r 'm d ^b $ '$ e d JF 4r $$ $E 4$L 9$ :P $$ `$ $L J$ $$ $k F`$. d$ .$" $$ R$ $L $$ $F @ $$ 9$*'*$$. $$* '$F 3$F @$ $$ $F J" `"$N @$ ^$L $$ `$i 4$r .dE '$ .$ xF $L 9$ $ "$ :$ *$$$@$b@$$" '" ^ ' "`'" ^"*$P" '$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 . [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... [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 . 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 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 £15 ($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 £25 ($45) from a computer shop. You also need two terminators and some network cable. Expect to pay around £75 ($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). ===========================================================================