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quake/articles/1997/art-1442



Path: mantis!not-for-mail


From: Mike Burbidge


Newsgroups: rec.games.computer.quake.announce


Subject: Painkeep DM mission pak


Date: 30 May 1997 11:06:12 +0100


Organization: Pacific Bell Internet Services


Lines: 532


Sender: moderate@jobstream.co.uk


Approved: quake@mantis.co.uk


Message-ID: <338E607D.4456@pacbell.net>



Team Evolve has just released "Painkeep"



new weapons, graphics, and sounds.........


you can get it from cdrom.com, Blue's news, redwoods's


or go to the Painkeep page at


http://www.planetquake.com/skins/painkeep




http://www.bluesnews.com/files/patches/pk10.zip


ftp://ftp.cdrom.com/pub/idgames2/partial_conversions/pk10.zip


ftp://ftp.stomped.com/pub/redwood/quakec/pk10.zip



heres the .txt file



---------------------------------------------------------------------------



PainKeep v1.0 29 May


1997


Copyright (c)1996,1997 Team Evolve.


All rights reserved.


PainKeep homepage - http://www.planetquake.com/skins/painkeep


Evolve homepage - http://www.deltix.com/evolve/


---------------------------------------------------------------------------



Table of Contents



I. INTRODUCTION



II. INSTALLING PainKeep


A. Requirements


B. Normal Installation


C. Manual Installation



III. WHAT'S DIFFERENT/WHAT'S NOT


A. Goal of the Game


B. Changes



IV. CONTROLS


A. Keyboard Commands



V. NEW FEATURES


A. Firepower


B. Objects


C. Special Effects



VI. CREDITS


A. Core Development


B. Map Authors



VII. LEGAL CRAP


A. Copyright Notice


B. Distribution and Usage Permissions





I. Introduction


---------------


PainKeep is a DeathMatch-only "mission-pack" designed for use with


registered


Quake. PainKeep not only offers brand new weapons (with new pickup and


view


models), but also a new rich environment with tons of new sounds, new


special


effects, great new features, and lots of surprises. Every modification


included is original. This is in no way a compilation of various


"weekend


mods" from the net. Literally hundreds of hours were spent perfecting


every aspect of PainKeep.



PainKeep was designed as an addition to the Quake setting. Evolve was


committed


to building an extension to Quake that would meet or exceed the high


quality


standards that many commercial development groups hold themselves. We


tested


our ideas thoroughly and tried not to put anything in "just because".


Our


extensions were made to be easy and fun to use. We probably threw out


as


much as we kept.



Why not single player? We would have loved to have a full TC project.


But


because we developed everything for our addition, we had to concentrate


on


only one aspect of gameplay. We believe that deathmatch and network


play


provide longer and more enjoyable gameplay. Everyone involved in


Evolve is


fully occupied outside Quake. (unfortuneately)



Just to emphasize, PainKeep was designed for multi-player games only.


The


weapons and objects will behave differently in single player games (and


the


really cool stuff only happens in DeathMatch!)



There are no new Impulse to bind!(unless you want to) Just install and


play!



Enjoy,



Team Evolve





II. INSTALLING PainKeep


-----------------------


In order to play PainKeep you must have the full registered version of


the id


Software game Quake.



For information on multiplayer games and troubleshooting in general


please refer


to the files MANUAL.TXT and TECHINFO.TXT included with Quake.



A. Requirements



Pentium CPU


12 megs RAM


30 megs free disk space



B. Normal Installation



If you are running DOS, Win 3.x, Windows NT 3.x/4.x or Windows


95, all


you have to do is unzip the PainKeep zip file and run SETUP.


Batch


files


to run PainKeep will be placed in your Quake directory.



Now change to your Quake directory and type PAINKEEP!



C. Manual Installation



Unzip the Pain Keep ZIP file into a sub directory. Now copy the


files


PAK0.PAK, IMPULSES.TXT and README.TXT to a directory beneath


your


regular


Quake directory:



i.e. C:\QUAKE\PAINKEEP




You can now play PainKeep by selecting Quake\Painkeep from your start


menu or


by typing:



QUAKE -game Painkeep




III. WHAT'S DIFFERENT/WHAT'S NOT?


---------------------------------



A. Goals



PainKeep goes back to Deathmatch's original emphasis. Make


other


people die.




B. Changes



- Vote Hub Mode



The democratic way to play! By default the game is in "Vote


Hub"


mode. The Vote Hub is a special startup level that has


entrances


to all fourteen levels in PainKeep. This mode will return all


players to the Vote Hub after a level is completed. At this


point, run or fight your way to your favourite map entrance.


The


map with the most players entering will be the next map


played.


In the event of "ties", a level will be randomly selected.


Once


you have voted you go to a status view until all votes are


col-


lected. You may choose to change your vote at this point. Vote


Hub Mode can be disabled (see IMPULSES.TXT).




- Inventory System



Some of the toys we've added to deathmatch do not have a mech-


anism for an intuitive interface for their selection (this is


a


limitation to how the Quake .EXE handles the status bar and


other


UI elements). To alleviate this problem we have implemented a


simple inventory system. All objects can be cycled through


using


(impulse 1) by default. Specific impulses for each item are


also


available if you wish to change them (see IMPULSES.TXT).



IV. CONTROLS


------------


A. Keyboard Commands



Below are listed the default keyboard commands for playing


PainKeep.


You may modify or customize these (see IMPULSES.TXT). Weapon


cycling


is fully supported.



1 - Inventory (cycles)


- Axe


- AutoSentry


- Beartraps


- Can of Pork and Beans


- Gravity Well


2 - Shotgun / AirFist (toggle)


3 - Double Barreled Shotgun


4 - Pulse Nailgun


5 - Super Nailgun


6 - Grenade Launcher


7 - Rocket Launcher


8 - Lightning Gun / Chain Lightning Gun (toggle)


9 - Harpoon Gun



/ - Cycle to next weapon




V. New Features


---------------



A. Weapons



- AirFist



Deflect incoming rockets, grenades or nails. Blast players or


objects across the room. Also a great way to launch yourself


up


and over obstacles!



(note: objects moved by AirFist blasts will eventually respawn


in


their original respawn positions)



- Exploding Shells (single/double barrel shotguns)



Shotgun Shells that are chock full of tiny explosive pellets.


Watch the crowd scatter as a bunch of tiny explosions spray


the


room! Think that is fun, try it with two barrels!



(note: if you have picked up exploding shells, you must


deplete


your entire supply before you can shoot normal shotgun


shells


again. The maximum number that can be carried at any one


time


is 10)



- Pulse Nailgun



This version of the regular Nailgun shoots much higher


velocity


nails. Therefore the projectiles will ricochet off any


non-living


surface. This specialized gun is perfect for shooting targets


around corners or behind you. Skilled marksmen can do some


really impressive stuff with this gun.



(note: the Pulse Nailgun rate of fire is reduced as each nail


causes more damage. This also minimizes lag.)



- Chain Lightning Gun



A devastating version of the Lightning Gun that uses cells 3x


the


normal rate. When the gun is fired and a target is hit, the


bolt


will seek the nearest living target within visual range. It


will


continue to jump to all living targets until the player is out


of


cells or the fire button is released. Targets killed by this


bolt will become charcoal grilled conduits for electrical mis-


adventure!



- Harpoon Gun



Our version of the Grappling Hook. Features a solid rope, and


a


unique "come-here" feature. Ever wished you could reach that


Quad Damage across a chasm? Or to bring your opponent into


Axe


range? Just stick 'em with the Harpoon and reel 'em in!




B. Powerups



- AutoSentry



Hate it when someone won't stop following you? Just drop one


of


these cannons and let them provide a little automated cover


fire.



- Beartraps



Step on it and *WHAM!* The player is burdened with this huge


trap


clamped to their leg.



(note: the trap will eventually fall apart once attached to a


player)



- Can of Pork and Beans



Ever wished you could carry a health pack around with you?


When


consumed the Can of Pork and Beans adds 100 health, but can


cause


embarrassing side effects and give away your location.



- Gravity Well



A Gravity Bomb that spews sparks of lightning and sucks all


objects and players within range inward in a large spiral.


When


opponents actually reach the Cube, watch the groovy gib fire-


works! Once dropped, make sure you run!




C. Special Effects



- Sparks



Showers of industrial sparks rain down from above.



- Drips



Droplets of water slowly drip from the ceiling making a soft


splashing sound.



- Lightning



Blinding bright light casting ominous shadows across the walls


accompanied by thunderous crashes of thunder.



- Damage Skins



As players become more and more injured they take on a more


and


more bloody appearance.



- Gib Physics



New gib chunks representing severed arms, legs and torsos fly


out


in the directions carried by the blast.



- Torture Victims



Skinned torture victims decorate the halls and walls


struggling


helplessly to free themselves as they swing in the subtle


breeze.



- Ambient Sounds



Haunting sounds of anguish and terror emanate from secluded


recesses of the darker maps.



And a few more surprises...




VI. Help?


---------



We will not provide any kind of support for this product. We


did this


for fun. Put simply, you get what you pay for...



If you think you have discoved a bug (and have read the


documentation


first), feel free to send email to cbolin@teleport.com. If you


send me


stupid email, you will burn in hell. (slowly)



Our web pages will always have the latest build and news about


PainKeep.




VII. CREDITS


------------



A. CORE DEVELOPMENT



Christopher Bolin - Project Director, Artist


Shane Powell - QuakeC Project lead


Matt Houser - QuakeC, SFX design


Jon Skinnner - QuakeC, master build


Mark Lewis - Sound engineer


Stephen F. Karl - Models, map development


Dan Martin - Models


Anders Gustavsson - Map design lead




B. MAP AUTHORS




Level Name Author e.mail


--------------------------------------------------------------------------------------------


HUB Start Anders G


anders.gustavsson@mbox204.swipnet.se


PAINKEEP PainKeep Anders G


anders.gustavsson@mbox204.swipnet.se


pk0 Mephisto's Hold Anders G


anders.gustavsson@mbox204.swipnet.se


pk1 Prison Anders G


anders.gustavsson@mbox204.swipnet.se


pk2 Darkstone temple Ryan C gmarts@mtx.net.au


pk3 Palace Anders G


anders.gustavsson@mbox204.swipnet.se


pk4 Obscured David Kelvin kelvins@total.net


pk5 Masters of Earth Eric Pedersen racine@enol.com


pk6 Suicide Staccato M Dromowicz


Marcus.Dromowicz@Informatik.Uni-Oldenburg.de


pk7 Battered Brains M Dromowicz


Marcus.Dromowicz@Informatik.Uni-Oldenburg.de


pk8 Dakyne Mike Burbidge mikeburb@pacbell.net


pk9 The Stronghold Anders G


anders.gustavsson@mbox204.swipnet.se


pk10 Harlequin's Demise Stephen Karl stephenk@agility.co.nz


pk11 Derelict David Kelvin kelvins@total.net


pk12 The Other Side David Kelvin kelvins@total.net




Special Thanks


--------------


Adam Froio - NNTP, FTP and web server as well as excellent


support


Travis Prebble - for Demo editing, Web help and testing


Greg Buffington, Nick Clark and David Kelvin - for contributing


to the


sounds


Avatar for Deathmatch 3


Jeff Epler, jepler@inetnebr.com) & Disastry for centre printing


techniques.


Steve Teddy for the Install work



Also thanks to Exodus, Space Boy, Giblets, Chief Bastard,


FleshHarrower,


Redwood, Shaun Reid (nuchy nuchy), Jack Gaummer (delirious


dingo),


Matt Bixler (slasher), Adam Lloyd (sage), Matt Taylor (doormat),


Adam Aguilar (sir-stupid), Mike Burbidge (g1zm0) for testing &


demos.





VII. LEGAL CRAP




A. Copyright Notice



This production in its entirety and all derivative works are


copy-


right (c)1996,1997 Team Evolve. All rights reserved.



Ownership of all new components, including, but not limited to;


source code, compiled code, graphics, textures, sounds, models


and


maps, remain with Team Evolve and the individual authors respec-


tively. Some components are the exclusive property of their


authors


and owners and are used with kind permission.



All original components are copyright (c)1996, iD Software.



Quake and the stylized 'Q' are trademarks of iD Software. All


other


trademarks are property of their respective owners and are


hereby


acknowledged.




B. Distribution and Usage Permissions



Team Evolve grants to the final end user an exclusive right to


use


this production for the purposes of personal entertainment only.


Team Evolve grants to the final end user an exclusive right to


freely distribute this production in its undisturbed and


unaltered


entirety provided no exchange, monetary or otherwise, is


requested.


All other media entities are expressly excluded from this right


prior to acknowledge and consent from Team Evolve or one of Team


Evolve's duly appointed representatives, agents or subsidiaries.



By using this product you agree to exempt, without reservation,


the


authors and owners of this production or components thereof from


any responsibility for liability, damage caused, or loss,


directly


or indirectly, by this software, including but not limited to,


any


interruptions of service, loss of business, or any other


consequen-


tial damages resulting from the use of or operation of this


product


or components thereof. No warranties are made, expressed or


implied, regarding the usage, functionality, or implied oper-


ability of this product. All elements are available solely on


an


"as-is" basis. Usage is subject to the user's own risk.



New or altered source code components are included with kind


per-


mission of the respective authors and owners and are provided


with


the only intention of facilitating in the integration of this


production, or components thereof, with other such freely


available


and non-commercial productions. Authors are expressly forbidden


to


use these components, or any other component of this production,


as


a basis for other commercially available works or demonstration


systems without prior acknowledge and consent from Team Evolve


or


one of Team Evolve's duly appointed representatives, agents or


sub-


sidiaries.