<><><><><><><><> E HaXeN c e e D Manual v1.4c <><><><><><><><><><><><><> S1 ... Basics S2 ... Features S3 ... Commands S4 ... Cooperative Mode S5 ... Extension Modules S6 ... Weapons S7 ... Talents S8 ... Items S9 ... Environment S10 ... Credits == Basics (S1) == Exceed Haven is the maximum realization of QuakeWorld. No other modification has pushed the engine so far before without resorting to serverside AND clientside hacks. Unimaginably superior to all previous multiplayer QuakeC projects and 99% of extant FPS experiences INCLUDING the original Quake, Exceed Haven is the full package AND THEN SOME. Forget Halo. Forget Unreal Tournament. Forget naptime. While MOST QuakeWorld mods only tweak the gameplay, EXCEED HAVEN traps it in a rock'n'roll coffin and sets it ON FIRE. Don't like Quake? Not a problem, Nancy. Exceed Haven is a whole new animal. Exceed Haven is the REAL DEAL and the REAL DEAL is Exceed Haven. Think you can't take? THINK YOU CAN'T TAKE IT!? Then get back in your basement and crank up the Xbox, Grandma! 'CAUSE THIS FIRE HOT AND YOU IN THE KITCHEN!! SHIM SHAM SHIZZAW! == Features (S2) == *Includes Team Fortress, Threewave CTF, Deathmatch, and Cooperative game modes *Heavily modified enemies. A whole new experience from their predecessors *Intense, yet unrestrictive, incentive for true teamplay *Easily form, command, and disband 5-man squads on the fly *Careful randomization of monsters strikes a balance between a map's original design and the utterly unpredictable *Generous auto-administration system should leave no need for skull-whacking server police *Don't want to risk hurting your team mates? Just buy a special item. Forget about praying the server admin turned off friendly-fire. *Dynamic inventory system allows each player to carry and dispense ammo/health at will *Added new animations to the player model. Jumping, swimming, and more *REAL game balance, instead of the feeble rock-paper-scissors psuedo balance found in 99% of FPSes *Collect raw metal and scavange equipment from the corpses of your enemies *Earn money in Cooperative Mode by slaying monsters like a steel jawed killer *War against lameness. With offenses like speedcapping, pack hogging, and bunnyhopping disabled at a hardcoded level, n00b playtime is over before it even begins *Put an end to Quakeworld's broken scoring. When a team scores X number of frags, it will NO LONGER be multiplied by the number of players ON that team. *No individual frags in TF/CTF game mode. Say goodbye to all those hotshots more concerned with thier place on the score board than being a handy team mate *Smart map rotation. Exceed Haven always chooses the next map based on the current category, whether or not players are present, and never selects the same map twice in a row *Environmental hazards. Slime, lava, waste barrels, and gravity itself will make you fear the world *Sophisticated impulse system packs the greatest number of actions into the smallest number of buttons *Replaced id Software's original Level Intermission code. No more frustration as Quakeworld slowly and painfully lumbers on to the next map *User-defined player class creation in the style of Custom Team Fortress, yet without the all gamebreaking flaws of the latter *Numerous particle tricks squeeze THE best effects out of QuakeWorld, whether you're using a GL client with maximum eyecandy or lowly software rendering *Heightened interaction with the environment *Unyielding support. Any and every bug brought to my attention gets tackled with the force of an angry gorilla == Commands (S3) == Exceed Haven uses the minimum possible commands for all its functions, or at least tries to. If your numerical keys aren't bound to the corresponding impulses for some reason, do it. Bind 1 to "impulse 1", 2 to "impulse 2", etc. custom Toggles whether or not the player re-customizes after death. +extension Activates an Extension Module. +interface Allows the player to interface with various things. inventory Opens the inventory menu. pickup_action Toggles a player's action upon touching a supply between using it, or storing it in their inventory. detbombs A special alternate command to detonate Apex Bombs. recall Recalls a player to their default Spawn Point at the expense of one Revival Bead. Useful for when the Revival Origin is either too dangerous or accidently placed inside a solid content. Can be toggled on or off. Functions only during Cooperative Mode. playermodel(automatically bound to the PAUSE key) Downloads the extended playermodel. Only use this impulse if you do NOT already have it. progsversion Displays the current version of Exceed Haven. vote Opens the menu used to vote for a new map or Game Mode. setinfo vote Enter this command in the console to vote for any map to play immedeately, even if it's not on the server. Note that the map's name should be entered WITHOUT the .bsp file extension. setinfo votenext Enter this command in the console to vote for any map to play after the current one is over, even if it's not on the server. Note that the map's name should be entered WITHOUT the .bsp file extension. voteyes Votes yes. voteno Votes no. exit Leave the server. This should be the only method you ever use to exit Exceed Haven, as it resets some special settings that could otherwise cause trouble if you simply use the DISCONNECT command. == Cooperative Mode (S4) == Though added to Exceed Haven simply to give myself computer opponents to play against during the game server's frequent around-the-clock vacancy, Cooperative Mode is far from an afterthought. Instead, it warrents an entire chapter in the manual. More attention, care, and sadism was poured into this Game Mode than any other. Featuring modified enemies, randomized monster placement, and lethal traps, Exceed Haven's Cooperative turns the original Quake episodes into soulbreaking journeys of torment. REVIVAL BEADS Obtained by consecutively slaying two monsters without you yourself perishing, Revival Beads will restore you close to the action. On occasion, the Revival Origin can accidently be placed inside of a solid(or somewhere you just don't want to respawn). In this case, use the 'recall' command to instead be warped to the default cooperative spawnpoints(consumes x1 Bead). Rocket Ammunition is currently used to represent your inventory of Revival Beads. These do NOT carry over from one level to the next. EARNING MONEY You begin with a paltry $100. Additional money is earned by killing monsters. As long as you stay connected to the game server, your wallet will carry over from level to level, until it reaches the maximum limit of $660. If you wish, you can even switch to different Game Modes, then come back to Cooperative, and your money will still be there. LOSING MONEY Anywhere from $5 to $12 will be lost from your wallet each time you run out of Revival Beads and are sent back to the default cooperative spawnpoints, until your funds hit the minimum of $100. GENERAL WARNING Be aware that attempting to play this Game Mode alone is nothing but an excersize in grimmest self-punishment. With enough cunning and sheer luck, you might make it past e1m1, even e1m2, before running out of Revival Beads and going flat broke. Even with companions, you may never be able to complete The Dimension of the Doomed before quitting in anguish, let alone all four Episodes. Cooperative is strictly for those who revel in their own torture. ............... MONSTER GALLERY ::::::::::::::: ZOMBIE DOG: Never flinching, the Zombie Dog will persue its victims and either viciously maul them or launch into a ramming suicide attack. Low vitality. ABYSSAL SPIRIT(fish): These malignant spirits of the ocean can only manifest themselves into solid form when they come within attacking range of a human. Their bites can paralyze movement, and upon losing their bodies, they will significantly boost the vitality of all nearby monsters. To avoid this, they must be banished forcefully. Low in vitality. CATHERSIS DAEMON(tarbaby): Demons formed during the climax of sexual magicks. Posessing no intelligence whatsoever, they reflexively bounce through dungeons, smashing into anything that does(or doesn't) move. Releases a hale of spikes when injured. Medium vitality. ZOMBIE: The lowest form of magickal entity, they use dessicated human corpses as their vassals. Troublesome to slay. Low vitality. GRUNT: Fallen soldiers trapped between this world and the ethereal plane. While quite weak and prone to flinching, they posses uncompromisingly lethal firepower. When these monsters die, they experience a plane-shift. Either they become bound fully to our world, or the ethereal. In the latter case, they undergo Zombiefication. In the former case, they can be resurrected by Ogres(though money won't be earned by re-killing them). Low vitality. KNIGHT: Crusaders who perished while sacking Constantinople. They wield burning swords, capable of electorcution and paralysis. Low vitality. ENFORCER: Spectres of war inhabiting the bodies of slain officers. They brandish rapid-fire cannons capable of medium damage, and are encapsulated by an aura of searing hatred. They eject powerful bombs upon losing their body. High vitality. WIZARD(scrag): The souls of humans who mutilated their bodies in the vain persuit of magick. Not the strongest of monsters, but unquestionably among the deadliest. They can immolate their enemies and teleport at will. Medium vitality. OGRE: Monks who drunkenly took a life. Malicious to their core, these demons attack using the souls of their victims. They also have the abbility to resurrect Grunts using their grenades. Medium vitality. NIGHTCRAWLER(demon/fiend): Hunters who died while stalking their prey. They ferociously kill using their claws and leaping crashes, but are most dangerous when nearing death, as they panic and go berserk. Has vampyric abbilities. Medium vitality. XIPHOID LEMURE(hell knight): Famous swordsmen who were executed by hammer beneath the Colosseum. Anchored to this world by pure frustration, these spirits are nearly impossible to banish. They can launch death itself from their gladius. Replenishing low vitality. SHALRATH(vore): An animal of the ethereal plane that consumed a human spirit. Possesing its victim's memories without the comprehension to understand them, they wander the Earth in agony and rage. Attacks by tearing rifts between the planes of existence. High vitality. DIMENSIONAL SHAMBLER: An extremely powerful demon that manifests itself in our world by taking the soul of an unborn child. They have the cursory abbility to manipulate electricity and boulders, in addition to immense physical strength. Very high vitality. CHTHON: A malevolent and highly intelligent tinkerer between planes, Chthon briefly manifested his realm within Mount Horeb. Immune to fire and disease. He summons Wizards to assist him. Abnormally high vitality. SHUB-NIGGURATH: An ectoplasmic infection that festered upon the rift between corporeal and ethereal planes, until it gained a rudimentry form of mind and body. Incomparably lethal. Highest known vitality. You will recieve 25 Revival Beads for your mere intent to banish it. == Extension Modules (S5) == When the Variable Function Suit(VFS) specification was adopted as the worldwide standard for field wear, an industry sprang up overnight based on creating products that could plug in to the modular VFS system. The most prominent of these are Extension Modules, equipment that drastically extends the abilities of their users. JET MODULE Functions: 1 Description: A compact personal flight system with integrated power generators. Lacking safety measures, its user must engage and disengage it with care. Operation: Aim in the direction you wish to travel, jump, and press the +EXTENSION key. DASH MODULE Functions: 1 Description: Uses mechanically assisted propulsion to accelerate the user along the ground in short bursts of speed. The latest revision includes a cutting-edge power system, notorious for its complexity. Operation: Press the +EXTENSION key while moving in any direction. VAMPIRE MODULE Functions: 1 Description: Broadcasts an extremely dangerous signal that causes mass expulsion of nanobots from an enemy, and draws them into the user's own bloodstream. Operation: Press the +EXTENSION key. The Vampire Module only takes effect if its user has been injured and targets are in range. WARNING: Due to a tendency of backfire, usage may results in the user's own nanobots being expelled in their entirety. Activate with caution. GRAPPLE MODULE Functions: 1 Description: Adapted into a battlefield role from its intended purpose of civil applications, the Grapple Module launches a patented lighter-than-air biomass containing a unique chemical signature, which solidifies into a super-adhesive upon contact with any solid. Once solidified, the module uses it as an anchorpoint, amplifying the user's own diamagnetic field and pulling them towards the biomass using miniature, incremental warp tunneling. Typically used to gain tactical field positions. May also be used as a weapon under extreme circumstances. Operation: Hold down the +EXTENSION key until you have been pulled to your desired location. Release +EXTENSION to deactivate the grapple. PESTILENCE MODULE Functions: 2 Description: Enabling smallscale toxic warfare, the Pestilence Module contains six artificial glands, grafted to metal bars, and filled with hyper-contagious colonies of viral organisms. Function #1: Press the +EXTENSION key. Upon impact, the gland instantaneously releases its cache of viral organisms. As the module itself is incapable of manufacturing new colonies, users must collect empty ones from the field. Once collected, they must be reconstituted using fluids. Only then will they begin production of more organisms. If the field contains no suitable source of liquid, the user may choose to initiate reconstitution utilizing their body's own essential fluids by holding down the +EXTENSION key, and releasing it after the beep. This is dangerous, and should only be considering in an absolute emergency. Results can be fatal. Function #2: Aim at a Medicrate and press the +INTERFACE key to poison it with a vial of disease. In Cooperative Mode, the vial will instead be broken down into raw materials and used to augment the Medicrate's healing properties. This augmentation will "rub off" if anyone stores the effected Medicrate in their inventory, however. OPERATION SUPPORT SYSTEM(OSS) MODULE Functions: 5 Description: The OSS Module is a "catch-all", bundling numerous provisional support systems into one package. If an Extension Module is among a soldier's standard field equipment, 9 times out of 10 it will be an OSS. Function #1: Rebreather. Allows the user to stay submerged for extended periods of time. When the air supply becomes dirty beyond cleansing, the user must surface, at which point it will be automatically purged and new oxygen drawn in. Does not require activation; this device is always on. Function #2: Long-ranged spot light. Projects a long-ranged spotlight directly in front of the user without giving away their location. To activate, aim UP and press the +EXTENSION key. Press it again to deactivate. Function #3: Limited-range flood light. Floods the area with light in whatever direction the user aims, although it makes their location obvious. To activate, aim DOWN and press the +EXTENSION key. Press it again to deactivate. Function #4: Synchronized Nanobot Arrangement Pattern(SNAP) Cannon. The SNAP Cannon attempts to fool a targets's nanobots into adopting the pattern of its user's own nanobots. Should it succeed, the target's nanobots will cause internal damage to their host in varying degrees, until his or her condition matches that of the user. Only effective if the user is in poorer condition than the target. Otherwise, the electronic duping methods cannot succeed. Integrated with the OSS Module due to its status as the most inexpensive weapon system in the history of wartime industry(values adjusted). To activate, HOLD DOWN the +EXTENSION key until the first beep, then release. In Cooperative Mode, the SNAP Cannon functions differently, violently tossing around any land-based monster it touches. Function #5: Stimulant Rush. Injects the user with a cocktail of chemical stimulants, temporarily boosting their metabolism, reaction time, and resistance to physical harm. There are, however, potential drawbacks; once the drugs wear off, any injuries suffered during their effect will suddenly be experienced in full, causing an immense strain on the user's body. But this can be countered - even nullified - by consuming a sufficient number of healthpacks before the stimulants lift. Although their immediate healing properties will seem minor, they will infact assist a great deal. To activate the Stimulant Rush, HOLD DOWN the +EXTENSION key until the second beep, then release. == Weapons (S6) == GIGAS ROD Modes: 2 Description: Standard equipment. Everybody has one. MODE SWITCHING: Rapidly doubleclick +ATTACK to switch between modes. MODE 1: Melee mode. While in melee mode, pressing +ATTACK once swings the rod. Holding down +ATTACK lets it charge up to potentially infinite levels. MODE 2: Projectile mode. While not strictly lethal, Gigas Shots hit with extreme concussive force. SCATTERGUN Modes: 1 Description: As most weapons adopted theoretically superior modern technology, conventional ballistics all but disappeared from the battlefield. The Scattergun was one of the few survivors, thanks to its cheap cost, simplicity, and nearly unrivaled raw firepower. Though its effectiveness at long ranges is questionable and then some, being hit by one upclose is popularly likened to colliding with a wall of bullets. HEAT CANNON Modes: 2 Description: When Axiom Strategic Industries deemed the cost of outfitting their newest prototype with a radiator to be prohibitively expensive, they decided instead to package it with a disclaimer and a safety manual printed in 32 languages. Due to the sheer effectiveness of the Heat Cannon, it became highly popular, and was distributed throughout brushfire wars the world over, in and outside of legal means. Nicknamed the "Darwin Machine" for its tendency to result in the death of careless users. MODE SWITCHING: Press +ATTACK once to enter Mode 2. Hold it down to stay in Mode 1. MODE 1: Fires minor shots. Mode 2: Charges up a major shot. Press +ATTACK to fire. WARNING!: Using the Heat Cannon results in dangerous thermal buildup. As it lacks gauges of any kind, the user must personally judge how close it may be to critical heat. Please exercise responsible use. SP-32 MACHINEGUN Modes: 1 Description: The first machinegun to utilize a magnetic acceleration system. Though an antique, the SP-32 is perhaps the most widely used field weapon of all time, with the highest operational lifespan of any projectile weapon in history. Incorporating dual power cells, energy is perpetually generated as one cell revolves the barrel until empty, which in the process, recharges the second cell via an integrated friction generator, then the second cell takes its place, and in turn, recharges the first. In addition, the SP-32 uses metal spikes as ammunition, chipping away pieces and launching them via miniature electromagnetic coils. Stories abound of soldiers in a pinch during urban combat substituting carpenter nails pulled out of furniture and cupboards, much to their success. MODE 1: Fires a stream of magnetically accelerated spike shards. Quickly press +ATTACK once to reload. TESLA HELMET Modes: 1 Description: Inarguably the most bizarre weapon in modern warfare, the Tesla Helmet is literally an electricity-discharging helmet. By connecting a blue particle dot, projected several feet infront of its user, with a living target, the helmet becomes locked on to its bioelectric signiture and begins to charge. Using the +ATTACK button, that charge can then be released upon the target. Mode 1: Discharges electricity. NOTE: Charge buildub will decrease if the particle dot becomes disconnected with the target, or be lost entirely if a new target is selected. APEX RIFLE Modes: 2 Description: A versatile weapon used in equal parts across offensive and defensive operations. MODE SWITCHING: While in Mode 1, press +ATTACK once to enter Mode 2. To switch back, press it again. Mode 1: Hold down +ATTACK to fire a high-velocity bolt of particles. While you can release +ATTACK to detonate the bolt in an explosion, the damage will be far less than that caused by direct contact with a target. Mode 2: Hold down +ATTACK to place up to six bombs. DETONATING BOMBS: Switch back to Mode 1 by pressing +ATTACK. From there, press it once more to detonate your bombs. PSYCHO MASERS Modes: 2 Description: Manifests a disc of intense microwave radiation, which the user can manipulate via an assisted form of psychokinesis. MODE SWITCHING: While in Mode 1, press +ATTACK once to enter Mode 2. After attacking from Mode 2, the Psycho Masers automatically reset to Mode 1. Mode 1: Hold down +ATTACK to fire the Psycho Disc forward. It will follow the user's viewpoint, allowing them to control its flight. Release +ATTACK to recall it. Mode 2: After the Psycho Masers have charged up to the desired level, jump, aim for the target while airborne, and press +ATTACK. The user will initiate a Psycho Strike. If they do not successfully collide with the target, they will be warped back to their previous location. SNIPER RIFLE Modes: 1 Description: OMG king of wepz!!!! u gona own sum foolz !! u mak em eat som OWND PIe with OWN SAUSEEE on topz an a side of OWNDDDD!!! LOL! u win an mak evry1 DED!LOLOl!!NUBS!!! == Talents (S7) == WALL SPRING Description: The ability to bound off of walls. To activate, the user must jump, and with their back facing a vertical surface, press the +JUMP key again. DEATH BLOOM TECHNIQUE Description: The conscious mastery of a phenomenon known as Spontaneous Human Combustion. Activates upon lethal injuries and thoughts of suicide. STEALTH MOVEMENT Description: The art of moving silently. PREDACIOUS INSTINCT Description: A predator's natural instinct for sensing the sick and wounded. PACK MULE Description: Allows the user to carry up to five of each supply type, and grants them a full inventory of ammunition. LIFE GIVER Description: Start with a full inventory of healthpacks, and +3 to maximum healthpack capacity. In addition, shortens the Medifab Unit's manufacturing time. == Items (S8) == SENSOR CHIP Description: Taps into the status data of the nanobots within a target, reporting it to the user. COMMAND VISOR Description: Enables the user to form and command squadrons composed of up to four others. To switch between STANDBY MODE and COMBAT MODE, hold down the +INTERFACE key until the first beep, then release. NOTE: It is recommended standard procedure for a squadron commander to take point and lead, their subordinates following in close proximity. -For commanders... Standby Mode: This mode enables the user to invite others to join their squadron. To do this, aim directly at the desired target and press the +INTERFACE key. Combat Mode: In this mode, the squadron commander may highlight enemy targets, designating their termination as the mission objective. To highlight them, aim at the target and press the +INTERFACE key. Upon successful termination, all participating squadron members will be rewarded. Disbanding a squadron: Hold down the +INTERFACE key until the second beep, then release. -For subordinates... Accepting an invitation: To accept an invitation, a user must aim at whomever invited them and press the +INTERFACE key. Leaving a squadron: If the user wishes to leave a squadron, they must aim at their commander and press the +INTERFACE key. MEDIFAB UNIT Description: Manufactures healthpacks. Consuming field meat quickens the process in conjunction with a Food Scrubber. FOOD SCRUBBER Description: Cleanses food, rendering it safe for consumption. TARGET PROCESSOR Descriptions: Identifies friend from foe, preventing the user's munitions from harming an ally. SUPPLY CONVERTER Description: A portable device that disassembles a supply backpack into raw materials, and re-assembles it into supplies compatible with the user's own weapons. Enables a small amount of ammo to be gained from all backpacks. FALLBREAKER Description: The Fallbreaker is a system of miniaturized ramjets integrated into the VFS, which use extreme retro-boosts of air to prevent otherwise dangerous falls. Although efficient in its operation, several moments must pass before its power cells recharge. Operate by pressing +jump while descending. This item is default equipment. == Environment (S9) == SEWAGE TREATMENT: Large pools of chemicals and microbes designed to break down and dissolve waste over time. Requiring an open surface for gas exchange, they are usually exposed in the installations that house them. Contact with this substance is highly dangerous. SMELTING TANKS: Utilized for the purpose of rendering broken or unusable equipment down into raw materials for recycling. The minimum recommended distance between Smelting Tanks and safety-equipped personnel is 100 feet. FUEL BARRELS: Barrels containing radioactive and extremely volatile fuel. While durable to some extent, using munitions in close proximity to them should be forbidden under any and all circumstances. FIELD MEAT: Food supplies gleaned from the battlefield are often unsuitable for consumption, and highly risky to use. If the circumstances are unavoidable, however, aim at a piece or pieces of field meat and press the +INTERFACE key to ingest them. ELEVATORS & LIFTS: Common devices, they can be easily manipulated by users through a synergy with the VFS. To descend, aim DOWN and press the +INTERFACE key. To ascend, aim UP and press the +INTERFACE key. CORPSES: Enemy corpses are a source of damaged equipment and the raw salvage for repairing them. To retrieve any equipment they might carry, aim at the corpse and press the +INTERFACE key. Successful retrieval depends on whether or not the user has an adequate cache of salvage. To collect salvage, simply come into contact with a corpse or any stray pieces laying about. DIVINE BLESSING: Heavily amplifies the effectiveness of weapons. UNHOLY PROTECTION: Surrounds the user in a shield of protection. Comes with a stipulation attached. == Credits (S10) == THE CREATOR OF EXCEED HAVEN... Me WHOM WITHOUT EXCEED HAVEN WOULD NOT EXIST, AND SOURCE OF THE FLAG SPRITES... Woodpecker from mars(2010 - 2046, R.I.P.) SWEET SWEET PLAYTESTING... Sgt. Gnarler, Pulseczar MORAL SUPPORT... Intangir, Tubesock, Shoot2Kill, Zombie Jamboree(1,000,000 B.C. - Present), Jennifer Aniston, Scientology HOSTING... Echon BURN IN HELL... Microsoft id Software John Romero Interplay American McGee Bethesda Softworks Michael Bay Peter Molyneux John Carmack Todd Howard Seamus Blackley Valve Software Pete Hines Bungie SPECIAL THANKS... Happy shiny people, kittens, and YOU! ==================================================== END OF MANUAL v1.4c This documentation is complete until a significantly updated version of Exceed Haven is released, if and when that happens. (http://exceed.quakedev.com)