Soul of Evil -- quake.zone browser build Repacked for browser play from: http://www.quaketerminus.com/mods/soul_of_evil.zip Only runtime files are included in the game package; the original documentation is reproduced below. All rights remain with the original authors. Runs on LibreQuake (../../librequake/NOTICES.txt) and FTEQW (GPL-2.0, ../../licenses/gpl-2.0.txt). ===== soul_of_evil.zip/soe_full.txt ===== Soul of Evil - Full Version --------------------------------------------------------- Extract the contents of soe_readme to the following folder: c:\quake\soe (replacing c:\quake with whatever directory quake.exe is in) Make sure you have the 'Keep folder names' option turned on. Then proceed to that directory and open the 'Soul of Evil - Readme' file, for a full detailed installation instructions. ===== soul_of_evil.zip/soe_readme__x/html/bonus.htm ===== Soul of Evil - Html Readme }-{ Introduction & Installation - SinglePlayer & The Story so far... - MultiPlayer & Maplist Development History - Bonus Material - Hints - Credits & Disclaimer }-{ Part V: Bonus Material Here is some interesting content created for Soul of Evil that was never put fully into use, as well as miscellaneous interesting stuff. Included are images, comparison shots, hints, and even a story. }-{ The three original heroes: The Knight, the Mage, and the Archer. The Knight is outside Soe1m4. }-{ Here they are again, all in one shot. }-{ Here are the first three images ever released of Soul of Evil. Twas such a long time ago... }-{ Comparison shots: Don't think Tronyn created all those maps completely from scratch. A lot of his SoE maps were based on his previously unreleased work, of which he had a lot. Prior to releasing Phantasmal Garrison and Coven Of Ebony, he had about as much content as those two combined sitting on his hard drive unreleased, because it sucked. But then he fixed it up for SoE. In the case of soe2m5 he fixed it up once, found that it still wasn't good enough, and so completely remade it a second time. Below are 'before' and 'after' shots of some of those maps. The last one wasn't based on his own work, it was a map started by David Laurie. The reason most of the 'Before' shots are in software Quake is because they were taken before Tronyn had GlQuake! ===== soul_of_evil.zip/soe_readme__x/html/credits.htm ===== Soul of Evil - Html Readme }-{ Introduction & Installation - SinglePlayer & The Story so far... - MultiPlayer & Maplist Development History - Bonus Material - Hints - Credits & Disclaimer }-{ Part VIIa: Credits }-{ Soul of Evil was created by the following individuals: Dustin 'Tronyn' Geeraert - Project lead, concept, skins, story, all maps unless otherwise indicated. netgames@netdp.com Rob 'Fat Controller' Cruickshank - QuakeC programming, textures, sounds, misc. other stuff. fatty@planetquake.com Rich 'XeNoN' Thorne - maps (coauthor soe1m1 and soe2m1), html readme. xenon@planetquake.com Dean 'Rotpig' Turner - maps (soe2m3 and soedm3) rotpig1@bigpond.com Travis 'Skunk' Peterson - Web site, maps (soedm2). qskunk@mn.mediaone.net Dylan 'Lithiumbat' Sartain - skins (grunt goblin, black fiend, black dragon). lithiumbat@aol.com }-{ With contributions from: David Laurie - coathor soe1m2 - laurie2701@yahoo.com Ben 'Nilfish' Walker - storyline help & storyline textures - nilfish@ic24.net Kevin 'Tyrann' Shanahan - map compilation and debugging, Tyrlite utility - tyrann@planetquake.com Bengt 'Aguire' Jardrup - New QBSP utilities - bengt.jardrup@myrealbox.com Jack 'Scragbait' Meacher - map testing - jackandlinda1@sympatico.ca Patrick Martin - Dragons code and map testing - cimartin@flash.net Ryan 'Frika C' Smith - Frikbot code - frika-c@earthling.net Wouter 'Aardappel' van Oortmerssen - DMSP/'Arena' code - wouter@fov120.com Seth 'Rhoq' Gorden - help planning soe1m1 - smig002@yahoo.com Pete 'Shadowdane' Weatherby - additional map compilation - shadowdane@planetquake.com Rob 'RPG' Gove - additional testing - rpg_6sp@hotmail.com }-{ And passive contributions from: id Software - Creators of Quake who made this all possible, textures from Quake & Doom (converted by Fat Controller) Raven Software - textures, sounds, and Necromancer model from Heretic/Hexen games. Darin McNeil - cut-scene QuakeC from Vision Of Hatred. Iikka KerΣnen - Textures from Ikbase/Airquake set. Rogue Software - Textures from Dissolution Of Eternity. Ritual Software - Textures and QuakeC from The Scourge of Armagon. Steve Rescoe - Textures, skins and inspiration from his Quake maps Village and Shadow. 'Reichert' - Textures and inspiration from his Quake map, 'Dark Forest'. Dave Bulow - Sky texture from 'BulowWad' pack. The authors of all the programs we used - Worldcraft, Texmex, Quark and qME, to name a few... }-{ And our thanks to you, for downloading and playing this project. D'oh }-{ Part VIIa: Disclaimer Commercial distribution of this material, in whole or in part, requires prior agreement with the author. Commercial distribution includes any means by which the user has to pay either for the support (e.g. CD-ROM, or magazine CD-ROM)or for the material itself. Unauthorized commercial distribution is prohibited. PROHIBITED! Soul Of Evil ⌐ 2000-2002 Dustin Geeraert Quake« is a registered trademark of id Software, Inc. }-{ ===== soul_of_evil.zip/soe_readme__x/html/development.htm ===== Soul of Evil - Html Readme }-{ Introduction & Installation - SinglePlayer & The Story so far... - MultiPlayer & Maplist Development History - Bonus Material - Hints - Credits & Disclaimer }-{ Part IV: Development History What follows is a brief summary of how Soul Of Evil was conceived and how this concept was brought into realization. }-{ In the spring of 2000, Dustin 'Tronyn' Geeraert had just released two Quake episodes; namely Phantasmal Garrison and Coven Of Ebony. With the success of this work he decided to try and go further, and create a fully-fledged conversion. This sounds to most like a strange thing to try, especially for a game that was nearly five years old then. However, there were two other large scale projects on at the time - the ridiculously large and amazing Nehahra Project and the somewhat more compact Operation Urth Majik. These conversions assured him that such a project was possible. That decided, Tronyn booked a PlanetQuake 'Pic of the Day' in order to attract help for the project. Much help was offered - much more than he even knew existed. The original project was only supposed to be slightly larger than either Coven Of Ebony or Phantasmal Garrison by themselves, but with the amount of help available it was expanded to be larger than both combined, and include deathmatch maps as well, and all-new character classes and weapons. It remained to see how much of this was realistic as the project went through staff like a fast food resteraunt. Several faithful team members joined up, while all-talk-and-no-action fellows were weeded out in the first few months, over the summer and during the fall of 2000. Soul of Evil had a base team of approximately ten people at any given time, half of which, at any given time, were not active. The lead coder resigned and the prospect of a lot of the new QuakeC stuff looked grim. Another coder, who had volunteered initially but been overlooked was contacted to replace the first coder. He gladly agreed, got the 'To Do' list from the old coder, and prompty dissapeared from the face of the planet. To add to the development troubles, a couple of mapmakers then disappeared. But the final nail in the coffin of the idea of new character classes and weapons was when the weapons coder and modeler left the project. Things were looking really, really bad. But the project leader wasn't about to let the hard work of the mappers go to waste, and devised a plan to release the project in three parts: Episode one, which would use the custom entities from Phantasmal Garrison, Episode Two, which would use the custom entities from Coven Of Ebony, and the Deathmatch maps, which would be released in a pack. Then came Fat Controller. Fat Controller saved the project's ass. Soul Of Evil, the Quake Fantasy Project, posessed an ass that was hanging over the lava pit in e1m7 (the House of Chthon) and was about to get fried. However, due to his reliability and excellence in coding, Fat Controller managed to do most of what SoE had originally planned as far as QuakeC went. Then two mapmakers returned. Then it looked like everything that was originally planned for SoE was going to be included, except for the new weapons. Then, a most reputable chap and an innovative guy, Aardappel, released a little mod called DMSP. This was to form the basis of SoE's arena mod (Tronyn and Fat Controller had been wrestling with monsters in deathmatch, respawning monsters, respawning monsters in coop, and other gripes, for quite a while - DMSP did it beautifully and simply). And while other mappers finished their maps, Tronyn created an additional two deathmatch maps for the sake of symetry - 5 maps in episode one, 5 maps in episode two, and 5 deathmatch maps. Plus three secret maps. And so it turned out that the project, while way behind schedule, still turned out alright, and it was a big lesson to everyone involved. Namely don't depend on people with bad grammar and don't bite off more than you can chew. }-{ ===== soul_of_evil.zip/soe_readme__x/html/frikbots.txt ===== Title : FrikBot Filename : frikbt08.zip Version : 0.08 Date : 9-19-99 Author : Ryan "Frika C" Smith Email : frika-c@earthling.net Credits : Alan Kivlin for his rankings.qc and step movement Frog for releasing the Frogbot code and giving me a good goal to shoot for. Additional thanks to Wazat, Asdf and MaNiAc who helped immensly with suggestions, code snipplets and ideas. Type of Mod ----------- Quake C : yes Sound : no MDL : no Level : no Format of QuakeC (if a Quake C Mod) ----------------------------------- unified diff : no (and yes I know what that is!) context diff : no (and yes I know what that is!) .qc files : yes progs.dat : yes Description of the Modification ------------------------------- This bot takes a unique approach. Unlike all other bots I've seen, FrikBot actually pretends to be a player. When he fires his weapon, it's the same function that the player uses. It is all done through his button flags. In other words, the bot fakes all client functions, he looks like a Quake client not only to the people in the game, but also to the Quake C. So why did I make him fake client behavior? Well with him using all the player code, he automatically works with hundreds of mods with a few short lines of code added or changed. This bot will play by the game rules of nearly every mod out there. (though he doesn't always know the rules however) How to Install the Modification ------------------------------- Make a subdir of your quake directory titled "frikbot" place all files in this archive, using your favorite unzip utility, in that folder. Start quake with the parameter "-game frikbot -listen 8". Choose multiplayer game from the main menu, set up your options and once in the game use "impulse 100" to add a bot. Impulses =========== 100 Add a bot or add a bot to your team in a team game 101 Add a bot to an enemy team 102 Remove a bot 103 Bot Cam cycle. Cycles through the view of all bots & players currently on the server 104 Dump Waypoint data to console (see below) The waypoint saving/loading system ================================== This is a new feature in the v0.08 FrikBot, it's still in early development. Basically, you start quake with the command line parameter -condebug...after wandering around the map enough, you'll have created a whole slew of waypoints. Dump the info using impulse 104, quit the game and locate the qconsole.log in the FrikBot directory. You can then cut the waypoint dump out of the log and make a .way file. Please note, this thing is still being built, it may not work correctly, and I don't recommend the average user to try it. (As the waypoint format will be changed in v0.09). However, if you like to goof off with weird stuff, go ahead. Any suggestions, please mail me at frika-c@earthling.net Technical Details ----------------- Known Bugs ========== !!IMPORTANT!! BOTS LOVE LAVA! DO NOT MAIL ME SAYING THE BOT FALLS IN THE LAVA A LOT, I KNOW! The movement AI is in it's early stages. This will be improved as new versions are released. A detailed buglist can be obtained by fingering frika-c@mdqnet.net More? Email me with your bug finds at frika-c@earthling.net If you'd like to incorporate this bot into your Deathmatch/Coop mod see bot.qc for details. Revision History ---------------- Changes since v0.07 ------------------- * Removal of Norse movement. Gone. Started work on new movement AI from scratch. * scratch1 is no longer valid. Don't use it. * Implementation of ported Quake physics (don't ask, don't tell is all I will say) * Bots are now MOVETYPE_WALK. They said it couldn't be done, hah! * Massive code restructuring, moved code into many files instead of cramming it into three. This was done to really help more with development than anything else. * Various bug fixes. I can't even remember half of them. * This is a major rewrite of most of the bot. Changes since v0.06 ------------------- * Bots viewing angle performed more realistically * Code restructuring, please pay attention to the upgrade.txt and the new instructions in the comment. * Finally corrected some troubles with the norse movement, including water jumping and gobs of wasted code. * Integrated botcam. Use impulse 103 to activate. * Corrected a bug in the installtion comment * Bots are thrown around by explosions, I can't believe I missed this before :( * Bots will switch weapons less often to make some mods less confusing * Bots will switch to a "close range weapon" sometimes rather than backing off in fightstyles 1 & 3 * New bot roaming method called "Hook Navigation", bugs are still being ironed out on this new roaming concept. * fisible() improved to work properly with SOLID_BSP objects * Bots will attack secret doors, & buttons . Helps immensly in some levels. * Implementation of "scratch1" to adjust bot framerates * Bots will automatically stagger their think times against other bots so they all don't execute their think at the same time, causing a major slowdown. * Implementation of check_forward() to improve (ahem) standard roaming. * Special guest appearance of "JamesBond" as a bot name, in honor of the version number (0.07) * Misc. other bug fixes Changes since v0.05 ------------------- * Bot colors show in GL Quake!! Woohoo!! * Implementation of fov(). Bots now have a limited field of view. * Bots also have damn good hearing :) * Bot angles correspond to their view. * FL_ONGROUND hacks allow better compatibility with some mods. * Bots have a new fightstyle. * In teamplay, bots will choose the enemy team with the fewest players when using impulse 101 * Misc. bug fixes and movement hacks. Changes since v0.04 ------------------- * Implementation of fisible(); a minor improvement over the id standard visible code. * A bug where in very open levels, the bots would not switch targets upon death, fixed * Impulse comands moved to a function inside bot.qc, to aid in future updates/changes * Waypointing disabled in single player * Bots use client connect again! * Bots know how to play teamplay deathmatch. Set teamplay to nozero and enjoy! Changes since v0.03 ------------------- * Bot targeting moved to a priority system * Bots now fight in a variety of fight styles (circle strafe, hold distance) * Bots have a delayed sight time * Bug involving clients being added/removed after a bot has spawned fixed * Bots select weapons via impulses, chance of discharge in water lowered * Copyright permissions, new readme format. Changes since v0.02 ------------------- * Bot's Water Jumping really works now! * Improved roaming * Different chat messages and bot names * Improved comments throughout the code * KickABot(); implemented to remove bots from the server * Numerous bug fixes Changes since v0.01 ------------------- * Bot's Water Jumping now works. * Bug where any weapon fired using self.v_angle would fire at the wrong pitch * Error in the comment telling you how to install fixed * General improvements in the comment. Copyright and Distribution Permissions -------------------------------------- FrikBot, and all functions and code writen by Ryan "Frika C" Smith are copyrighted (C) 1999. You are allowed to use and distribute this mod as long as this text file remains intact and the mod is provided free of charge. You *are* allowed to modify and incorporate this bot into your own mods, as long as adequate credit is given and the end result of your modifications is also provided free of charge. If you have questions or comments regarding the bot, the code, or just the universe in general, please write me at frika-c@earthling.net. Availability ------------ This modification is available from the following places: Department 187 at http://www.mdqnet.net/dept187/ ===== soul_of_evil.zip/soe_readme__x/html/hints.htm ===== Soul of Evil - Html Readme }-{ Introduction & Installation - SinglePlayer & The Story so far... - MultiPlayer & Maplist Development History - Bonus Material - Hints - Credits & Disclaimer }-{ Part VI: Hints WARNING!! These are spoilers. If you want to find secrets, secret maps or ways out of tough situations yourself, do not read this section. The secret levels included with Soul Of Evil are as follows: Soe1m6: The Den of Zombies, Soe2m7: Highlands, and Soedm6: Fortress of the Fading Day. Soe1m6 is a remake of a map of the same name in the old Catacombs Abyss game, based on Catacombs 3d which id Software did before Wolfenstein 3d. Soe2m7 is a large outdoor map which contains the largest Dragon fight in SoE. Soedm6 is an odd duck of a deathmatch map. The entrances to these levels are in the third map of each respective episode (soe1m3->soe1m6, soe2m3->soe2m6, soedm3->soedm6). Soe1m6 may be accessed by pressing a Q switch behind the green wall (shoot to open) at the end of the Gold Key hall on Soe1m3. From there, journey to the hall with the half-demon face and turqoise plating on the floor. A small hallway will be revealed off to the side, behind the place where the half-demon face was. Inside, there is a switch which will remove the turqoise plating on the floor nearby, and open the gateway to Soe1m6: The Den of Zombies. Soe2m6 may be accesed thus: In soe2m3, After you've entered the temple area with the gold key, fight your way through until you see a large pentagram (star) on the ceiling. Shoot through the center of the star into the swirling lava and you will hear a stone move directly below, in an area accessible from one of the caverns that has a large red flag hanging on the brick wall. Once you find the area directly below the temple, you will see where the stone has moved, and beyond it lies a portal to Soe2m6: Highlands. Soedm6 may be accessed by (uhh...) SoE contains many secrets, and most of them we won't point out, you'll have to find them out for yourself. However, there are several secrets or tips which stand out as really coming in handy, and may just save your life. In soe1m2: Devil's Pass, in the end where you must fight Dragons, there are supplies on a cliff up a ladder. Go that way rather than the other one, and you'll be spared much grief. In soe1m4: The Autumn Citadel, there is a rock Barbican prior to the actual Citadel itself. Within this Barbican are two wooden platforms with Ogres on them. If you kill the Ogres, you can look around and see a skull-plated switch on the ceiling. Shoot this switch; it will cause steps to form to one of the platforms. On top of this platform is the Ring of Shadows. This will assist you greatly in making your way into the Citadel. Even if you do not possess the Ring, it is best not to charge in the front door of the Citadel. Try infiltrating it via the water passageways to the left or right; left you will meet with less resistance and be able to ambush monsters from behind, right you will obtain the perforater. Again in Soe1m4, underwater near the perforator, there is a gate which will not open. Journey back here upon pressing the button in the final chamber. This underwater passage leads to the Megahealth and Red Armour across from the silver key. These just may save your life when fighting the Bane. In soe2m3, standing in the temple area, with the large pentagram on the ceiling, look above the arched brick passage and you'll notice a pulsating light. In the midst of this light you can see a small red button. Shoot this button and the silver demon face set into the wall beyond the arch will slowly open up, revealing a suit of yellow armour. In soe2m5: Final Conflict, there is a strange bookshelf on the far wall. Shoot it and a hidden chamber with the Thunderbolt will be revealed. Also, if you are stuck in soe2m5, you must grab the Quad Damage before the Cult Lord does. If he does, he will become near-invincible and you will surely die. If you do, you will be able to use it to destroy him. }-{ ===== soul_of_evil.zip/soe_readme__x/html/index.htm ===== Soul of Evil - Html Readme }-{ Introduction & Installation - SinglePlayer & The Story so far... - MultiPlayer & Maplist Development History - Bonus Material - Hints - Credits & Disclaimer }-{ Part I: Introduction & Installation Welcome to Soul Of Evil, the Quake Fantasy Project. Soul Of Evil is a primarily single-player Quake game, although it also supports deathmatch, cooperative, arena mode (a new type of gameplay), as well as botmatches. In order to play Soul Of Evil you will need at least 32 MB of RAM, preferably 64 MB or more. }-{ Soul of Evil is available in two versions: the Full Version and the Split Version. Although the latter is split up into four sections (for the internet connection impared), it contains exactly the same files when combined. If you downloaded the Full Version, then simply extract all files in soul_of_evil.zip to 'C:\quake\soe', replacing 'c:\quake' with whatever folder that contains quake.exe (the 'soe' folder should be ALONGSIDE your 'id1' folder in the Quake directory). If you downloaded the Split Version, first ensure you have all four parts (soe_1.zip, soe_2.zip, soe_3.zip, soe_4.zip), and in each one of them, extract the inluded .pak file to 'C:\quake\soe', replacing 'c:\quake' with whatever folder that contains quake.exe (the 'soe' folder should be ALONGSIDE your 'id1' folder in the Quake directory). Only when all four pakfiles (pak0.pak, pak1.pak, pak2.pak, pak3.pak) are in the 'soe' directory will you be able to play. }-{ Once you have installed Soul Of Evil, you may start the game by going into your Quake directory and starting Quake from a command prompt in the following way: Quake -winmem 24 -listen 12 -game soe Or, if you are a GLQuake user, you need only start this way: "GlQuake -listen 12 -game soe" }-{ Once you have entered Soul Of Evil and are ready to play, you can select a New Game from the main menu. From there you'll be able to select from Quest (single player) or Arena (new gameplay type) modes and start your game. To start a multiplayer game or botmatch, see the multiplayer section. }-{ You can check the official web site at http://www.planetquake.com/tronyn/soul for SoE-related news and further information. ===== soul_of_evil.zip/soe_readme__x/html/multiplayer.htm ===== Soul of Evil - Html Readme }-{ Introduction & Installation - SinglePlayer & The Story so far... - MultiPlayer & Maplist Development History - Bonus Material - Hints - Credits & Disclaimer }-{ Part III: MultiPlayer Soul Of Evil supports several types of multiplayer game. The first is cooperative, in which players work together to pass the single player game. Cooperative is usually better on more difficult skill levels such as Hard or Nightmare. The second is deathmatch, in which players battle each other alone or in teams. This works the same as in original Quake, with the deathmatch maps being named soedm1, soedm2, soedm3, soedm4, soedm5, and soedm6. The third option is Arena, in which monsters spawn into the level and the players work together (or sometimes not) to kill all of them, including a boss monster at the end, in order to pass the level. To start an Arena game, start a deathmatch game and set the variable "temp1" to "1" in the console(~). Then restart the game. The final option is a botmatch, in which players deathmatch with or against artifically-intelligent "bot" players. The command to add a bot is simply "impulse 100" in the console. Or in teamplay games, Impulse 100 adds a bot to your team while Impulse 101 adds a bot to the opposing team. Bots can be added to cooperative, deathmatch, or arena games. Further documentation on using bots can be found here. }-{ All of the Soul Of Evil single player maps also support deathmatch and arena. The deathmatch maps however only support deathmatch and arena (no Quest here). There are a couple of options; setting teamplay on or off can do some interesting things - for instance, you could have two teams of players racing to complete a single player level in Quest mode, or two teams of players against both themselves and the monsters in Arena mode. Or you could have an Arena game with humans against monsters and bots, or with humans and bots against monsters. There are a lot of possibilities. }-{ If you need support or help figuring all this out, don't hesitate to email Tronyn. }-{ Gameplay Mode How to Play Recommended Levels Cooperative Start a cooperative game in the multiplayer menu, then go to the map you want. Soe1m1-6, Soe2m1-7 Deathmatch Start a deathmatch game and select the desired map. Soedm1-6, Soe1m3, Soe1m3, Soe1m6, Soe2m5 Mutiplayer Arena Start a coop game in start.bsp, set the variable "temp1" to "1," then restart the game. Soedm1-6, Soestart Team Deathmatch Start a deathmatch game, same as regular, putting teamplay on. Then go to map. Soedm1-6, Soe1m2, Soe2m2, Soe2m6 ===== soul_of_evil.zip/soe_readme__x/html/singleplayer.htm ===== Soul of Evil - Html Readme }-{ Introduction & Installation - SinglePlayer & The Story so far... - MultiPlayer & Maplist Development History - Bonus Material - Hints - Credits & Disclaimer }-{ Part IIa: SinglePlayer If you know how to play Quake, you are already familiar with how to play Soul Of Evil. Never the less, there are a few additions that you need to know about: Firstly, cut-scenes. In some areas of Soul Of Evil, upon pressing a switch or activating a sequence, a cut-scene will show you what you have done or will be used to further the storyline. After the cut-scene is over you will be returned to where you were when you activated the cut-scene. Cut-scenes do not appear in cooperative, arena, or deathmatch modes. Secondly, readable items. In some areas of Soul Of Evil, you will notice books lying on the ground. Touching the pages will give you hints about where to find keys or weapons. You may read items multiple times and these books do appear in cooperative, though not in Arena or Deathmatch. Thirdly, there is a new item: The Dragonlord's Horn. This item is only available in multiplayer games, and will summon a Dragon to fight for you. There is another new artifact, The Empathy Shields, which splits the pain done to you between yourself and your enemies Fourthly, several areas in Soul Of Evil feature ladders. Simply walk up to a ladder to 'climb' it. Finally, there are of course new monsters... }-{ Episode One: The Autumn Citadel Wolves Dangerous creatures prowl the woods of the realm; wolves, which were formerly only a threat on remote slopes, now wander in small groups in the nearer forests. There is talk of larger, reddish wolves altered by sorcerory to be more viscious than before, and to kill for sport. The villagers call them 'Fiends.' Luckily, these specimens are so dangerous that they are usually found alone. In some cases the wolves or their more brutal mutant cousins have been tamed, trained or otherwise put to use by the Bane's soldiers. Drakes Aerial beasts whose origin is unknown, Drakes have inhabited the forests as long as anyone can remember. Although not overly dangerous, they are generally quite crabby, and liable to make nuisances of themselves if someone threatens their food supply or ventures into their territory. Simple-minded, some of them have been brought into the Bane's fold for scouting purposes. Some apparently know teleportation, but it is more likely that they are being teleported by wizards into the desired area. Goblins Forest creatures generally hostile to humans. The coming of the Bane and the disorder he brought allowed them much more freedom. Where before they hid in isolated woods and robbed or killed only those foolish enough to stray so far from the human establishments, the Goblins now walk among the ruins of the cities they once feared. Goblins prefer ranged combat and are equipped with bow-type weapons they either construct or steal. A lone Goblin is hardly a threat to a sturdy player, but the Goblins often rove and attack in packs, which is what makes them dangerous. The new religion brought by the Bane's servants can sometimes group or organize them on a scale not previously possible. There are two varieties of Goblin; the lesser and the larger, the lesser being more common. Forest Thugs Fast, axe-bearing highwaymen who made their living robbing caravans before the Bane's coming. Always tough and daring, unlike their less sophisticated and dangerous fellow forest-inhabitants, the thugs have actually suffered from the Bane's coming. The routes they used to haunt are now overgrown and unused, and they are forced to steal from other highwaymen, Goblins, or even attack the Bane's soldiers in order to survive. This has, however, made them more desperate and thus more dangerous than before. Ogres Probably the most dangerous of the forest's inhabitants, the Ogres are a sturdy race of thick sinew and thicker skulls. Their primitive culture values strength above all else, and their adapability, if not intelligence, has led to their survival. They are the oldest of the forest creatures, and while displacement by newcomers has affected them adversely, they are not to be underestimated. Old Ogre tales tell of their coming from another world or place, from which they brought with them their ability to fight tooth and nail, and some say, the peculiar weapons they do this with. Ogres are equipped with chainsaws and handgrenades, and some are so lethal they have been drafted into the Bane's personal army to guard his Castle or attack his enemies. Disciples of the Bane Dark sorcerors whom the Bane brought with him when he arose. The Bane's disciples are easily recognizable - thin, gaunt figures in dark robes. They serve as his acolytes throughout the land, as interpreters between him and the locals, and as bringers of the new religious order which now dominates. They are central to his dark rites and to the summoning of more soldiers to further his conquest, and bring him information about the latest occurences in the land. They are capable of fighting themselves, by casting one of three spells: acid, fire, or red lighting. The Bane's Army Wielding axe, sword, fire or magic, the Bane's steel war machine subjugates the land and destroys its cities. The ranks of his army are many, with several types of warrior, each filling a different niche in his military hierarchy. There are pawns of two varieties, the maniacal axe-soldiers, the hell-knights who know magic, and the hell-lords who command fire, magic and sword with equal power. Generally much more organized than any other type of enemy you will encounter, the Bane's troops will prove toughest when fighting on their home ground. Dragons Whether these creatures fight for the Bane, were summoned by him, or have simply grown bolder with the loss of order is unknown. Some of these dragons definately appear to be under the control of the Bane's disciples and armies, but one thing is for certain: they will never be friendly towards you*. Dragons come in many varieties, each of which has its own attack. Dragons are fierce and intelligent, and are truly formidable foes. *Except in multiplayer :) }-{ Episode Two: Subterranean Realms Goblins The underground cousins of the Goblins you've previously encountered, these Goblins are on the whole less free, if more orderly, than their forest-inhabiting kin. They live in subterranean cities alongside the Ogres, and have a higher state of civilization than the hunter-gatherer-robber version their lost cousins enjoy. They have been known to work with or against other groups, including the Ogres, in attacking other races in the underground, but the coming of the Shalrath Cult brought a permenance to the current boundaries. They are frightened of the dark emmisaries, and though publicly practising their dark religion, secretly hold to their traditional gods in hope that they will one day be able to develop free of the Shalrath's poisonous influence. Ogres The subterranean seems to be a place the Ogres know well; perhaps part of their race first crawled out of the caves thousands of years ago, creating the above-ground variety whilst the underground one remained. The Ogres here make their living by mining from their underground cities. They are definately a crude race, but their basic understanding of architecture, war, and ritual has been 'enhanced' by the neighboring underground Shalrath Cult, who often send arachnid Overlords to supervise the work and demand a tribute of them. Scrags Pale, reptilian races whose knowledge of the arcane has led them to work closely with the dark Shalrath Cult. They are one of the oldest surviving races underground, and their elders recall the days before the Cult came. Their speech is empty and seems more like a whisper to those of other races, but their intelligence is apparent to those who can converse with them. They are, however, relatively frail, and are a diminishing race indeed. The Shalrath Cult A demonic Cult which arrived from another dimension and quickly subjugated the surrounding populace. Their members include Magicians, Shalrath (Vores), and of course, military muscle in the tradition of the Bane's army. There are several varieties of each, and it is undoubtedly true that the Cult, which is rumoured to contain nearly three hundred members (including contingents, such as Ogre mercenaries and Scrags), will form your most difficult opposition in your quest. Living Shadows Black, shadowy creatures from beyond. These abominations can only be summoned through pentagram shaped portals. Some lunge, some fly, some command lighting or the power of fire. All exist solely for the purpose of destruction, and are brought here by the Shalrath Cult, who apparently exhert some control over them, for their dark purposes. }-{ Part IIb: The Story so far... Good King, I fear for the safety of this land. You will recall the case of Eben, your fine Knight, seven years past. Though we knew him to be quite mad upon returning from that cavern, I still posess his scrawled scribblings, and while most curious, there does seem to be some amount of truth to them. In the man's scrolls it is written that "Within ten years, an autumn will come in which fire will rise and engulf the whole of this Kingdom; Dragons will be seen in the sky, the King will fall, and Chaos himself will reign." The signs, he said, were to be several: First, the King would fall ill. Second, his Knights would Quarrel. Third, the weakened King would be overthrown by a foreigner, and Dragon-beasts would fly freely in the burning Autumn air. Though the only sign as yet is your illness, this is consistant with what the unfortunate Knight prophecied in his madness before his death. We have been dismissing this as nonsense for too long, and it is time to give it some credence. If we do not, there may be dire consequences. Jarlin, Wizard of the Kingdom }-{ Long before current times, a monumental battle took place here. This was an Elder Realm, and as such, belonged to forces older than men. When men came here, a battle between these forces and mankind took place, in which the older races were banished from the Realm. These races retreated underground, or to the furthest reaches of unknown wilderness. But they were not the only obstacle for the conquerors here; there was an ancient maleovence, a nameless evil, that all but destroyed the first conquerors to arrive, and most of the second army as well. The spirit was finally defeated by the Wizard Murien, a figure of immense power - perhaps the strongest sorceror that mankind has ever known. And though his figure has burned its way into history, his nemesis has been nearly forgotten... But an ancient prophecy foretold of this spirit's reappearance and of its dark revenge against humanity. The prophecy also foretold that during these darkest times, a hero would arrive, a courageous warrior, a strange traveller... }-{ Traveller, What was once a glorious land now lies in chaos. It started months ago when the Old King was overthrown by a man known only as the Bane. This new ruler has abolished the laws of our kingdom and now our people live under the sword. Lawless bands of highwaymen roam the forests, and creatures formerly kept in check by the King's strict guard have now began creeping towards the outskirts of our cities. Few of us have any faith that order will return, and the majority of those still here have joined the ranks of strongmen's armies so as merely to survive. These people are forced to fight for conspiring nobles merely for their daily bread. With the balance of power constantly shifting, the only constant power is the Bane-King. There are many who seek the his favour, and with the bloody skirmishes, ambushes, and sackings of villages, I am truly afraid that all will soon be lost. Dragons have been seen flying near the Citadel, and I have heard that there are beings present who possess raw elemental power. If this is the case I warn you turn back now. If the Bane is more than human, there is nothing any of us can do but get beyond the reaches of his vile 'freedom.' -Axel, Warden of the Elder Woods }-{ It is a warm summer evening and the citizens of the village go about their usual business. The king's knights patrol the outskirts of the forest, protecting the people from highwaymen and robbers, and any other beings which pose a threat. In the distance, past the Village's Gate and the Rock Barbican, the turrets of the Citadel can be seen. Once a mighty fortress of the Wizard Murien, the Citadel has not been used in wartime for centuries, though its guard remains vigilant as ever. The king had known the wizard Jarlin, a distant descendant of Murien, for as long as he could remember. Jarlin had once served the king's father, and continued to do so for the newer ruler. The king had his knights check on the wizard regularly, and the king himself often visited his old friend. Meanwhile, one of the King's knights wanders deep into the Elder woods, investigating a strange smell of smoke that hangs in the air. The Knight cautiously moves onwards through the autumn trees, trying to keep silent on the mat of fallen leaves. Through a gap in the trees, he sees a flickering light in the centre of an old circle of stones. The Knight is well aware of the story of what these stones were formerly used for, and proceeds with ever more care, meaning only to see the cause of the light and then to swiftly leave the woods. Moving cautiously closer he sees what looks like the silhouette of a strange, twisted figure in front of the flames. Seeing that it is in fact a man, the Knight raises up his courage and shouts "Halt! Who goes there?!" The figure remains silent and motionless. A shrill wind blows through the woods, making the surrounding trees creak and rustle. The smoke of the burning tree is spread by a gust of wind, obscuring the Knight's view of the strange figure. The knight begins to cough as the eerie smoke penetrates his armour. He doubles over, unsheathes his sword, and swings blindly into the mist. Suddenly the fog is gone and the Knight is standing alone in the clearing... The Knight looks all about the stone circle, seeing strange signs drawn into the ground as well as recent footprints. But it appears that there is no one else near. The Knight, relieved, sheaths his sword and turns to go... Standing directly in front of him is a colossal nightmare, a hideously pale beast covered in blood and grime. Its teeth are enormous and it appears to lack eyes. The claws on its arms are larger than the Knight's torso. Bloody hooves serve as the creature's feet, and beside the living nightmare stands the twisted man, whome the Knight now sees to be a sorceror. Before the Knight can take one step, he is struck by lightning, and as he lies on the ground, life slipping away, he hears a deep, slurred voice speak: "The Vengeance of the Elders..." }-{ Sir, No one has been able to discern how the Evil One was able to reach the King alone in his back courtyard; there is only one door in and it is guarded at all times. Speculation involves magic, including a magical gate of some sort. Other speculation about what exactly has happened is running wild. There are rumours of the old magic circle at Devil's Pass being put back into use, and the return of the long-banished Shalrath Cult. It is also said that there are terrible ceremonies underway at the old Vault beneath the village. It seems everything has happened at once, leaving us little evidence as to the source of the problem, though most believe it to be the new Ruler himself. It is possible, however, that he is a pawn for the cult or that he is truly one of them. However, if half of what is said about him is true, he cannot be a man. Theories abound among the guards faithful to the Old King; we never show it, it is all we can do to evacuate townspeople every fortnight, through means of an alternate route through the forest. It is relatively safe, however, if this were ever discovered our fate would be sealed. Once the majority of the poplation has gotten out we intend to leave also. This place is damned. -Richard, Watchman of the Citadel }-{ In the Wizard's Tower, Jarlin is reading through the posessed Knight's prophecies. He decides that the matter is more urgent than he originally deemed it. Gathering himself together, he readies himself for a journey through the late evening from his Tower to the citadel. As he grabs his cloak and a few other possessions, there is a loud knock at the door. Warily, the wizard walks towards the door, then slowly opens it. Two tall knights stand before him. "Greetings", the wizard says to the large figures. "Greetings to you, wise one, the King has sent us to check that you are well." One the knights replies. "Thank you, I was just leaving to meet with the king." the wizard says in his weary voice. The wizard locks his tower and the three of them set off through the dark woods towards the distant glow of the Village. }-{ These men near with me are under the power of a great evil. The irony - these two taking me to warn the king of themselves, and what they represent. These bewitched men will no doubt kill me before I ever reach the King to be certain that he has recieved my letter, or even that he is still alive. I cannot save this place; I am too old and weak, and I know of no man here who could do such a deed alone. There are Mages of mastery and Warriors of Virtue; and Archers of great skill. Were I to survive the night, I could draw them together to form and fight this evil. But I cannot. I must summon a hero so great that no matter how many of the others are taken, have switched sides, or outright fail, he will still prevail. I know of a time when men are transported through warps in the dimension of space; similarly, I could cause one of their machines to warp the dimension of time. One particular hero, the greatest in the history of their time, comes to mind. He will defeat the Queen-mother Shub-Niggurath; whose name to even speak is a curse. This man is such an invincible monument of heroism that certainly after defeating her he could destroy this Evil Ruler and all of his minions within a short time. I will pull him back here immediately after he has defeated Shub-Niggurath: when he is at his strongest. I will send him to the abandoned hamlet in the east, and from there the pathway West, and to the Citadel, should become clear. -Jarlin, Wizard of the Kingdom }-{ Slipgate-Transfer after slipgate transfer. Finally, the last one; you know: the Hell-Mother Shub-Niggurath herself, the cause of the entire dread Realm you've just obliterated, is dead. The Runes have told you everything about her, about her realm, and about what you must do. Now that your work is complete, you look forward to a new world through this next slipgate. If it may be home, you don't know - but at least it won't be this... }-{ ===== soul_of_evil.zip/soe_readme__x/html/ssh.htm ===== Soul of Evil - Html Readme }-{ Introduction & Installation - SinglePlayer & The Story so far... - MultiPlayer & Maplist Development History - Bonus Material - Hints - Credits & Disclaimer }-{ Part XXX: Anticredits and Other Stuff A big 'frag you' to the following: The psychopathic, murderous, Mexican bus-driver that kept causing everyone to quit. Matt Tagliaferri, who made a crappy old editor called qED which xenon used to use, and which held up the completion of soe1m1/soe2m1 by about 10-12 months due to it's crapness; WC forever! All those who buggered off at the start without doing anything. Found any quality 'gay dog sex' sites on Google yet? :P Fileplanet (just because!) Strobe Lighting (AAAAAAAAAAAAAAAARRRRRRRRRRRRRRRGGGGGGGGGHHHHHHHHHHHHHHHHHH!!!!!!!!) }-{ Some Tronyn email quotes :) (chronological order, DD/MM/YYYY) 08/11/2000 - I want to have this project finished by the Christmas break. Let's say December 20 is our deadline. I think this is a reasonable deadline, and I think it will get things moving if we have a deadline. We've got just over a month, folks :) 09/03/2001 - Also, I'm leaving April 9-18 so if SOE isn't out by then I'll punish both of us ;) 08/04/2001 - I don't know about you guys but I'm getting rather excited at how close SOE is getting to release! 10/05/2001 - I want the full project SOE to go beta two weeks from this friday. (Actual release date of beta: 15/02/2002) 05/06/2001 - There is not a thing on this planet capable of stopping SoE from coming out before July. 08/06/2001 - Oops did I say: "So, try and have those maps ready by wednesday."? I meant: "Have those maps ready by Wednesday." :) 26/06/2001 - I say, if there's information in the editor, no matter the cryptic compilational errors, there is a way to get that information into Quake. 11/07/2001 - I'm not a 'superior mapper.' I may be able to do some things which look technically impressive when not compared to those feats of CZG, Tyrann and Glassman, but I'm not a superior anything, I'm just an idiot! an idiot yes sir! 06/12/2001 - The bitchiness of the project and your naming of the zipfiles has tempted me to rename ALL the bsps.. ie bitchstart, bitch1m1, bitch1m2, bitch1m3, etc. 05/03/2002 - Release date is April 1st }-{ Developers Hall! Since none of us are really l33t nor sexy enough to warrant including a developers hall in the end map a la Nehahra, I decided to add one here! Tronyn (Bigwig)   Fat Controller (Codemonkey) XeNoN (silly pleb who made this section, & a few maps)   Rotpig (teh mappXX0ring!!1)  Skunk (Webby, maps)   LithiumBat (skinnage) Plus a few more I couldn't be bothered to Google-image-search... }-{ ===== soul_of_evil.zip/soe_readme__x/html/text_only_readme.txt ===== *** Soul Of Evil **** - - Text Readme - - [Part I: Introduction & Installation] Welcome to Soul Of Evil, the Quake Fantasy Project. Soul Of Evil is a primarily single-player Quake game, although it also supports deathmatch, cooperative, a new type of gameplay, Arena, as well as botmatches. In order to play Soul Of Evil you will need at least 32 MB of RAM, preferably 64 MB or more. To install Soul Of Evil, simply unzip all files to a subdirectory in your Quake directory called soe, making sure that "use folder names" is on. For example, c:\Quake\soe This text readme will then be found in c:\Quake\soe\readme.txt The larger and better html readme will then be found in c:\Quake\soe\readme\index.htm Once you have installed Soul Of Evil, you may start the game by going into your Quake directory and starting Quake in the following way: "Quake -winmem 24 -listen 12 -game soe" (enter). Or, if you are a GLQuake user, you need only start Quake: "GlQuake -listen 12 -game soe" (enter). Once you have entered Soul Of Evil and are ready to play, you can select New Game. From there you'll be able to select from Quest (single player) or Arena (new gameplay type) modes and start your game. To start a multiplayer game or botmatch, see the multiplayer section. You can check the official web site at http://www.planetquake.com/tronyn/soul for SoE-related news and further information. [Part II: Single Player] If you know how to play Quake, you are already familiar with how to play Soul Of Evil. Never the less, there are a few additions that you need to know about: First, cut-scenes. In some areas of Soul Of Evil, upon pressing a switch or activating a sequence, a cut-scene will show you what you have done or will be used to further the storyline. After the cut-scene is over you will be returned to where you were when you activated the cut-scene. Cut-scenes do not appear in cooperative, arena, or deathmatch modes. Second, readable items. In some areas of Soul Of Evil, you will notice books lying on the ground. Touching the pages will give you hints about where to find keys or weapons. You may read items multiple times and these books do appear in cooperative, though not in Arena or Deathmatch. Thirdly, there is a new item: The Dragonlord's Horn. This item is only available in multiplayer games, and will summon a Dragon to fight for you. There is another new artifact, The Empathy Shields, which splits the pain done to you between yourself and your enemies. Fourth, several areas in Soul Of Evil feature ladders. Simply walk up a ladder to 'climb' it. Finally, there are of course new monsters. Many of the new enemies you will encounter are stronger than Quake's original enemies and you will need to be careful. Good luck. [Part III: Multiplayer] Soul Of Evil supports several types of multiplayer game. The first is cooperative, in which players work together to pass the single player game. Cooperative is usually better on more difficult skill levels such as Hard or Nightmare. The second is deathmatch, in which players battle each other alone or in teams. This works the same way as in original Quake. The third option is Arena, in which monsters spawn into the level and the players work together (or sometimes not) to kill all of them, including a boss monster at the end, in order to pass the level. To start an Arena game, start a cooperative game, set the variable temp1 to 1 in the console (~), then restart the game. The final option is a botmatch, in which players deathmatch with or against artifically-intelligent "bot" players. The command to add a bot is simply "impulse 100" in the console. Or in teamplay games, Impulse 100 adds a bot to your team while Impulse 101 adds a bot to the opposing team. Bots can be added to cooperative, deathmatch, or arena games. Further documentation on using bots can be found in the frikbots.txt in the readme directory in your soul of evil directory. All of the Soul Of Evil single player maps also support deathmatch and arena. The deathmatch maps however only support deathmatch and arena (no Quest here). There are a couple of options; setting teamplay on or off can do some interesting things - for instance, you could have two teams of players racing to complete a single player level in Quest mode, or two teams of players against both themselves and the monsters in Arena mode. Or you could have an Arena game with humans against monsters and bots, or with humans and bots against monsters. There are a lot of possibilities. Gameplay mode How to play Reccomended Maps Cooperative Start a cooperative game in the multiplayer menu, then go to the map you want Soe1m1-6, Soe2m1-6 Deathmatch Start a deathmatch game, same as above. Soedm1-6, Soe1m3 and Soe1m6 Multiplayer Arena Start a deathnatcg game, and set the variable "temp1" to "1" - then restart Soedm1-6, Soestart Team Deathmatch Start a deathmatch game, same as regular, putting teamplay on. Then go to map Seodm1-6, Soe2m2 and Soe2m6 If you need support or help figuring all this out, don't hesitate to email Tronyn (netgames@netdp.com). [Part IV: Other] If you experience problems with Soul Of Evil, though we don't anticipate any, feel free to email Tronyn at netgames@netdp.com for support. If you need further documentation, hints, want a more in-depth version of this readme, or just want to look at some extra material, check the html readme (your quake directory\soe\readme\index.htm) If you are interested in developing maps or other addons for Soul Of Evil, the SOE team would definately support it and you can download the devkit from the SoE website (http://www.planetquake.com/tronyn/soul) or email Tronyn (netgames@netdp.com). If you have any other questions, comments, or concerns about SoE, you can either look in the credits section below and mail whoever it concerns, or if you can't be bothered, email Tronyn about whatever it is and he will distribute it to those whom it concerns on the team. If you like SoE let us know. If you hate it, let us know that too. http://www.planetquake.com/tronyn/soul [Part V: Credits] Soul Of Evil was created by the following individuals: Dustin 'Tronyn' Geeraert - Project lead, concept, skins, story, html readme, lead level design - netgames@netdp.com Rob 'Fat Controller' Cruickshank - QuakeC programming, textures, sounds, misc. other stuff - fatty@planetquake.com Travis 'Skunk' Peterson - Web site, maps (soedm3) - qskunk@mn.mediaone.net Rich 'XeNoN' Thorne - additional maps (coauthor soe1m1 and soe2m1) - xenon@planetquake.com Dean 'Rotpig' Turner - maps (soe2m3 and soedm3) - rotpig1@bigpond.com Dylan 'Lithiumbat' Sartain - skins (grunt goblin, black fiend, black dragon) - lithiumbat@aol.com With contributions from: David Laurie - coathor soe1m2 - laurie2701@yahoo.com Ben 'Nilfish' Walker - storyline help & storyline textures - nilfish@ic24.net Kevin 'Tyrann' Shanahan - map compilation and debugging, Tyrlite utility - tyrann@planetquake.com Bengt 'Aguire' Jardrup - New QBSP utilities - bengt.jardrup@myrealbox.com Jack 'Scragbait' Meacher - map testing - jackandlinda1@sympatico.ca Patrick Martin - Dragons code and map testing - cimartin@flash.net Ryan 'Frika C' Smith - Frikbot code - frika-c@earthling.net Wouter van Oortmerssen aka Aardappel - DMSP/'Arena' code - wouter@fov120.com Seth 'Rhoq' Gorden - help planning soe1m1 - smig002@yahoo.com Pete "Shadowdane" Weatherby - additional map compilation - shadowdane@planetquake.com Rob "RPG" Gove - additional testing - rpg_6sp@hotmail.com 'Vertigo' - contributed a small section to soedm5 - email unknown And passive contributions from: Raven Software - textures, sounds, and Necromancer model from Heretic/Hexen games. Darin McNeil - cut-scene QuakeC from Vision Of Hatred. Iikka KerΣnen - Textures (rock, sky) from Ikbase/Airquake set. Rogue Software - Textures from Dissolution Of Eternity. Ritual Software - Textures and QuakeC from The Scourge of Armagon. Steve Rescoe - Textures, skins and inspiration from his Quake maps Village and Shadow. "Reichert" - Textures and inspiration from his Quake map Dark Forest. id Software - some textures from Doom (converted by Fat Controller) and of course those from Quake. The authors of all the programs we used - Worldcraft, Texmex, Quark, qME, to name a few... And our thanks to you, for downloading and playing this project. [Part VI: Disclaimer] Commercial distribution of this material, in whole or in part, requires prior agreement with the author. Commercial distribution includes any means by which the user has to pay either for the support (e.g. CD-ROM, or magazine CD-ROM)or for the material itself. Unauthorized commercial distribution is prohibited. PROHIBITED! Soul Of Evil ⌐ 2000-2002 Dustin Geeraert Quake« is a registered trademark of id Software, Inc. ===== soul_of_evil.zip/soe_readme__x/Soul of Evil - Readme.htm ===== Soul of Evil - HTML Readme Click to Enter...