoC and the U|A. My
- team is the DSoC(which I founded to put the U|A in it's place :) ).
-
- DSoC: A team devoted to frags, frags and more frags. We impose no
- rules or restrictions on our players. You may join or quit freely, as
- long as you are not a member of the U|A. We will periodically try and
- get 16 player games together, 8 of our best and 8 of U|A's best.
- Founded by: Zer0, ^Dragon^.
- For more info: Right now, just on IRC. I am working on a page though,
- and it should be ready for the world soon. Look for the url in a newer
- version this text.
-
- U|A: Another frag minded team. They have thier own various rules, and
- since I am not a member, I don't know them. However, I do have thier
- Web page, If you are interested and want more info.
- Founded by:Robs, The_Brain, Kill-9, LorD.
- For more info, see http://www.gti.net/rob/alliance.htm. It's not up
- yet, but it will be in a few weeks.
-
- [13-9] Reach out and frag someone
- ======
- Right now, the best source of info is Undernet/EFnet IRC. I
- recommend Undernet, because the channel operators on EFnet tend to
- be jerks, but there are a few helpful people over there. If you want to
- contact me specifically, I am usually on Undernet #quake around 9-11
- PST. I will be happy to answer any questions or comments you have
- about this guide. If you do not use IRC, send questions or comments to
- the creator of this FAQ, and he will pass them on to me in IRC.
-
- [13-10] Outro
- =======
- This version of Zer0's guide to excellent Quakematch is to be
- distributed only with the Unofficial Quake FAQ. I plan on updating the
- player list as well as providing strategy for each person on the list,
- adding to my config as necessary, updating the teams section, doing
- guides for all of the new levels, and adding the Lightning Gun to the
- weapons list.
-
-
- ---------------
- Technical Stuff
- ---------------
- ====
- [14] Quake Commands - The Console and Command Line
- ====
- Once again I am letting a keen Quake player, MephistoX, take control
- of the FAQ for a bit. He has gone through all the console commands and
- listed them all. If you find any errors (not likely) then email either me
- (see the top of the FAQ) or him:
-
- MephistoX - mephisto@oneworld.owt.com
-
- Oh, something I should I also you let you know is that MephistoX goes
- by the name of Michael Montgomery...
-
-
- This list was compiled by Michael Montgomery (me). This version was
- written on July 11th and tested under Quake Shareware version 0.92.
-
- E-Mail me with corrections/additions at mephisto@oneworld.owt.com or talk
- to me on the Undernet in #quake...my nick is MephistoX. Please only send
- me information regarding the current version of Quake.
-
- Much thanks to id Software for creating Quake, Josh Pieper for letting me
- test this list out on his computer, and everyone who has contributed to the
- list. Special thanks to Toby Goldstone for including this list in the
- Unofficial Quake FAQ, which is available in
- rec.games.computer.quake.announce on the Usenet.
-
- The command line parameters were taken from the Quake docs. They should
- all work, but they are difficult to test. There are probably some more
- obscure ones that I do not know yet.
-
- The console commands all do something, although in some cases I could not
- figure out exactly what. There are still quite a few more that I have not
- had the time to find yet.
-
- The actions are all in working order (except +use), and I should have all
- of them.
-
-
- [14-1] Format
- ======
- You should always type the commands EXACTLY as I have typed them with the
- following exceptions:
-
- # indicates you should enter a numeric value, decimal values are acceptable
- in some cases
- $ indicates you should enter a string (letters/symbols/sometimes numbers)
- ... indicates you can enter a list of values
-
- A # or $ with a number following it (#1 or $1) simply allows me to identify
- multiple #s or $s separately.
-
- Some examples...
-
- color #1 #2
-
- You should type color, a space, a number, a space, and another number.
-
- alias $1 "$2;$3:$4..."
-
- You should type alias, a space, a string, a space, a quotation mark, a
- series of strings separated by semicolons, and finally a quotation mark.
-
- name $
-
- Nothing special, except that as with other Quake commands, if you want to
- enter a string with spaces, you must enclose it in quotation marks. So if
- your name was Michael Montgomery, you would type name "Michael Montgomery".
-
- [14-2] Command Line Parameters
- ======
- These can only be run from the command line.
-
- -cdmediacheck
- Quake will periodically check to see if you have changed the CD in the
- CD-ROM drive. This is very slow on some CD players and unnecessary
- under Windows 95. Unless you are frequently changing CDs while playing
- Quake there is no reason to enable this option.
-
- -condebug
- Quake will log all console events to qconsole.log in the id1 directory.
-
- -dedicated #
- Quake starts as a dedicated server. It's only job is to receive and
- transfer data to and from the clients. It will not draw graphics or
- perform any other kind of operation. However, it will run the console,
- which allows you to customize the game. # is the maximum number of
- players allowed, up to 16 (exception: the B&W TCP/IP stack only allows
- 8 players). A 486/66 (or above) makes a good dedicated server.
-
- -ipxport #
- Specifies a IPX port to be used. The default is 26000.
-
- -listen #
- Quake starts as a listen server. Quake will perform normally as if you
- were playing single-player, but will also perform as a server to which
- others can connect. Note that the person on the listen server always
- starts first and gets network updates the fastest, so they have a
- definite advantage over slow connections. # is the maximum number of
- players allowed, up to 16 (exception: the B&W TCP/IP stack only allows
- 9 players). A Pentium 90 or higher will make a good listen server.
-
- -mpath
- Enables support for code to use Win95's TCP/IP stack. Do NOT use this
- under DOS!
-
- -nocdaudio
- Disables CD audio support.
-
- -noipx
- Disables support for IPX.
-
- -nolan
- Disables IPX and TCP/IP support.
-
- -nonet
- Disables network card support.
-
- -noserial
- Disable serial support.
-
- -nosound
- Disables sound card support.
-
- -noudp
- Disables support for TCP/IP.
-
- -safe
- -stdvid, -nosound, -nonet, -nocdaudio combined into one.
-
- -sbinfo
- Displays information on your current Sound Blaster configuration.
-
- -sspeed #
- Sets Quake's playback speed to # Hz. The default is 11025 Hz (11 KHz).
- Increasing # above 11025 will degrade CPU performance and will not
- increase sound quality because Quake's sound samples are only 11025 Hz
- to begin with. Decreasing # below 11025 will increase CPU performance
- and save memory, but will degrade sound quality.
-
- -stdvid
- Disables VESA video modes.
-
- -udpport #
- Specifies a UDP port to be used. The default is 26000.
-
- -winlock
- Windows 95 only. Quake will not share memory with other applications
- and will not allow other applications to take memory from itself.
- Useful on machines with low memory where background applications have
- to unload parts of Quake in order to load some of their own code.
-
- -winlockunlock
- Windows 95 only. Quake will load all of itself possible, but will not
- disk cache and will share memory with other applications.
-
- -winmem #
- Windows 95 only. Quake will allocate # megabytes of memory for itself.
- Note that if # is greater than the amount of free RAM you have, Quake
- will disk-cache the remaining amount of specified megs, which will
- degrade performance. The default is 8.
-
- [14-3] Console Commands
- ======
- These can be entered from the console, run from the command line if they
- are preceded with a + sign, bound or aliased to a key with bind or alias,
- or run from a config file. For most commands which have parameters,
- entering the command by itself without parameters will display its current
- setting.
-
- A command whose description is unknown means that I know the command exists
- but either do not know what it does or have an idea what it does but am not
- very sure.
-
- Also, Quake IS case-sensitive with regard to console commands. It will
- only accept lowercase entries.
-
- _cl_color #
- Sets the player's colors to #. # is equal to the color of the shirt
- multiplied by 16 and then adding the color of the pants ($1 and $2 from
- the color commmand, respectively). The maximum value is 221. Note
- that if you change _cl_color, the values of the color command are not
- affected.
-
- _cl_name $
- Sets the player's name to $.
-
- _com_baud #
- Unknown. Does not seem to be affected by the com# command settings.
-
- _com_init $
- Seems to set the modem init string to $, but is not affected by the
- com# command settings.
-
- _com_type #
- Unknown. Does not seem to be affected by the com# command settings.
-
- alias $1 "$2;$3;$4..."
- Alias creates a new Quake command named $1, which is actually a
- collection of already existing Quake commands ($2,$3,$4,etc.). Note
- that the commands being aliased to $1 must be enclosed in quotation
- marks and separated with semi-colons. Once you have aliased a command
- you can bind it to a key. For example, typing the commands
-
- alias net_game "hostname my_server ; fraglimit 15 ; timelimit 15"
- bind INS net_game
-
- would cause Quake to set the hostname, frag limit, and time limit every
- time you hit the INSERT key.
-
- ambient_fade #
- Unknown. The default is 500.
-
- ambient_level #
- Controls the volume of ambient sounds. The default is .3
-
- begin
- Unknown. Is not valid from the console.
-
- bf
- Quake performs a background flash identical to the one you see when you
- pick up an item. This will also cause Quake to reset the palette,
- which can fix erratic colors under Windows 95.
-
- bgmbuffer #
- Sets the music buffer to # bytes. The default is 4096 (4K).
-
- bgmvolume #
- Changes the music volume to #, where # is from 0.0 to 1.0. Not all
- CD-ROM drives support variable volume. 0 is off.
-
- bind $1 $2
- Binds the key $1 to the action $2. To make the j key the jump key you
- would type "bind j +jump" (without the quotations) and press enter.
- You can also bind keys to perform console commands. For example,
- bind r "color 4 4" would cause your character to turn red whenever you
- pressed r. Whenever the bound action/command contains any spaces, you
- must enclose it in quotation marks.
-
- The following keys can be bound:
-
- A-Z 0-9
- *F1-F12 *TAB
- ENTER SPACE
- BACKSPACE UPARROW
- DOWNARROW LEFTARROW
- RIGHTARROW ALT
- CTRL SHIFT
- INS DEL
- PGDN PGUP
- HOME END
- PAUSE SEMICOLON
-
- MOUSE1 (mouse button 1)
- MOUSE2 (mouse button 2)
- MOUSE3 (mouse button 3)
-
- *~ (tilde)
-
- * Can only be bound on the command line or in a .cfg file.
-
- The ESC key cannot be bound.
-
- centerview
- Centers your view.
-
- cd $
-
- off: turns off the CD audio system. No more music will be played.
- on: turns on the CD audio system. Quake will now play music.
- reset: re-initializes the CD audio system. Useful when you change CDs or
- insert a CD after you have already started Quake.
- play #: plays track # once.
- loop #: plays track #. When done it plays the track again.
- stop: stop playing the current track.
- resumre: resume playing the current track.
- eject: ejects the CD. For CD players without a manual eject button.
- remap #1 #2 #3...: remaps the tracks on the current cd. Typing
- remap 1 2 2 5 6 7 8 9 9 on a CD with 9 tracks would
- end up with a CD mapped like this:
-
- Actual track number 1 2 3 4 5 6 7 8 9
- Remapped to 1 2 2 5 6 7 8 9 9
-
- So when Quake is instructed to play track 4, it will
- actually play track 5.
-
- info: reports information on the CD-ROM and the CD currently playing.
-
- changelevel $
- Servers only. Changes the level to $. See the map $ command for valid
- entries.
-
- cl_anglespeedkey #
- The speed at which the player pitches and turns. The default is 1.5.
-
- cl_backspeed #
- Sets the player's backward movement speed. The default is 160.
-
- cl_bob #
- Sets how much the weapon bobs. The default is 0.02
-
- cl_bobcycle #
- The weapon will cycle through a complete bob in # seconds. Do not set
- to 0 even if cl_bob is set to 0. The default is 0.6.
-
- cl_bobup #
- Defines the topmost point of the bob cycle. The default is 0.5.
-
- cl_forwardspeed #
- How fast the player walks forward. The default is 200.
-
- cl_movespeedkey #
- When +speed is activated, all normal movement rates are multiplied
- by #.
- The default is 2.0
-
- cl_nolerp #
- Unknown.
-
- cl_pitchspeed #
- The speed at which the player's pitch is changed when +lookup and
- +lookdown are activated. Keyboard only. The default is 100.
-
- cl_rollangle #
- Controls the angle that the player leans when making fast turns. The
- default is 2.0.
-
- cl_rollspeed #
- Controls the speed at which the player leans on turns. The default is
- 200.
-
- cl_shownet #
-
- 0: Quake will not display numbers.
- 1: Quake will display numbers.
-
- The meaning of the numbers is unknown, but I think it is related to the
- amount of client-server traffic as it increases whenever you do
- anything.
-
- cl_sidespeed #
- Controls the strafing speed of the player. The default is 350.
-
- cl_upspeed #
- The speed at which the player floats using +moveup. The default is
- 200.
-
- cl_yawspeed #
- The speed at which the player turns using +left and +right. The
- default is 140.
-
- clear
- Clears the console buffer.
-
- cmd
- Unknown. Cannot be used while not connected to a server.
-
- color #1 #2
- Sets your player's shirt color to #1 and your pants color to #2.
- Values are from 1 to 13. The colors are as follows:
-
- 1: White
- 2: Brown
- 3: Sky Blue
- 4: Olive Green
- 5: Red
- 6: Gold
- 7: Salmon
- 8: Lavender
- 9: Purple
- 10: Tan
- 11: Forest Green
- 12: Yellow
- 13: Blue
-
- com# $
- # is the number of the com port you wish to set up. Typing com#
- without a parameter will list the currents settings. Note that com by
- itself is not a command, it must have a 1 or 2 immediately following
- it.
-
- enable: initializes the com port. You cannot change the settings on
- an enabled port.
- disable: disables the com port. You can now change the settings. All
- com ports are disabled by default.
- modem: tells Quake that com port # is a modem.
- direct: tells Quake that com port # is a direct connection (serial
- etc).
- dial: sets modem for dial-up operation.
- answer: sets modem to answer incoming calls.
- reset: resets the com port to the default settings.
- port #: sets the hex address of the com port (COM1=0x3f8 COM2=0x2f8)
- irq #: sets the IRQ of the com port (COM1=4 COM2=3)
- baud #: sets the UART baud rate. This is the speed of the computer
- talking to the modem, not the modem talking to the remote
- modem. Valid values are 9600, 14400, 28800, 57600, 115200.
- 57600 is the default.
- 8250: sets the UART type to 8250.
- 16550: sets the UART type to 16550. This is the default.
- startup $: $ is the init string for your modem (ATZ).
- shutdown $: $ is the hangup string for your modem (ATH).
- +cts: Quake will honor the "clear to send" signal.
- -cts: Quake will ignore the "clear to send" signal.
- +dsr: Quake will honor the "data set ready" signal.
- -dsr: Quake will ignore the "data set ready" signal.
- +cd: Quake will honor the "carrier detect" signal.
- -cd: Quake will ignore the "carrier detect" signal.
-
- con_notifytime #
- Quake will display messages for # seconds before clearing them from the
- top of the screen. Setting # to 0 will eliminate all messages. The
- default is 3.
-
- connect "$"
- Quake will attempt to connect to a Quake server at $. If $ is a phone
- number (5551212), Quake will dial the number (providing the modem is
- properly set up). If $ is an IPX address (00FADE23:00aa00b9b5b2),
- Quake will search the network for this address. If $ is a server name
- (My_Server), it will search the network for this server. If $ is an IP
- address (204.145.67.122) and you are connected to the Internet, Quake
- will connect to this address. Note that on networks Quake will not
- cross routers.
-
- coop #
-
- 0: This is not a cooperative game.
- 1: This is a cooperative game.
-
- d_mipcap #
- Controls the detail level. The maximum is 3, the default is 0.
-
- d_mipscale #
- Controls the distance at which objects and walls become blurry. The
- default is 1.
-
- d_subdiv16 #
- Tells Quake how often to perform a certain type of texture error
- checking. This is only noticeable on textures viewed from extreme
- angles.
-
- 0: Quake performs corrections on every pixel.
- 1: Quake performs corrections on every 16th pixel.
-
- 0 will result in perfectly drawn walls, but slows performance. 1 will
- result in hardly-noticeable defects, but increases performance. The
- default setting is 1.
-
- deathmatch #
-
- 0: This is not a deathmatch game.
- 1: This is a deathmatch game.
- 2: Old style (DOOM) deathmatch game.
-
- The default is 0.
-
- demos
- If Quake is not currently playing demos, it will start playing them
- when you enter this command. If Quake is currently playing demos, it
- will stop playing the current demo and being playing the next one.
-
- developer #
-
- 0: Unknown
- 1: Unknown
-
- I think it enables developer mode, but what developer mode does I have
- no clue. The default is 0.
-
- disconnect
- Disconnects client from server.
-
- echo $
- Displays $ for this station only, will not broadcast $ to other
- stations.
- Useful with aliases and bindings.
-
- edict #
- An edict is similar to a 'thing' in Doom. Displays information on
- edict number #.
-
- edictcount
- Gives a summary on the types and numbers of edicts in the current game.
-
- edicts
- Displays information on all edicts.
-
- entities
- Gives a list of every model in the game (item, player, monster, etc.)
-
- exec $
- Quake will search the ID1 subdirectory for the file $. It will then
- execute the commands in the file line-by-line, just as if you had typed
- them individually in the console.
-
- flush
- Unknown. Causes Quake to load some data.
-
- fly
- Toggles flight mode.
-
- fov #
- Determines the size of the field of view. This tells Quake to distort
- the image so that you may sit at different distances from the monitor
- and have it look OK. The minimum is 5, the maximum is 80, the default
- is 20. This change will not take effect until the video mode is changed
- or the screen size is altered.
-
- fraglimit #
- In Deathmatch, Quake will end the game after someone scores # frags.
- The default is 20.
-
- gamma #
-
- < 1: Brightens the display.
- 1: Sets display brightness to normal.
- > 1: Darkens the display.
-
- give #
- Gives the player weapon number #.
-
- 1: Axe
- 2: Shotgun
- 3: Double Barreled Shotgun
- 4: Nailgun
- 5: Supernailgun
- 6: Grenade Launcher
- 7: Rocket Launcher
- 8: Thunderbolt
-
- give $
-
- c #: You get # cells.
- h #: You get # health. Without parameters you will die, but Quake will
- not recognize that you are dead (this is bad).
- n #: You get # flechettes (nails).
- r #: You get # grenades (rockets).
- s #: You get # shells.
-
- god
- Toggles god mode.
-
- help
- Displays the help screen.
-
- host_framerate #
- Unknown.
-
- host_speeds
- Unknown.
-
- hostname "$"
- When someone searches the network for a Quake game using the slist
- command, this is the name that will show up for your server. The
- default is "unnamed".
-
- impulse #
-
- 1: Axe
- 2: Shotgun
- 3: Double Barreled Shotgun
- 4: Nailgun
- 5: Supernailgun
- 6: Grenade Launcher
- 7: Rocket Launcher
- 8: Lightning Gun
- 9: All ammo, guns, and keys.
- 10: Switch to next available weapon.
- 255: Quad Damage Power-Up
-
- joybuttons #
- Unknown. The default is 4.
-
- joystick #
- Unknown. The default is 1.
-
- kick $
- Server only. Kicks the player named $ off of the server.
-
- kill
- Player commits suicide. Useful for when you become stuck in a wall or
- something odd happens.
-
- killserver
- On a server, this causes Quake to stop acting as a server, effectively
- disconnecting any clients.
-
- listen #
- Unknown. Can be 0 or 1. Default is 0.
-
- load $
- Quake will load the savegame $.sav.
-
- lookspring #
-
- 0: When you release the mlook key your view will not center.
- 1: When you release the mlook key your view automatically centers.
-
- lookstrafe #
-
- 0: +mlook behaves as normal.
- 1: +mlook causes the mouse to strafe left and right instead of turning
- left and right.
-
- The default is 0.
-
- m_filter #
- Controls how far the mouse must move before Quake will take it's input.
- The default is 1.
-
- m_forward #
- Controls the forward and backward sensitivity of the mouse. The
- default is 1.
-
- m_pitch #
- Controls the look up and down sensitivity of the mouse while mlook is
- on. The default is 0.022.
-
- m_side #
- Controls the mouse's strafing sensitivity while lookstrafe is 1. The
- default is 0.8.
-
- m_yaw #
- Controls the turning speed of the mouse. The default is 0.022.
-
- maxplayers #
- Sets the maximum number of players to #. Cannot be changed while a
- server is running.
-
- map $
- Begins a new game at map $. Valid entries are as follows:
-
- start: Introduction
-
- Dimension of the Doomed
- e1m1: The Slipgate Complex
- e1m2: Castle of the Damned
- e1m3: The Necropolis
- e1m4: The Grisly Grotto
- e1m5: Gloom Keep
- e1m6: The Door to Chthon
- e1m7: The House of Chthon
- e1m8: Ziggurat Vertigo
-
- Realm of Black Magic
- e2m1: The Installation
- e2m2: Ogre Citadel
- e2m3: Crypt of Decay
- e2m4: The Ebon Fortress
- e2m5: The Wizard's Manse
- e2m6: The Dismal Oubliette
- e2m7: Underearth
-
- Netherworld
- e3m1: Termination Central
- e3m2: The Vaults of Zin
- e3m3: The Tomb of Terror
- e3m4: Satan's Dark Delight
- e3m5: Wind Tunnels
- e3m6: Chambers of Torment
- e3m7: The Haunted Halls -- by American McGee
-
- The Elder World
- e4m1: The Sewage System
- e4m2: The Tower of Despair
- e4m3: The Elder God Shrine
- e4m4: The Palace of Hate
- e4m5: Hell's Atrium
- e4m6: The Pain Maze
- e4m7: Azure Agony
- e4m8: The Nameless City
-
- end: Shub-Niggurath's Pit
-
- Note that anything beyond Dimension of the Doomed is only in the
- registered version.
-
- menu_keys
- Brings up the customize keys menu.
-
- menu_load
- Brings up the load game menu.
-
- menu_main
- Brings up the main menu.
-
- menu_net
- Brings up the network menu.
-
- menu_options
- Brings up the options menu.
-
- menu_save
- Brings up the load game menu.
-
- messagemode
- Starts a say command, which is then broadcast to all connected
- stations.
-
- name $
- Sets your player name to $.
-
- net_messagetimeout #
- Quake will wait # seconds for a message to arrive before deciding the
- connection has died. The default is 3 minutes (180). Messages usually
- arrive at 20 per second.
-
- net_stats
- Displays network statistics.
-
- noclip
- Toggles no clipping mode.
-
- nosound
-
- 0: Quake will load and play sound effects.
- 1: Quake will not load or play further sound effects.
-
- The default is 0.
-
- notarget
- Toggles no targeting mode. Monsters will not attack or notice you
- unless they have already seen you or you attack them.
-
- path
- Displays Quake's search paths where it looks for files.
-
- pausable
-
- 0: the game cannot be paused.
- 1: the game can be paused.
-
- pause
- Toggles whether Quake is paused or not.
-
- ping
- Pings the clients and returns the response time.
-
- play $
- Quake will play the sound file $ (must be WAV(RIFF) or AIFF format) at
- 100% volume at the player's location.
-
- playdemo $
- Plays the demo $ in the ID1 directory or the PAK0.PAK file.
-
- playvol $ #
- Quake will play sound file $ (must be WAV(RIFF) or AIFF format) at #
- percent volume. If you specify more than one $, Quake will play both
- sounds simultaneously.
-
- pointfile
- Used in the creation of new levels to find leaks. Quake will draw a
- line from the leak to the nearest entity. Described in more detail in
- the readme to the qbsp, vis, and light sources.
-
- precache
- Unknown. The default is 1.
-
- prespawn
- Unknown. Not valid from the console.
-
- profile
- Quake will display its internal diagnostics. Crashes Quake when you
- are not connected.
-
- quit
- Quits Quake to the OS.
-
- r_aliastransadj #
- Unknown. The default is 100.
-
- r_aliastransbase #
- Unknown. The default is 200
-
- r_aliasstats #
-
- 0: Quake will not display information about currently visible models.
- 1: Quake will display information about currently visible models.
-
- The default is 0.
-
- r_ambient #
- Unknown. The default is 0.
-
- r_clearcolor #
- The color of the space outside the map.
-
- r_drawentities #
-
- 0: Quake will not draw any entities.
- 1: Quake will draw entities.
-
- The default is 1.
-
- r_drawflat #
-
- 0: Quake will draw walls as normal.
- 1: Quake will draw walls filled with colors instead of textures.
-
- The default is 0.
-
- r_draworder #
-
- 0: Quake will draw walls in normal order, closest in front.
- 1: Quake will draw walls in reverse order, farthest in front.
-
- The default is 0.
-
- r_drawviewmodel #
-
- 0: Quake will not draw your weapons on-screen.
- 1: Quake will draw your weapons on-screen.
-
- The default is 1.
-
- r_dspeeds #
-
- 0: Quake will not display timing information.
- 1: Quake will display timing information.
-
- The default is 0.
-
- r_fullbight #
-
- 0: Quake will draw shadows and dark areas.
- 1: Quake will ignore shadows and draw everything at full brightness.
-
- r_graphheight #
- Controls the height in pixels of the graph drawn when r_timegraph is
- on.
- The default is 10.
-
- r_maxedges #
- Unknown. The default is 2000.
-
- r_maxsurfs #
- Unknown. The default is 1000.
-
- r_polymodelstats #
-
- 0: Quake will not report the number of on-screen polygon models.
- 1: Quake will report the number of on-screen polygon models.
-
- The default is 0.
-
- r_reportedgeout #
- Unknown. The default is 0.
-
- r_reportsurfout #
- Unknown. The default is 0.
-
- r_speeds #
-
- 0: Quake will not display basic timing data.
- 1: Qauke will display basic timing data.
-
- The default is 0.
-
- r_timegraph #
-
- 0: Quake will not draw a graph.
- 1: Quake will draw a graph depicting something. The height of the
- graph is determined by r_graphheight.
-
- The default is 0.
-
- r_waterwarp #
-
- 0: Underwater scenes are not wavy.
- 1: Underwater scenes are wavy.
-
- The default is 1.
-
- reconnect
- Unknown. It doesn't seem to reconnect anything.
-
- record $1 $2 #
- Quake will record a demo named $1.dem on map $2. Optionally, it will
- play music track number # when the demo is replayed.
-
- registered #
-
- 0: Quake will think you are playing the shareware version.
- 1: Quake will think you are playing the registered version.
-
- This does not give you the registered levels or alter the shareware
- game in any way. It does, however, remove the bars blocking the other
- episodes on the start level, but you still can't play them.
-
- restart
- Quake will reload the current map, starting the level over.
-
- samelevel #
-
- 0: When a level is exited you will proceed to the next level.
- 1: When a level is exited you will restart at the beginning of the same
- level.
-
- This is very useful for deathmatch games. The default is 0.
-
- save $
- Saves the game to $.sav
-
- say $
- Quake will broadcast $ to all connected stations.
-
- say_team $
- Quake will broadcast $ to all members of your team.
-
- sbinfo
- Displays information on your current Sound Blaster configuration.
-
- scr_centertime #
- Quake will display the special messages that appear at the center of
- the screen for # seconds before clearing them. The default is 8.
-
- scr_conspeed #
- Sets the speed of the console raising/lowering to #. The default is
- 300.
-
- scr_ofsx #
- Offsets your viewpoint by # pixels on the X-axis. The default is 0.
-
- scr_ofsy #
- Offsets your viewpoint by # pixels on the Y-axis. The default is 0.
-
- scr_ofsz #
- Offsets your viewpoint by # pixels on the Z-axis. The default is 0.
-
- scr_printspeed #
- Unknown. The default is 8.
-
- screenshot
- Quake takes the current screen and saves it in PCX format in the file
- quake##.pcx, where ## is the next available screenshot number. If you
- took 3 screenshots, you would have quake01.pcx, quake02.pcx, and
- quake03.pcx. If you deleted quake02.pcx, the next screenshot you took
- would be quake02.pcx, because 02 is the next available screenshot
- number.
-
- sensitivity #
- Sets the mouse sensitivity to #. If # is negative, the mouse controls
- are reversed. The default is 3.
-
- showpause #
-
- 0: Quake will not display the pause plaque when the game is paused.
- 1: Quake will display the pause plaque when the game is paused.
-
- The default is 1.
-
- showram #
-
- 0: Quake will not display the RAM icon when it is running low on
- memory.
- 1: Quake will display the RAM icon when it is running low on memory.
-
- The default is 1.
-
- showturtle #
-
- 0: Quake will not display the turtle when your frames-per-second are
- less than 10.
- 1: Quake will display the turtle when your frames-per-second are less
- than 10.
-
- The default is 0.
-
- sizedown
- Decreases viewsize by 10.
-
- sizeup
- Increases viewsize by 10.
-
- skill #
- Sets the skill level to #. Valid entries are:
-
- 0: Easy
- 1: Normal
- 2: Hard
- 3: Nightmare
-
- slist
- Searches the LAN or null modem connection for Quake servers and
- displays any that it finds. It will not cross routers. The names of
- the servers found are specified by the hostname command.
-
- snd_noextraupdate #
- Unknown. The default is 0.
-
- snd_show #
-
- 0: Quake will not display the number of sounds currently playing and
- their names.
- 1: Quake will display the number of sounds currently playing and their
- names.
-
- soundinfo
- Lists information on your current sound setup within Quake.
-
- soundlist
- Will list all the sounds Quake currently has cached into memory, along
- with additional information on each sound.
-
- spawn
- Unknown. Is not valid from the console.
-
- status
- Gives information on the state of the current game.
-
- stopsounds
- Halts all currently playing sounds.
-
- stuffcmds
- Quake will process command line arguments. Should only be used in
- the initialization file QUAKE.RC, which is found in PAK0.PAK in the ID1
- directory.
-
- sv_accelerate #
- Sets the acceleration rate for players. The default is 10.
-
- sv_aim #
- Controls how far from a target you must be aiming before Quake will
- automatically target it for you. 0 means you can't miss, 1 means you
- fire exactly where you aim. The default is 0.93
-
- sv_friction #
- Controls the ground friction. Low values cause the player to behave as
- if he were on ice. The default is 4.
-
- sv_gravity #
- Controls the gravity. Negative values cause things to float upwards.
- The default is 800.
-
- sv_idealpitchscale #
- Controls how much the player's vertical pitch changes when look up/down
- stairs or inclines. The default is 0.8.
-
- sv_maxspeed #
- Sets the maximum possible speed of a player to #. The default is 320.
-
- sv_maxvelocity #
- Limits the velocity of any projectile/object to #. The default is
- 2000.
-
- sv_nostep #
-
- 0: Players can walk up steps.
- 1: Players cannot walk up steps without jumping.
-
- The default is 0.
-
- sv_stopspeed #
- Controls how fast players decelerate. The default is 100.
-
- sys_ticrate #
- Only used by servers. Quake will send out an update every # seconds.
- The default is 0.05 (20 per second). For modem or internet play, or on
- a network with limited bandwidth, changing # to 0.1 (10 updates per
- second) will half the amount of data being received by the clients,
- which will result in very slightly reduced responsiveness, but much
- faster gameplay.
-
- teamplay #
- Deathmatch only.
-
- 0: Players with same-colored pants can hurt each other.
- 1: players with same-colored pants cannot hurt each other.
-
- Note that they can still take away armor, just not health. The default
- is 0.
-
- tell
- Untested.
-
- temp1 #
- Unknown.
-
- timedemo
- Untested.
-
- timelimit #
- Quake will quit the current level and start a new one after # minutes.
-
- timerefresh
- Quake will spin the character around once and display the average
- number of frames per second.
-
- toggleconsole
- Toggles the console on and off.
-
- togglemenu
- Brings up the main menu if there are no menus on screen, or exits all
- menus if there are menus on screen.
-
- unbindall
- Unbinds all keys.
-
- v_centerspeed #
- Controls how fast your view centers after you release mlook. The
- default is 500.
-
- v_idlescale #
- Controls how wavy your view is. The wavy effect on the intermission
- screen is generated using this command. The default is 0.
-
- v_kickpitch #
- Sets how far the player's viewpoint is temporarily thrown off when they
- are wounded. The default is 0.6.
-
- v_kickroll #
- Controls how much the player leans when wounded. The default is 0.6.
-
- v_kicktime #
- Controls how long the player shakes after being wounded. The default
- is 0.5.
-
- version
- Displays information on your current version of Quake.
-
- vid_describecurrentmode
- Describes the current video mode.
-
- vid_describemode #
- Describes video mode #. # is the number of the mode reported by
- vid_describemodes.
-
- vid_describemodes
- Lists all available video modes, built-in and VESA.
-
- vid_mode #
- Switches the video mode to mode #. Quake has 11 built-in modes:
-
- 0: 320x200
- 1: 320x200
- 2: 360x200
- 3: 320x240
- 4: 360x240
- 5: 320x350
- 6: 360x350
- 7: 320x400
- 8: 360x400
- 9: 320x480
- 10: 360x480
-
- 0 is the default mode. Modes above 10 are not built in, but are VESA
- modes which may be supported by Quake and your hardware. Use
- vid_describemodes to see the available VESA modes.
-
- vid_nopageflip
- Affects VESA modes only.
-
- 0: Page flipping is disabled on all VESA modes.
- 1: Page flipping is enabled on all VESA modes that support it.
-
- 1 will increase video speed and quality depending on the amount of
- available video memory. 0 will degrade quality significantly and
- should be avoided except in the case of hardware problems. 1 is the
- default.
-
- vid_nummodes
- Reports the total number of video modes available.
-
- vid_testmode #
- Switches Quake to mode # for 5 seconds, then switches back to the
- current mode. This allows you to test modes that may be incompatible
- (black screen, garbage all over screen) and return to the current mode
- so that you are not permanently stuck with a garbled screen. However,
- in some situations hardware incompatibilities may cause the system to
- hang anyway.
-
- vid_wait #
- Sets the type of waiting that the video adapter should do.
-
- 0: no waiting
- 1: wait for vertical sync
- 2: wait for display enable
-
- 0 tells Quake to update the screen whenever Quake is ready. 1 tells
- Quake to update the screen whenever the monitor is ready. 2 tells
- Quake to update the screen whenever the video card is ready. 0 is
- slightly faster than 2, which is much faster than 1. However, 0 and 2
- will result in more shearing/tearing than 1, but at high speeds this is
- hardly noticeable.
-
- viewsize #
- Sets the size of the viewing area on the screen. The minimum is 20,
- the maximum is 130. The default is 100 (full screen with status bars).
-
- [14-4] Actions
- ======
- These can be bound or aliased from the console or a config file, or entered
- in the console. If you enter a + action in the console your player will
- perform that action until you somehow stop him from doing so. The + in
- front of the action tells Quake you wish to begin the action. If you were
- to precede the action with a - it would cease that action. - actions are
- only used with aliases or when using actions from the console, Quake will
- automatically perform the - action whenever you release a key bound to a +
- action. For example,
-
- alias rambo "+attack"
-
- would cause the player to constantly attack because a -attack was not put
- in the alias. To have the player only attack once or twice you could use
-
- alias conserve_ammo "+attack;wait;-attack"
-
- +attack
- Attack.
-
- +back
- Move backward.
-
- +forward
- Move forward.
-
- +jump
- Jump.
-
- +klook
- Affects keyboard controls only. +forward and +back become +lookup and
- +lookdown, respectively.
-
- +left
- Turn left.
-
- +lookdown
- Look down.
-
- +lookup
- Look up.
-
- +mlook
- The mouse controls your view rather than your movement.
-
- +movedown
- When flying or no clipping, the character will float downwards.
-
- +moveleft
- Strafe left.
-
- +moveright
- Strafe right.
-
- +moveup
- When flying or not clipping, the character will float upwards.
-
- +right
- Turn right.
-
- +showscores
- Shows the Deathmatch scores in deathmatch or the current monster/item/
- secret/time total in cooperative/single player modes.
-
- +speed
- Your movement speed is doubled (you run).
-
- +strafe
- +left and +right will cause the player to step left or right instead of
- turning.
-
- +use
- Unknown.
-
-
- ====
- [15] Key binding, aliases and config files
- ====
-
- [15-1] Binding keys
- ======
- Key binding is a really useful function that allows you assign a
- commonly used function to a key (ie bind a function to a key).
- The format used for key binding is very simple:
-
- bind <key> <command>
-
- For example, press the [~] key and type the following:
-
- bind enter +showscores
-
- This will bind the [ENTER] key to the 'showscores' item, which
- displays the frag count in deathmatch. So start up a game of deathmatch
- and press [ENTER] to check it out.
- Binding the echo command is also useful, as it provides the player
- with some information to whats going on. For example:
-
- bind Q "echo You pressed the Q key!"
-
- Note: Key bindings to the character keys *are* case-sensitive. It's
- best to stick to non capitals, and keep [CAPS] *off*.
-
- [15-1-1] Bindable keys
- --------
- A-Z 0-9
- *F1-F12 *TAB
- ENTER SPACE
- BACKSPACE UPARROW
- DOWNARROW LEFTARROW
- RIGHTARROW ALT
- CTRL SHIFT
- INS DEL
- PGDN PGUP
- HOME END
- PAUSE SEMICOLON
-
- MOUSE1 (mouse button 1)
- MOUSE2 (mouse button 2)
- MOUSE3 (mouse button 3)
-
- *~ (tilde)
-
- * Can only be bound on the command line or in a .cfg file.
-
- The ESC key cannot be bound.
-
- [15-2] Aliases
- ======
- Aliases are commands that you type in (or bind to a key) to perform a
- longer task. For example:
-
- alias coolserver "connect 193.111.222.333"
-
- This creats an alias called coolserver. Now all you need to do is go
- to the console [~] and type 'coolserver' to connect to that server. Note:
- The ip address above is an example, not a real Quake server, so don't
- bother trying to connect to it
-
- Another good alias to use if you like map E1M8 (Zigguart Vertigo)
- would be:
-
- alias zigg "map e1m8"
-
- All you have to do now is type 'zigg' at the console to play the
- level.
-
- [15-3] Config files
- ======
- Typing all your bindings and aliases in every time you play Quake
- would be a real pain, so Quake lets you use a personal config file.
- Load up EDIT, notepad or whatever text editor you prefer, and type in
- all of your bindings and aliases. Save the file as 'myconfig.cfg' in the
- /id1/ directory. Quake will automatically load ot for you everytime you
- start quake.
- For an example of a good config, check out section [13-6].
-
- ====
- *16* Multiplayer: Modem & Direct Connect
- ====
- When playing over a modem I prefer to use the console to set up and
- join a game. Its easier and more prone to work.
-
- [16-1] System Requirements
- ======
- Quake - newest version available. This is necessary to ensure both you
- and your opponents versions of Quake are compatible.
- DOS or Windows 95. I recommend DOS for modem games, as it tends to be
- slightly faster.
- 8mb RAM. Generally speaking, the more the better.
- 14.4k modem or better. 14.4k is *very* dodgy... I'd recommend a 28.8k
- modem if you intend on modeming a lot.
- or
- A Null Modem cable. These cost about ú15 ($25) from a computer shop.
-
- [16-2] Starting a game of Quake
- ======
- 1. Change to you Quake dir (default c:\quake_sw) and type the following:
- 'Quake -listen'.
- 2. Go to the multiplayer/modem/start game menu and setup your game. Look
- at section [4-2-5] for information on how to do this.
- 3. Press the [~] key.
- 4. Type the following: 'COMX baud X modem startup (INIT string) enable',
- for example: 'COM1 baud 28800 modem startup ATZ enable'. For a list of
- modem init strings check out section [15-4]. For direct connect games do
- *not* bother typing in an INIT string, you don't need it.
- 5. Type the following: 'Hostname X', where X is what you want to call
- your game of Quake.
- 6. You are now ready to accept incoming calls through your modem or null
- modem cable.
-
- [16-3] Joining a game of Quake
- ======
- 1. Change to you Quake dir (default c:\quake_sw) and load Quake in the
- normal way (type 'Quake').
- 2. Press the [~] key.
- 3. Type the following: 'COMX baud X modem startup (INIT string) enable',
- for example: 'COM1 baud 28800 modem startup ATZ enable'. For a list of
- modem INIT strings check out section [15-4]. For direct connect games do
- *not* bother typing in an INIT string, you don't need it.
- 4. Type the following: 'connect XXXXXXXXXX', where XXXXXXXXXX is the
- servers telephone number. For direct connect games type 'connect #'
- 5. Type the following: 'slist'. This will bring up a list of Quake games
- on that server.
- 6. Type the following: 'connect X', where X is the name of the Quake game
- you wish to join.
- 7. You should now be ready to play... have fun.
-
- [16-4] Modem INIT strings
- ======
- These have been ripped from techinfo.txt, but have been included here
- for your reference.
-
- Boca M1440i (internal):
- ATS48=0S37=9S46=136%C0%E0%M0&K0&Q0&R1&C1&D2\G0\N1N0
-
- Boca 14.4k (internal):
- AT&C0N0S37=9&K0W0&Q0S36=3S48=128%C0
-
- Boca 14.4 Fax/Modem
- AT S46=0 S37=9 N0 &Q0 &D2 &K4
-
- Boca 14.4k (external):
- AT &F S0=1 S36=0 &K0 &Q6N0S37=9 &D2
-
- Boca 14.4k:
- AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
-
- Cardinal 14.4k v.32bis, v.42bis Fax/Modem:
- AT &F N0 S37=9 &Q0 &D2 \N1
-
- Digicom Systems (DSI) (softmodem):
- AT Z \N0 &D2 &K0 S48=48
-
- Digicom Systems Scout Plus:
- ATZ*E0*N3*M0*S0*F0&D2
-
- Gateway Telepath:
- AT &F S37=9 %C0 &K0 &Q6 \G0
-
- Gateway Telepath 14.4k:
- AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
-
- Gateway Telepath I:
- AT S0=1 &N6 &K0 &M0
-
- Gateway Telepath II:
- AT S0=1 S37=9 %C0 &Q0 &K0
-
- Generic v.32bis 14.4k Fax/Modem:
- AT \N0 %C0 B8
-
- Generic 14.4k Fax/Modem:
- AT S46=0 S37=9 N0 &Q0 &D2 %C0 \G0 &K0
-
- GVC 14.4k (internal):
- AT &F B8 \Q0
-
- Hayes 28.8k V.FAST Modem:
- AT &Q6 &K S37=9 N %C0 \N0
-
- Infotel 144I:
- AT&Q0 S37=9 N0 &D2
-
- Infotel 14.4:
- &F0 \N1 &D2 S37=F8
-
- Intel 14.4k:
- AT \N0 %C0 \Q0 B8
-
- Intel 14.4k (internal):
- AT Z B8 Q1 \C0 \N1 %C0 \V "H
-
- Linelink 144e:
- AT &F &D1 &K0 &Q6 S36=3 S46=136 %C0
- 19200
-
- Microcom AX:
- &F \N1 \Q0 &D2
-
- Microcom QX/4232bis:
- AT %C0 \N0
-
- Netcomm M7F:
- AT &E &K0 B0 \V0 X4 &D2 \N1 \Q0 #J0 #Q9 %C0
-
- Nokia ECM 4896M Trellis V.32:
- AT Z %C0 /N0
-
- Nuvotel IFX 14.4 (internal):
- &F \N1 &D2
-
- Practical Peripherals 14400FX v.32bis:
- AT Z S46=0 &Q0 &D2
-
- Practical Peripherals 14400FX v.32bis:
- AT S46=0 &Q0 &K0 &D2
-
- Supra:
- AT &F0 S46=136 %C0
-
- Supra (external):
- AT &K &Q &D \N1
-
- Supra 14.4k v.32bis:
- AT &F S46=136 &Q0 &D2
-
- Supra 14.4k v.32bis:
- AT &K &Q &D \N1
-
- Supra Fax Modem 14.4K v.32 bis
- AT &F %C0 S48=7 Q0 V1 W1
-
- Telepath 14.4k:
- AT &F&M0&K0&N6&H0 S0=1
-
- Twincomm DFi 14.4:
- AT&F &Q0 %C0 S37=9 &D2
-
- UDS V.3223:
- &F \N1 \Q &D2
-
- UDS Fastalk 32BX:
- &F0 \N1 &D2
-
- USR Courier v.32bis:
- ATS0=1 S7=60 E1 Q0 V1 &C1 &D2 &H0 &K0 &M0 &N6 &A3
-
- USR Courier HST/DS 16.8k:
- First reset the modem in a communication program with AT&F&W
- AT X4 B0 &A0 &B0 &H2 &I0 &K0 &M0 &N6a
-
- USR DS v.32bis v.42bis (external):
- AT&m0&n6&a0&r1&h0&k0&i0&s0&b1x1
-
- USR Sporster 9600:
- AT&M0&K0&N6
-
- USR Sportster V.34 28.8 (note: works best at 19200 baud):
- AT &F &M0 &I0 &K0 &B0 &N0
-
- USR Sportster 14.4k Fax/Modem USING ERROR CORRECTION:
- AT S0=1 S7=60 E1 QO V1 &C1 &D2 &K0 &N6 &A3
-
- USR Sportster 14.4k Fax/Modem (internal):
- AT &F&M0&K0&N6&H0
-
- USR Sportster 14.4k (internal):
- AT &F &B1 &H0 &I0 &K0 &M0 &N6 &R1
-
- USR Sportster 14.4k:
- ATS0=1S7=60E1Q0V1&C1&D2&K0&N6&A3
-
- USR Sportster 14.4k:
- AT &F0 &K0 &M0 &N6 &H0 &I0 &B1 &R1
-
- USR Sportster 14,000 Fax Modem:
- AT S0=2 &N6 &K0 &M0 &I0 &H0 &R1 &A0 V1 X4
-
- USR 14.4k:
- AT &F&A0&K0&M0
-
- USR 14.4k
- AT &K0 &H0 &D0 &I0 &R1
-
- USR 14.4k Dual Standard
- ATB0&R1&B1&N6Q0X4&A0&D2&H0&I0&K0&M0M1
-
- USR (model?):
- &F E1 V1 X4 &C1 &D2 &N0
-
- ViVa 14.4k:
- AT&F&Q6\N0%C0&D2N0S37=9
-
- ViVa modem (internal):
- &F&Q6\N0%C0&D2N0S37=9
-
- Zoltrix model 14/14 VE:
- AT S0=Q0 V1 &C1 &D2 W2 &Q0
-
- Zoom 14.4k VFX:
- AT&Q6S37=9N0%C\N0
-
- Zoom 14.4k VFX:
- AT&Q6S37=11N0%C&K0
-
- Zoom OEM Modem:
- AT&Q6S37=9N0&K0
-
- Zyxel U-1496E:
- AT Z &N4 &K0
-
-
- ====
- [17] Multiplayer: Internet
- ====
- _psychic_ (http://www.worldchat.com/public/ahazen) gave me some basic
- stuff about this, which has been absorbed into my work. His original
- document bears no resemblence to whats below, but he did let me use it, so
- he gets a worthy mention in the FAQ.
-
- [17-1] System Requirements
- ======
- Quake - newest version available. This is necessary to ensure both you
- and your opponents versions of Quake are compatible.
- Windows 95. You *can* play Quake over the internet in DOS, but from
- what I hear its a slow and painful task. Most people only want to play in
- DOS because they don't have 16mb RAM, and with memory prices being what
- they are, I expect everyone to have 16mb very soon. In other words, I don't
- intend to support DOS Internet connections, unless someone wants to send me
- the details.
- 16mb RAM. If you don't have this, you can't play Quake in Windows 95.
- 28.8k modem or better. I tried to play Quake over the internet on a
- 14.4k modem, and it just doesn't work. It freezes after a few seconds.
- 28.8k or better is the *only* way to play. Note: If you are setting up a
- server, the person with the fastest line should be a server. Even a 28.8k
- modem is too slow for a game with more than three to four people. ISDN (at
- least) is recommended for a server.
-
- [17-2] Starting a game of Quake
- ======
- 1. Run Q95.BAT with the following command line parameters -NOIPX
- -WINMEM 8 -WINPACK 12. Ie, bring up a dos box, go to your Quake dir (the
- default is c:\quake_sw) and type the following: 'Q95.BAT -NOIPX -WINMEM 8
- -WINPACK 12', without the quotes. This will start Quake and set up its
- TCP/IP stuff. Make sure you have quit *all* other applications before
- loading Quake, as it will make Quake slower, more jerky, and will probably
- crash your machine when you quit Quake.
-
- 2. Go to the 'Multiplayer' menu. Look at section [4-2-5] for information
- on how to setup a game. That section gives you details of what each of the
- options means.
-
- 3. Thats it! Other players can now connect to your computer via the
- internet. You will need to give them you ip address, so they can connect to
- your game of Quake. A good place to find people to play is the channel
- #quake on IRC.
-
- [17-3] Joining a game of Quake
- ======
- 1. Run Q95.BAT with the following command line parameters -NOIPX
- -WINMEM 8 -WINPACK 12. Ie, bring up a dos box, go to your Quake dir (the
- default is C:\quake_sw) and type the following: 'Q95.BAT -NOIPX -WINMEM 8
- -WINPACK 12', without the quotes. This will start Quake and set up its
- TCP/IP stuff. Make sure you have quit *all* other applications before
- loading Quake, as it will make Quake slower, more jerky, and will probably
- crash your machine when you quit Quake.
-
- 2. Press the [~] key. This will bring the console up. You need to type a
- in a few commands to connect to the server. Type 'CONNECT XXX.XXX.XXX.XXX',
- where XXX.XXX.XXX.XXX is the ip address. An example of this would be
- 'CONNECT 134.533.127.124'. Don't try that, I just made it up for an
- example! Note: The ip address does not have to 12 digits long... for
- example, some ip's are in the format XXX.XXX.XXX.XX.
- If that worked then you will see the following: 'TRYING...' on the
- console. You can then expect to see the message 'STILL TRYING...' about two
- or three more times.
-
- 4. You should now, hopefully, be connected to the Quake server... happy
- blasting.
-
- ====
- [18] Multiplayer: Network
- ====
-
- [18-1] System Requirements
- ======
- Quake - newest version available. This is necessary to ensure both you
- and your opponents versions of Quake are compatible.
- Windows 95. You can use DOS network drivers, but windows is quick and
- easy for network games of Quake.
- 16mb RAM. If you don't have this, you can't play Quake in Windows 95.
- NE2000 compatible network card. You can get these for around ú25 ($45)
- from a computer shop. You also need two terminators and some network cable.
- Expect to pay around ú75 ($135) for two network cards, cable, and
- terminators.
-
- [18-2] Starting a game of Quake
- ======
- 1. Run Q95.BAT with the following command line parameters -NOIPX
- -WINMEM 8 -WINPACK 12. Ie, bring up a dos box, go to your Quake dir (the
- default is c:\quake_sw) and type the following: 'Q95.BAT -NOIPX -WINMEM 8
- -WINPACK 12', without the quotes. This will start Quake and set up its
- TCP/IP stuff. Make sure you have quit *all* other applications before
- loading Quake, as it will make Quake slower, more jerky, and will probably
- crash your machine when you quit Quake.
-
- 2. Go to the 'Multiplayer' menu. Look at section [4-2-5] for information
- on how to setup a game. That section gives you details of what each of the
- options means.
-
- 3. Start the game and wait for people to connect.
-
- [18-3] Joining a game of Quake
- ======
- 1. Run Q95.BAT with the following command line parameters -NOIPX
- -WINMEM 8 -WINPACK 12. Ie, bring up a dos box, go to your Quake dir (the
- default is C:\quake_sw) and type the following: 'Q95.BAT -NOIPX -WINMEM 8
- -WINPACK 12', without the quotes. This will start Quake and set up its
- TCP/IP stuff. Make sure you have quit *all* other applications before
- loading Quake, as it will make Quake slower, more jerky, and will probably
- crash your machine when you quit Quake.
-
- 2. Press the [~] key. This will bring the console up. Type 'CONNECT'.
- Quake will hunt for games of Quake in progress. Type 'SLIST' for a list of
- all the games. Select the game you wish to play in, and press enter.
- If that worked then you will see the following: 'TRYING...' on the
- console. You can then expect to see the message 'STILL TRYING...' about two
- or three more times.
-
- 3. You should now be connected....
-
-
- ====
- [19] Multiplayer: Troubleshooting
- ====
- LOTS and LOTS of things can, and do, go wrong with Multiplayer games
- of Quake, and these are probably the most boring things in the world to
- have to explain to people. So, for your multiplaying pleasure, I present
- the top multiplayer Quake problems... and solve them (hopefully).
-
- [19-1] Unable to connect
- ======
- 'UNABLE TO CONNECT' - The ip you typed in is either incorrect or not
- connected to the internet at the present time. It is also possible that
- Quake can't find the ip... maybe the server is having problems. You may
- also want to check that your connection to the internet hasn't died.
- Sometimes you can get 'bumped' off the network in times of heavy usage (ie
- weekends).
-
- [19-2] No response
- ======
- 'NO RESPONSE' - Your machine can't find the server. Same as above
- really. Your machine may also be so far away from the server (ie 1000's of
- miles away) that it goes through so many routers your connection gets
- 'lost'. Try again...
-
- [19-3] Server Full
- ======
- 'SERVER FULL' - Either there is too many people on the server you are
- trying to connect to, or the number of spaces available for that game has
- run out. Ie, the server starts a four player game, four players connect, no
- more people can log on to the server.
-
- [19-4] Phone jack appears on screen
- ======
- Arghhhh. I *hate* this. A picture of a disconnected phone jack and
- cable appears, and you have been disconnected from the server. Sometimes
- (especially on direct connect) this will just keep on happening. Really,
- really annoying.
-
- [19-5] Frag count freeze
- ======
- Another annoying bug. When you finish the level and the frag counter
- appears the game *can* freeze. In fact, everything freezes. Even Quake. You
- have to restart the game and try to reconnect.
-
- [19-6] Packet drivers with PDIPX
- ======
- There is a bug that stops a server running on this combination from
- responding to the slist command. Use the patched version of PDIPX included
- with Quake to correct this problem.
-
- [19-7] SLIST sees no servers
- ======
- Some PCMCIA ethernet cards and PPP drivers will not do the UDP
- broadcasts needed for the SLIST command (search for local games from the
- menu) to function correctly. In these cases you must connect to a Quake
- game using either its IP address or hostname (DNS resolvable hostname, not
- the hostname variable in Quake).
-
- [19-8] "BW_OpenSocket failed: 5"
- ======
- This error is specific to the Beame and Whitesdie TCP/IP stack. This
- stack uses DOS file handles as it's socket handles. This error occurs when
- DOS runs out of file handles. You need to increase the number specified by
- "FILES=" in the DOS config.sys file.
-
- [19-9] Severe lag using TCP/IP under Win95
- ======
- Occasionaly when you first connect in to a Quake game using Win95
- TCP/IP you will experience severe lag and not be able to control your
- player's actions. This usually clears up in 10 to 15 seconds.
- There is apparently a strange limbo state for Microsoft's File and
- Print sharing. This has been seen when it was installed and then later
- removed, but it still appears on the menus. For some unknown reason
- this causes severe lag for a Quake game. You need to go back and make
- sure that it is either completely installed or removed.
-
- ====
- [20] Quake C
- ====
- If you want to send me some QuakeC stuff, please do so. A nice little
- summary would be great.
-
-
- ---------
- Appendixes
- ---------
- ====
- [25] Level Editors
- ====
- No level editors have yet been released, but there are lots and lots
- currently in development.... They are listed below.
- Thanks to Joost Schuur, maintainer of (the now dead) Aftershock, for
- almost *all* of the level editor information.
-
- [25-1] THRED
- ======
- Jon Mavor (nstorm@sonetis.com)
- Homepage: (http://www.winternet.com/~jlowell/thred)
- Operating System: Windows 95
-
- THRED Features:
-
- Edit mode preview that will include everything from wireframe to a
- texture mapped & light sourced real-time updated map preview.
- Walkthrough & 'live' positioning of the viewpoint in all preview
- modes.
- Support for concave brushes (see my description of brushes to find out
- why this is cool). When exported to .MAP format, concave brushes are broken
- up into multiple convex brushes.
- Load & save brushes.
- Initial brush shapes are cube, spheroid and cylinder, more will be
- added as time goes on.
- Brushes can be rotated, scaled, translated and sheared on any axis.
- Dialogs will allow you to create stairs, rings, and other map elements
- which you can then rotate, scale and place in your map.
- Realtime CSG allows you to truly preview your map as you build it
- Dynamic lighting in the editor will allow you to place lights for
- dramatic effects without leaving THRED.
- Full perspective texture mapper, the user will be able to select a
- polygon or groups of polygons while walking around in the world and change
- the texture.
- They will also be able to align it etc (ala buildEd).
- Functions to assist aligning of brushes with parts of the world that
- are already there.
- Automatic scaling of complex objects down to elements that Quake can
- handle.
- Undo system.
-
- [25-2] MUQE - Multi User Quake Editor
- ======
- John Edwards (slr@tne.net.au)
-
- The author hopes to produce a winsock based server for Windows NT that
- will enable multple users to edit the same level in real time over the
- Internet (wow!). Planned is a server module and a corresponding API for all
- programmers of other Quake editors to build into their own level editors.
-
- [25-3] SpoogEd
- ======
- (yakuza@wko.com)
- Homepage: (http://news.wko.com:5555/)
- Operating System: Windows 95
-
- A fully functional Quake level edit with 3D preview/etc. Possible
- features (ie: in the works right now, but may not work out) are texture
- mapping/lighting for the 3D preview, character 3D preview with ability to
- use point and click to change textures.
-
- [25-4] QPED
- ======
- John 'Renaldo' Onarheim (john.onarheim@s.nett.telenor.no)
- Operating System: Windows 95
-
- Game style MAP file level editor written in MS Visual C++ 4, using
- DirectDraw/3D.
-
- Will include:
-
- Switchable edit & preview modes
- Wireframe, solid & texture preview modes
- Sounds & music during edit/preview modes
- Automatic maskot sprite level explorer during preview mode
- Automatic maskot sprite level inspector during edit mode
- Simple internal bsp file builder for QPED
-
- Will not include:
-
- Quake bsp file builder for preprocessed data files.
- Moving monsters or sprites
-
- [25-5] Tremor
- ======
- Chris Houserfile (http://www.tayloru.edu/~chouser)
- Squirrel Eiserlohfile (http//www.css.tayloru.edu/~squirrel)
- Operating System: X-Windows
-
- .MAP editor for Linux/X (without .BSP conversion):
- Multiple user-defined editing "viewplane" windows, each
- orientable either independantly or relatively dependant on other
- viewplanes.
- Multiple 3D camera views, with togglable perspective
- 3D apparent depth aids, such as Z-dependant pointsize and
- brightness.
-
- [25-6] AutoQuake
- ======
- 'Squid' (email unknown)
-
- A .MAP editor which runs in AutoCAD. It will:
-
- plot levels
- use all Acads 3d rendering for previews
- create librarys of level parts, tricked out doorways, ceilings
- etc as Wblocks
- use Dxfout for rendering (with textures in 3d studio)
- use the Acad stuff for those who have access to it (Arrays Copy
- rotate scale stetch etc.)
- feature Unprotected LISP code you can modify or expand upon
-
- Needs AutoCAD in order to run.
-
- [25-7] Quake Studio
- ======
- Richard Felkerfile (71614.3257@compuserve.com)
- Homepage: Epicenter... where the Quake hits hardest
- (http://home.sprynet.com/sprynet/felker/epicentr.htm)
- Operating System: Windows 3.1 and 3.11
-
- A Quake .MAP file editor with a good 3D interface and possibly a 3D
- camera view.
-
- [25-8] QuakeEd
- ======
- John Carmack (carmack@idsoftware.com)
- b. (bernd.kreimeier@nero.uni-bonn.de)
- and others.
- Homepage: Quake Developers Page (http://www.gamers.org/dEngine/quake/)
- Operating System: NeXTstep
-
- John Carmack, head programmer of id released the source code to his
- own editor, QuakeEd, which runs under NeXTstep to the general public. B.
- later on began to clean up these sources and apply a set of patches to
- them. QuakeEd is a GUI editor that produces .MAP files that need to be
- processed with qbsp/light/vis.
-
- [25-9] QEU - Quake Editor Utilities
- ======
- Raphael Quinet (Raphael.Quinet@eed.ericsson.se)
- Homepage: (http://www.montefiore.ulg.ac.be/~quinet/games/QEU/)
- Operating System: DOS
-
- Still only a set of command line tools to manipulate the .PAK file,
- but considering Raphael practically started the Doom editing craze with
- DEU (DOOM Editor Utilities), he's sure to produce a true editor soon.
-
- [25-10] Quest
- =======
- Chris Carollo (carollo.1@osu.edu)
- Homepage: (http://www.cis.ohio-state.edu/~carollo/quest.html)
- Operating System: DOS and Windows 95
-
- Originally a tool to extract bits from the .PAK file, it has now grown
- to an editor that displays wireframe views of maps.
-
- [25-11] QMAPhack
- =======
- Rob Shields (rshields@eve.net)
- Homepage: (http://www.eve.net/~rshields/)
- Operating System: Windows 95
-
- Originally just a tool to extract lumps from a .BSP file and repacking
- it, QMapHack promises to be a full fledge editor with a GUI to create new
- levels soon.
-
- [25-12] Shaker
- =======
- Matt Houser (fisty@canweb.net)
- Homepage: (http://www.canweb.net/~fisty/shaker/)
- Operating System: X-Windows
-
- Formerly known as 'qed', this editor focuses on creating .MAP format
- files that can later be processed by id's tools qbsp, light and vis.
-
- [25-13] EdQuake
- =======
- CircleA Entertainment (smitting@netusa1.net)
- Homepage: http://www.netusa1.net/~smitting/edquake/
- Operating System: DOS and Windows 95
-
- The first level editor made available to the public... It's a 2D
- editor like DEU, but don't let that out you off too much. Here are the
- authors reasons for making the editor 2D:
-
- 'Our philosophy is ease of use, not a complicated editor. I know how
- much easier it is to understand a 2d editor, and the general public will
- want to have an easy, quick editor. But others want detailed options. We
- have both. Other people will argue that 3d vector point graphics is the
- better way to edit levels, but I believe they're wrong, and apparently id
- software believes they are wrong; their screen shots are of a 2d editor.'
-
- If you liked DEU your like this. If not, it takes some getting used
- to. It is, however, an editor. Go make some levels and send them to me!
-
- ====
- [26] Quake resources on the internet
- ====
- In this section I hope to mention every major Quake resource on the
- internet. By resource I mean World Wide Web (WWW) sites, File Transfer
- Protocal (FTP) sites, newsgroups and IRC channels. Expect this section to
- take a few months before it's complete...
- NOTE: If you resource isn't listed here, please send me an email and
- tell me.
-
- [26-1] WWW sites
- ======
- - id Software's site
- http://www.idsoftware.com
- If you have problems accessing this site, then try:
- http://206.61.48.163
-
- - The Quake Stomping Grounds
- http://www.stomped.com
- Now the best and most complete source of Quake information available
- on the WWW. This site seems to have new information and gossip on
- Quake every day, and also boasts a large file area. Check it out
-
- - Blues Quake Rag
- http://www.panix.com/~sheaslip/quake/
- I love this page. The best news page out there by far. Go look at it
- *right now*.
-
- - Aftershock, where Quake awakes
- http://www.nuqneH.org/aftershock
- Sadly, Aftershock is no more. Joost Schuur (the creator of Aftershock)
- is, however, continuing to maintain the files section and the popular
- Aftershock Quake server.
-
- - The Quake Development support pages
- http://www.gamers.org/dEngine/
- If you are intrested in developing add-ons for Quake, then visit this
- page. It's also worth a look if you want to check out the newest
- information on any of the Quake add-ons in development.
-
- - Epicenter, where the Quake hits hardest...
- http://home.sprynet.com/sprynet/felker/epicentr.htm
- A nice little site, slanting towards development of Quake levels. The
- creator of this site is the same person who brought us the first
- Quake add-on level, Telix. Also contains the latest Quake news.
-
- - Quakeworld... the Quake planet
- http://www.magicnet.net/~jza/quakeworld/
- A new site, which came to light a little before Aftershock went down.
- It's good, and worth bookmarking, although the news section looks a
- little unstructured. Has the potential to become one of the best Quake
- sites out there.
-
- - The Quake Clans
- http://www.lanline.com/~moebius/quake/
- The homepage of Quake Clans. Contains information on all the clans out
- there, and how to join them. After reading the stuff on this site you
- will want to join a clan immediately.
-
- - Redwood's Quake page
- http://http.tamu.edu:8000/~stm9233/quake.html
- This page has been around for a while, but what makes it good is the
- creators bluntness; check this out:
- 'Next Generation On-line reports that id has identified the Quake
- pirate and has notified authorities. They reportedly have not decided
- to put anybody in jail yet, but can if they so desire. Burn baby
- burn! I hope this person(s) becomes a big fat guy named bubba's new
- girlfriend in the joint. I'm obviously not one to hide my opinions.'
-
- - Mr. Wolf's Quake Den
- http://www.vvm.com/~hfowler/hug.htm
- This site has sadly closed down. A pity considering it was very good.
-
- - QUAAAAAAAAAAAAAAAKE!
- http://www.quaaaaake.com/
- This site is worth a look. Not too hot in the files department though.
- Easy to remember URL, too.
-
- [26-2] FTP sites
- ======
- This list is a copy of section [1-11], but included here for quick
- reference.
-
- ftp.idsoftware.com/idstuff/quake/ (California, USA)
-
- ftp.cdrom.com/pub/idgames/idstuff/quake (California, USA)
- quake.best.com/mirrors/idsoftware/ (California, USA)
- ftp.gamesdomain.com/pub/companies/id/quake/ (Tennesee, USA)
- ftp.cssweb.com/pub/games/idstuff/quake/ (Kentuky, USA)
- sparky.bright.net/quake/ (Ohio, USA)
- ftp.stomped.com/pub/idstuff/quake/ (Minesota, USA)
- www.pht.com/pub/gamehead/id/ (USA)
- ftp.technomancer.com/pub/idstuff/quake/ (Virginia, USA)
- ftp.infomagic.com/pub/mirrors/doom/idstuff/quake/ (Arizona, USA)
- ftp.feist.com/pub/pc/games/quake/ (Kansas, USA)
- ftp.ameritel.net/idsoftware/quake/ (Maryland, USA)
- ftp.getquake.com/pub/quake/ (Kansas, USA)
- quake.osiriscorp.com/pub/idstuff/quake/ (New York, USA)
- iclass.com/pub/quake/ (Utah, USA)
- ftp.islandnet.com/mirrors/idsoftware/ (Victoria, Canada)
- ftp.orst.edu/pub/doom/idstuff/quake/ (Oregon, USA)
- ftp.ais.net/pub/idgames/idstuff/quake/ (Illinois, USA)
- ftp.gamers.org/pub/games/idgames/idstuff/quake/ (New York, USA)
- mirrors.aol.com/pub/pc_games/doom/idstuff/quake/ (Virginia, USA)
-
- garfield.sch.bme.hu/pub/idstuff/quake/ (Budapest, Hungary)
- idmirror.netvision.be/idstuff/quake/ (Heverlee, Belgium)
- ftp.flexnet.net/pub/quake/ (England)
- ftp.passagen.se/pub/idstuff/ (Sweden)
- ftp.pk.edu.pl/pub/games/id/idstuff/quake/ (Cracow, Poland)
- camel.frtk-campus.mipt.ru/pub/idstuss/quake (Moscow, Russia)
- rulhmpc49.LeidenUniv.nl/pub/mirrors/idsoft/ (Leiden, Holland)
- ftp.gig.nl/pub/idstuff/quake/ (Amsterdam Holland)
- ftp.volftp.vol.it/pub2/idstuff/quake/ (Cagliari, Italy)
- ftp.origo.telenor.no/pub/quake/ (Oslo, Norway)
- ftp.spel.postnet.se/pub/games/id/ (Sweden)
- ftp.bnd.de/pub/quake/ (Berlin, Germany)
- ftp.fu-berlin.de/pub/pc/msdos/games/doom/idstuff/quake/ (Berlin, Germany)
- ftp.luth.se/pub/games/doom/idstuff/quake/ (Sweden)
- ftp.sunet.se/pub/pc/games/idgames/idstuff/quake/ (Sweden)
- flinux.tu-graz.ac.at/pub/idsoftware/idstuff/quake/ (Austria)
- ftp.calvacom.fr/pub/pc/doom/idstuff/quake/ (France)
-
- hyperactive.com.au/pub/games/idstuff/quake/ (Sydney, Australia)
- ftp.powerup.com.au/pub/games/doom/idstuff/quake/ (Australia)
-
- ftp.sun.ac.za/pub/msdos/idgames/idstuff/quake/ (South Africa)
-
- [26-3] Newsgroups
- ======
- alt.games.quake
- This newsgroup is *dead*... do not post in it... It's surprising how
- many people do though.
-
- rec.games.computer.quake.announce
- This newsgroup is used to post details of new events in the Quake
- world, such as new versions of Quake being released. The latest
- version of the FAQ is posted here
-
- rec.games.computer.quake.editing
- All things to do with editing Quake, be it level editing, .mdl
- editing, texture editing or just hacking the game up. The combined
- thoughts of everyone in this group means that we can expect some
- really cool levels...
-
- rec.games.computer.quake.misc
- Stuff that doesn't fit in anywhere else. Usually contains Quake
- hardware problems.
-
- rec.games.computer.quake.playing
- Tips, cheats, ideas, deathmatch tactics. Everyone should read this
- newsgroup.
-
- rec.games.computer.quake.servers
- New servers being announced and more. Also contains people whining
- about bad pings.
-
- [26-4] IRC channels
- ======
- #quake
- Undernet
- The best place to discuss Quake on the internet.
-
- #quake
- #EFNET
- The second best place to discuss Quake. Not quite as good as the
- undernet's version, but it's ok.
-
- Thats about it. I expect some of the Quake clans to start their own
- channels. I'll give you details as and when it happens.
-
-
- ====
- [30] Version History
- ====
-
- 1.0 First Beta. Released only on Usenet.
- Release date: Late June 1996
-
- 1.1 Second Beta. Released on irc only.
- Release date: Early July 1996
-
- 1.2 Third Beta. Released on irc only. FAQ now contains multiplayer info.
- Release date: Late July 1996
-
- 2.0 First full release. Lots and lots of information now stuffed into the
- FAQ. FAQ is now twice the size of the first beta, which was released
- two months ago.
- Release date: 7th September 1996
-
-
-
- t h e e n d
-
-
- ===========================================================================
- Well, that's it! I hope you found the FAQ helpful in whatever it was you
- wanted to know about. If you have any comments, suggestions, additions or
- complaints, email me at 'quakefaq@prestel.co.uk'
-
- Toby Goldstone
- ===========================================================================
- Oh, and if you haven't registered Quake, do so NOW. Call 1-800-idgames in
- North America to register shareware quake. In Europe buy Quake from your
- favourite software retailer.
-
- Do it now (unless it's night, of course).
- ===========================================================================
-
-
-