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Malice Level Developers Kit v.11-27-97
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Developed by Epochalypse

Compiled by Scope/Ed Cope(scope@wt.net)

Epochalypse(epoch@planetquake.com) is:

Tan Sian Yue(Bubbah)
Dan Janis(WhoDini?)
James D. Anderson(Lando)
Aaron Webster(Gambit)
Lucas Pope("|_(_)(")
Ed Cope(Scope)
Rene Post

All material copyright 1997 Epochalypse

Epochalypse home page: http://www.planetquake.com/epoch/

Malice hom page: http://www.qamalice.com

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CONTENTS of  maldvkit.zip

1. devkit.txt
2. Malice.wad
3. Malice.pal
4. Malice.fgd

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INDEX

i. History
1. Texture .wad file
2. Worldcraft .fgd file
3. Malice palette
4. Malice entities
	a. Monsters
	b. Weapons
	c. Utilities
	d. Other stuff
	e. Sounds
	f. More complex events

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i. HISTORY

11-27-97: 
Some changes to malice.wad file to replace sky textures that were not properly mipped.

11-21-97:
First release of Malice level developers kit.

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1. TEXTURE .WAD FILE

The MALICE.WAD file contains all the textures created by Epochalypse for Malice. You may freely use these textures in the development of any levels, so long as said level is not used as any part of a commercial product.

The Malice palette uses some different colors than the Quake palette. Therefore, many of the Malice textures WILL NOT LOOK GOOD IN REGULAR QUAKE. If you wish to develop your own textures for use in a Malice level, please refer to section 3(Malice Palette) for additional information. 

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2. WORLDCRAFT .FGD FILE

The malice.fgd file can be used with Worldcraft to make the creation of Malice entities a user-friendly process. To use the malice.fgd file, follow these steps:

1. Copy the malice.fgd file into your Worldcraft directory.
2. Locate the quake.fgd file in your Worldcraft directory. Rename the quake.fgd file to quakeold.fgd or any other name that you feel comfortable with.
3. Rename the malice.fgd file to "quake.fgd", thus replacing the old quake.fgd file.
4. Start Worldcraft. When you attempt to place an entity using the pull-down menu, you will now see all the malice entities listed.

The malice.fgd file does not contain any of the Quake items that will not work in Malice. Therefore, the Quad Damage, Pentagram of Protection, Ring of Shadows, Biosuit, Megahealth, monsters, and other items have all been removed.

Several of the malice weapons use the exact same classname as the Quake weapons. Therefore, you will not find them listed by name in the pull-down menu. The Malice weapons which use Quake classnames are as follows:

Vert-barelled Shotgun: weapon_supershotgun

Uzi Submachinegun: weapon_nailgun

Chaingun: weapon_supernailgun

Mortar: weapon_grenadelauncher

Missile Launcher: weapon_rocketlauncher

Punisher: weapon_lightning

Another items which recycles a quake classname are the shootable lights. To use a shootable light, select the light_torch_small_walltorch.

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3. MALICE PALETTE

The Malice palette uses some different colors than the Quake palette. The differences are fairly simple. Malice replaces a series of "pinks" with "grays". The palette file malice.pal contains the 256 colors used in Malice and can be used to create new textures for Malice.

If your using Worldcraft, you can replace the wc.pal palette file with malice.pal. You will either half to rename the malice.pal file to wc.pal or edit the quake.fgd file to use the malice.pal file instead of the wc.pal file.

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4. MALICE ENTITIES

a. MONSTERS

There are 15 new monsters in Malice. All monsters except for the Vasquez bots are inserted into levels the same as Quake monsters. Simply insert an entity with the appropriate classname into your level. The Vasquez bots have been left out as they are extrememly difficult to implement correctly. The classnames and descriptions are as follows:

Rioteers
	
Classname: monster_riot
Description: Human with a club. No ranged weapon. Good for melee situations in close quarters.

Swatmen

Classname: monster_swat
Description: Human swatman. Carries a uzi submachinegun. Can run very quickly. Best used with a series of path_corners to establish a patrol route. 

Hanging Swatmen

Classname: monster_hanger
Description: Swatmen who will drop down on a rope from above in ambush. Only use in rooms where ceiling height is sufficient to allow the swatman to drop down on his rope.

Merc Babes

Classname: monster_merc
Description: Two-fisted pistol totin' babes who teleport in and out.

Probe

Classname: monster_probe
Description: Sentry probe with a twin laser attack. This is a flying enemy.

Barracuda

Classname: monster_bara
Description: Barracuda fish. Attacks by biting only. Best when used in ambush or in tight quarters.

Baboon

Classname: monster_baboon
Description: Experiment gone wrong. Baboons have a slashing attack only. Best used in combination with shootable lights(light_torch_small_walltorch with health set to 33). Baboons will try to extinguish any nearby shootable lights and then attack in darkness.

Frogman

Classname: monster_frogman
Description: Swatman with underwater gear and harpoon weapon. Use only in water.

Rats

Classname: monster_rats
Description: spawns five small rats that will harmlessly harass a player. Rats will run away from player when confronted and approach a player who is turned away from them.

Torcher

Classname: monster_torcher
Description: Human in protective suit with blowtorch. Blowtorch will set players on fire. To extinguish the fire, a fire extinguisher or water source should be located near the Torcher.

Takahiro Rider

Classname: monster_rider
Description: Robotic creation of Takahiro Corporation with laser weapon and 4 legs. Tough enemy that should be used in moderation.

Banshee Mech

Classname: monster_banshee
Description: Large robotic mech with missile attack. 

Blowfish

Classname: monster_blow
Description: Large blowfish. Used in Malice as a mini-boss.

Bossman

Classname: monster_bossman and monster_tank
Description: Big Bad Bossman. Bossman will not work unless you use both monster_bossman and monster_tank in cooperation. The entity monster_bossman must be placed directly on top of the entity monster_tank. If this is not done, bossman will simply die in a massive explosion immediately upon starting the level.


b. WEAPONS

All Quake weapons have been replaced. Most of the new weapons do, however, use the equivalent Quake classname. Weapons can be inserted into a level by placing an entity with the appropriate classname into your level. The .44 Caliber handgun is the default weapon and cannot be inserted into a level. The classnames are as follows:

Hellfire: weapon_hellfire

Vert-barelled Shotgun: weapon_supershotgun

Uzi Submachinegun: weapon_nailgun

Chaingun: weapon_supernailgun

Mortar: weapon_grenadelauncher

Missile Launcher: weapon_rocketlauncher

Punisher: weapon_lightning

Big Ass Gun: bigassgun


c. UTILITY ITEMS

There are five new utilities for Malice. All the old Quake power-ups have been removed. The Quad Damage, Pentagram of Protection, Ring of Shadows, Biosuit, armors, and megahealth cannot be used in Malice. The new utilities and their classnames are as follows:

Probe

Classname: utility_probe
Description: small round probe that can be used by player to view a level remotely.

Hoverboard

Classname: utility_hoverboard
Description: Hoverboard which can be used to move faster and increase jumping distance.

Parachute

Classname: utility_parachute
Description: Parachute ... duh.

Scuba Gear

Classname: utility_scuba
Description: Scuba gear to increase length of time that a player can stay under water.

Minisub

Classname: utility_prop
Description: Mini-sub which allows player to move quickly, fire torpedos, and breath under water.


d. OTHER STUFF

There are a variety of other environmental features and entities that can be used in Malice. What follows is a listing of those items along with their classname and a description of their function.

Acid drum

Classname: thing_barrel
Description: 55-gallon drum of acid that will explode when damaged.

Acid drum #2

Classname: thing_barrel2
Description: Second 55-gallon drum of acid.

Turbine fan

Classname: fan_turbine
Description: Horizontal fan

Turbine fan #2

Classname: fan_turbine2
Description: Vertical fan

Fire Extinguisher

Classname: fire_extinguisher
Description: Fire extinguisher to extinguish a torcher or mortar fire

Fire Extinguisher #2

Classname: fire_extinguisher2
Description: Same as first fire extinguisher but rotated 180 degrees.

Potted Plant

Classname: the_plant
Description: Shootable potted plant.

CD_ROM disk

Classname: the_plans
Description: The CD_ROM used in the Laboratory level.

Disco Dancer

Classname: dancer
Description: The half-naked disco dancers used in the Disco level.

Dead Swatman

Classname: thing_body
Description: A dead swatman body laying flat on the ground.

Pushable Crate #1

Classname: thing_crate1
Description: Small, pushable crate.

Pushable Crate #2

Classname: thing_crate1
Description: Large, pushable crate.

Shootable Lights

Classname: light_torch_small_walltorch
Description: This is not the quake walltorch. It is a shootable caged globe light. It needs to be placed against a vertical wall. Make sure it is oriented away from the wall you place it on. When the light gets shot, the light bulb breaks but the sorrounding light levels do not change at all. See below for details on how to implement an extinguishable shootable light.

e. SOUNDS

Most of the original Quake ambient sounds can still be used. Some additional sounds have been added and a few Quake sounds were replaced. The new sounds and their entity names are as follows:

Computer background sound: ambient_drone

Computer sound: ambient_computer_hum

Disco music #1: ambient_disco

Disco music #2: ambient_disco2


f. More Complex Events

There are several entities used in Malice that take more than just a few sentences to explain and require a fairly good understanding of Quake map making to implement. These items are as follows:

Siren

Classname: siren
Description: This is very similar to a police siren. It is a dome light that sits on a horizontal surface. It will initially be silent. A bounding box of 128 units surrounds the siren. When that bounding box is entered by the player, the siren will activate. When activated, the siren gives off a loud noise and a bright light which will circle the siren.

Shootable Lights

Classname: light
Description: This is the extinguishable shootable caged globe light. It looks and is placed in a level exactly the same way as the shootable light described above. To place the shootable light with extinguishing light source, you need to do the
following:

1. Place a "light" right next to a wall, orienting it away from the wall.
2. Set the health of the light to 33. This field will need to be created. If you are using the Malice Worldcraft.fgd file, the field will already be provided. 
3. Give the light its own targetname. every one of these extinguishable shootable lights in a level needs to have it's own unique targetname. If you give more than one the same exact targetname, both lights will go out when either one gets shot.

WARNING: light.exe doesn't like too many switchable lights. the absolute maximum number of shootable lights you can put in a level is 32. In addition, you can't have more than 4 shootable lights affect the same brush face ... so you can place all 32 shootable lights in a level, you just can't have any more than four of them cast light on the same brush face. Note that you can theoretically have as many shootable lights in a level as you want, just as long as those shootable lights use no more than 32 targetnames. 
WARNING#2: If you run a "qbsp -onlyents" on a level with extinguishable shootable lights, all lights in the level will go black when the first shootable light is shot. To avoid this, the level must be compiled with light.exe again.

Rain

Classname: rain
Description: Uses sprites to create a rain effect. To implement rain in a level, follow these steps:

1. Create a brush, keeping in mind that the rain will fall from the entire horizontal surface of the brush.
2. Assign a classname of "rain" to the brush. The rain QuakeC code will use the x and y
dimensions of this brush to create raindrops and sound from the entire area of the brush. The brush will become invisible in the level just like a trigger brush.
3. Set the "health" of the brush to a number between 1 and 100. this health number will represent the intensity of the rain. 100 is a complete downpour and 1 is just a few drops here and there. You will have to create the "health" field. If you are using the Worldcraft Malice.fgd file, the field has already been created for the rain entity.

WARNING: Rain is a resource hog. Try to keep the size of your brushes small and do not use too many rain brushes in large open areas.

Exploding Walls

Classname: expoding_object
Description: Malice allows you to create exploding brushes and brushes that can be triggered to explode. Regular exploding brushes have a health of 80(this cannot be changed) and will "explode" once 80 points of damage have accumulated. The resulting rubble appears as several gray colored models that will fade out after a short period of time. The triggerable exploding brushes do not have an assigned health and will simply explode once the appropriate trigger has been set off.

To implement exploding walls, follow these steps:

1. Create a brush which will become your exploding object. Since the resulting rubble is gray in color, the effect will be most realistic if the brush is textured with a gray texture.
2. Assign a classname of "exploding_object" to the brush. If all you want is a shootable exploding brush, you can stop here. If you wish to have a triggered exploding brush, you must complete step #3.
3. Set the "atomic_intensity" of the entity to "1". This field must be created. If you are using the Malice Worldcraft .fgd file, the field already exists and must simply be set to "1". By setting this field to "1", the brush can no longer be exploded by shooting it. Any amount of damage will not explode the brush.
4. Create a "targetname" field for the brush. Again, this field must be created unless you are using the Malice Worldcraft .fgd file.
4. Create a "trigger_once" entity. It should be assigned the targetname of your exploding_object brush as its target. When this trigger is activated, the brush will automatically explode.

