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  /idgames/partial_conversions/code_red/coderd12.txt

                        ***************************
                        * ERROR: C O D E   R E D  *
                        ***************************
                                   V 1.2

What:  A TC for Quake
Why:  I was bored, and can't get enough of making these things, I'm sick I
      ya
By Who:  By me....John Diamond(jdiamrulz@aol.com, jdiamond@orange.com)
What's In it:  Five 'Bots, Four unbelievably powerful new weapons, three bosses,
               and total mayhem. And a weird level structure.

The Story:

1999 was a landmark year.  With the government finally unveiling to the public
the technology and power that it had been hiding for years, as a result of the
Roswell Incident fifty years before, the U.S was on the brink of something truly
great.  An entire industry was born instantly from these revelations, and companies
scrambled to gather the monies necessary to purchase the information from the
Air Force.  What a dirty trick that was, fooling the public into thinking that
they were being so honest.  Yeah sure, they sold the technology all right, to
build robots, weapons, vehicles, etc, all with the incredible intelligence created
by the alien research.  But nobody really stopped to think about what they were
doing, they just saw the lush fields of green cash, when they though of all the
people who would rush out and buy a ‘bot that would all clean their house, mow
their lawns, protect their homes.  Nobody thought that anything could go wrong,
and soon the world would be filled with these artificial life forms, doing all
of man's dirty work for him.  But that was the plan.  Fool the people into a
false sense of security and hope.  Get them weak from having everything done
for them.  Destroy them when the moment was right.  Use their own creations to
do the Governments dirty work.
	

The Missions:

You begin in a level with entrances to three(for now) arenas.  Choosing your
skill level, by walking through the apropriate gate, then entering your arena
is as easy as pie. That's the last easy thing tho....

Arena 1:

Seven Stages.  Five spawners were built by five separate companies.  Now under
mysterious control, they have gone berserk, spewing forth newly created 'bots,
who don't seem to respond to any commands, as if they were under some type of
spell.  They also like to kill people.

Each spawner must be disabled, in order to save the world.  You will travel to
each location, and figure out how to shut the bastards off.  It isn't gonna be
easy, but at least you’ll have load of firepower at your disposal.  When you
have successfully disabled the spawners, you will then head to the fabled Area
51, the so - called Hangar 13, and find out just what the hell is going on here.
The sixth level, The Arena 1, you will face multiple spawners.  Here, you will need to get
them all destroyed before you can continue on.  In the seventh level, all the
secrets will be revealed.

Arena 2:

Now that you have gathered your tools, and defeated the central nervous system
you can now try to take on the creations that the robots have built
to try and destroy the world. These so - called super 'bots are extremely
powerful, and very hard to destroy.  The first of these is a Type 1 Mech - Beast.
This robot is a huge cat - like creation that tries to crush you like an
insect.

Arena 3:

This arena features the Type 2 Airbot.  A huge flying contraption, that fires
dual rocket launchers at you.  You have to try and take it out, while not getting
blown into little tiny kibbles.  Sound easy?  Yeah, right....

The 'Bots:

Type 1 Walker:  Upright walking robot, fires charges of electricity from its
                electrode arms.  When in distress, it can fire dangerous laser
                blasts.
Type 1 Tractor:  A four wheeled 'bot, with a menacing laser cannon mounted on
                 top.
Type 1 AirBot:  Fast, very hard to hit flying, flying mechanisms that fire
                lasers.
Type 2 Walker:  Carry's a pair of chainguns for arms.  Prolly the weakest of
                the 'bots, but it's spawner is hard to shut off.
Type 2 Tractor:  The most dangerous of the robots.  Fires cruise missiles, in
                 burst of two.
Type 3 Walker:  The 'Brainbots'.  Big pulsing brain's on robot bodies, and
                carrying a nice little cruise missle and a saw blade.

Boss Robots

Boss Brain:  Controls the 'bots.  Destroy this, and you have saved the world!

Type 1 Mech - Beast:  Gigantic crawling cat.  Uses it's huge claws to crush you.

Type 2 AirBot:  Enormous.  Flys very fast, weilding a dual rocket launcher.

The Weapons:

Weapons in CodeRed are among the most powerful ever in any game.

1.  Shotgun - Never runs out of ammo, it is your best friend when you exhaust
    the supply of your featured weapons.
2.  Nailgun - Kept this baby from Quake.
3.  SuperNailgun - Again this one is the same as Quake.
4.  Laser Rifle - A high powered, rapid firing gun.  Uses ammo like candy.
5.  Dual Rocket Launcher - How does two missiles at a time sound? Nice eh?
    The rockets travel a bit slower then Quake's, but the impact is oh so
    much sweeter!
6.  Quad Lighting Unit - Sends a sheet of electricty at enemies, very easy to
    aim and hit things, and packs a wallop.  Two shots take out any bot, and
    one usually can cause the robots to malfunction.
7.  Cruise Missile - The most powerful weapon ever!  Launches the missiles,
    which slowly fly towards their targets, and an impact can take out a bot
    that is even fifty feet away!  Missile jumps?  You will surely fly many
    stories into the air!

Other Unique Features:

'Bots can malfunction if hit hard enough, but not hard enough to die.

You get five hundred health points to start, and always start a level with
at least three hundred.

The first five levels are the same Battle Rooms, each with a different spawner
and a different weapon needed to kill it.

If more than one 'bot manages to spawn while you are uncorking your weapon on
the spawner, your chances of disabling the spawner decrease quite a bit.

Your gonna die alot.

The stages *ARE* beatable.  It's just hard...but fun;-)

Installation:

Just create directory, say 'codered' in your quake dir.  Copy the codered1.zip
file into it and type pkunzip -d and to run it just type quake -game codered.

Future Plans:

The goal of this release is to showcase the weapons, 'bots and graphics.
Also you will notice that except for level6, Codered is lighting fast.  This
is because all the unused QC was deleted, including all of quakes monsters,
and any weapon code that was not needed.  The progs.dat is only 330k, which is
1.2k smaller then the original.  You can save twenty percent speed, by doing
this.

What I would like to do, is get people to design some good dm levels, and
single player levels, which I will compile into the next release.  I will
definitely add some of my own, and maybe even throw in a final big bad ass
bot for the end, if I get enough for a full episode.  Please contact me
if you are interested in designing a CodeRed level, and I will send you the
specs on the naming conventions of the entities.

Thanx:

To all the cool news servers who have mentioned this game, to the usual
suspects out there, especially the dude who made qME, what a *great* tool!

To all my homies and the lovelies....

To John Carmack for not caving in to M.S.

To John Romero for being God...

O.k....

LEGAL

No fees are permitted to be charged for the distribution of CodeRed, and
this may not be used as a base for another project without express written
consent by *ME*.  CodeRed *can* be distributed on any media, provided no fee
is charged, including CDROM, floppy, tape.

Questions, comments - email me, or see the CodeRed homepage at members.aol.com/jdiamrulz/codered.html










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