Tremulous Forum
General => General Discussion => Topic started by: Norfenstein on January 31, 2005, 06:05:38 pm
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The Tremulous manual is "done" except for the technical documentation and "global issues". See the original outline here (http://a.ngus.net/tremulous/trem_manual.txt).
Currently it's formatted for fixed-width plain text, which this forum apparently isn't suited for. Copy and paste into your favorite plain-text editor for the proper effect.
Edits:- Moved description of locational damage from soldier to general
- Noted that health regeneration is proportional to a class's max health
- Added "touch attack" to the soldier's ability list
- Fixed description of Mofo trample and noted that boosters still refill Dragoon barbs
- Changed some wording in the Granger description
- Added alien buildables section
- Slight reorganization/reformatting
- Changed alien names
- Added human weapon section
- Added human upgrade section
- Added human buildables section
- More slight anal retentive consistency changes
- Big Mofo -> Tyrant in description
- Activate Item -> Activate Upgrade
- Reworded and added Timbo's introduction
Introduction
Tremulous is a first person shooter featuring two opposing teams, humans and aliens. Both teams are able to build structures, such as spawn points, usable towards their victory. The goal of Tremulous is to eliminate the opposing team and all of their spawn points to ensure defeat.
Each team in Tremulous differs fundamentally from the other. Aliens are class based, with two classes initially available: the Granger, the alien team's builder, and the Dretch, the weakest offensive alien. For killing their foes aliens are awarded frags that may be used to evolve into stronger classes, capable of greater and more varied maneuvers. The human team, in contrast, is upgrade based, receiving credits for kills that may be exchanged at an Armoury structure for new weapons, armour, and equipment.
Aliens
Classes
Two classes are available upon joining the alien team: the Dretch and the Granger. As you gain kills, you may use your earned frags to evolve into higher classes with the 'Use Object' button. The alien team is mostly limited to melee attacks and must use stealth and speed to defeat the longer range humans. All aliens automatically regenerate health at a slow rate.
Granger Cost: 0 Stage: 1
Build................ 'Secondary Attack'
Destroy Structure.... 'Deconstruct Object' on an alien structure
The Granger is the alien team's building class. Secondary attack will bring up a menu of structures available for building. After selecting a structure, a glowing outline of it will appear. When this outline is green, you can use the 'Primary Attack' button to place it. When the outline is red, the structure cannot currently be made in that location. To remove the outline, press the 'Secondary Attack' button. To remove a placed structure, use the 'Deconstruct Object' button. After building or deconstructing a structure, a timer will show up in the lower right side of the screen. Until this timer expires, you cannot create or destroy another object.
Advanced Granger Cost: 0 Stage: 2
Slash................ 'Primary Attack'
Build................ 'Secondary Attack' to bring up the menu
Lob Projectile....... 'Activate Upgrade'
Destroy Structure.... 'Deconstruct Object' on an alien structure
Wallwalk............. 'Crouch' to toggle
The Advanced Granger becomes available at no cost when the alien team reaches stage two. In addition the Granger's abilities, the Advanced Granger can move faster, jump higher, walk on walls, and attack with a slash or by lobbing small projectiles with the 'Activate Upgrade' button.
Dretch Cost: 0 Stage: 1
Wallwalk............. 'Crouch' to toggle
The Soldier is the alien team's weakest offensive class. Its only attack is to make forward contact with a human player. Soldiers cannot damage human structures. The amount of damage dealt to a human depends on what armour they are wearing and where they are hit, with headshots resulting in the most damage. Soldiers can also wallwalk; toggle it by pressing the 'Crouch' button.
Basilisk Cost: 1 Stage: 1
Slash................ 'Primary Attack'
Grab................. Touch a human at close range
Wallwalk............. 'Crouch' to toggle
The Hydra attacks by using the 'Primary Attack' button. It can also grab human players by making contact with them at close range. This freezes humans in place and, if they're not wearing a Battlesuit, restricts their ability to turn. The Hydra can also wallwalk; toggle it by pressing the 'Crouch' button.
Advanced Basilisk Cost: 2 Stage: 2
Slash................ 'Primary Attack'
Gas.................. 'Secondary Attack'
Grab................. Touch a human at close range
Wallwalk............. 'Crouch' to toggle
In addition to the Hydra's abilities, the Advanced Hydra can spray a cloud of noxious gas that will disorient and poison affected human players. Humans equipped with a Battlesuit are immune to gas. Use this ability with the 'Secondary Attack' button.
Marauder Cost: 2 Stage: 1
Bite................. 'Primary Attack'
Wall Jump............ Jump into a wall while holding down 'Jump'
The Chimera attacks by using the 'Primary Attack' button and has the ability to rebound off walls. To use this ability, jump towards a wall and hold down the jump button. When you hit the wall you will be propelled upward and in the direction opposite of the wall. As long as you continue hitting walls you will continue wall jumping.
Advanced Marauder Cost: 3 Stage: 2
Bite................. 'Primary Attack'
Zap.................. 'Secondary Attack'
Wall Jump............ Jump into a wall while holding down 'Jump'
In addition to the Chimera's abilities, the Advanced Chimera can use an area electrical attack. To use this, press the 'Secondary Attack' button while near humans or human structures. The electric shock will automatically divide between every target within range.
Dragoon Cost: 3 Stage: 1
Bite................. 'Primary Attack'
Pounce............... Hold down 'Secondary Attack' briefly then release
The Dragoon attacks by either biting with the 'Primary Attack' button or pouncing with 'Secondary Attack'. To pounce, first hold down the 'Secondary Attack' button to charge up, then release it to leap forward and damage anything that gets in the way. While charging you will be unable to jump normally and will move at a reduced rate. Aim up a little to fly further when pouncing.
Advanced Dragoon Cost: 4 Stage: 3
Bite................. 'Primary Attack'
Pounce............... Hold down 'Secondary Attack' briefly then release
Shoot Barb........... 'Activate Upgrade'
In addition the Dragoon's abilities, the Advanced Dragoon can fire long ranged spiked barbs with the 'Activate Upgrade' button. The Advanced Dragoon can hold up to three of these barbs at a time and they regenerate automatically.
Tyrant Cost: 4 Stage: 3
Slash................ 'Primary Attack'
Trample.............. Hold down 'Secondary Attack' briefly then release while moving forward
Healing Aura......... Stand close to teammates to increase their regeneration rate
The Tyrant attacks by either slashing with the 'Primary Attack' button or trampling with 'Secondary Attack'. To trample, first hold down the 'Secondary Attack' button while moving forward to charge up, then release it while moving to run at high speed for a short time, damaging anything in your path. The Tyrant also has a healing aura that will increase the regeneration rate of any nearby aliens.
Structures
All alien structures must be built in proximity to to an Egg or an Overmind and, with the exception of Eggs, require the presence of a working Overmind to function. All alien structures create "creep" around their bases that slow human movement and explode in a shower of acid harmful to humans when destroyed.
Overmind Sentience: 0 Stage: 1
The Overmind is the collective consciousness that controls all the alien structures in a map and enables aliens to evolve into higher forms. There can only be one Overmind, and it must be present before any structures other than Eggs can be built. If the Overmind is destroyed then all structures besides eggs cease functioning and aliens lose the ability to upgrade their class until a new Overmind is built. The Overmind has a limited amount of "sentience" which is distributed among every other structure built, each having its own cost.
Egg Sentience: 10 Stage: 1
The Egg is the most basic and important alien structure. It is from these that aliens spawn into the game. They are also the only structure that continues functioning in the absence of an Overmind, and may even be built at a reduced rate without an Overmind present. When Advanced Grangers become available Eggs may be built on ceilings.
Acid Tube Sentience: 8 Stage: 1
Acid Tubes are the primary defense mode for alien bases. When approached by a human they eject lethal acid in all directions, even over other structures. When Advanced Grangers become available Acid Tubes may be built on ceilings
Barricade Sentience: 10 Stage: 1
Barricades are used to obstruct corridors and doorways, hindering human movement and line-of-sight.
Trapper Sentience: 10 Stage: 2
Trappers fire a blob of adhesive spit at any human in its line of sight. This freezes them in place and, if they're not wearing a Battlesuit, restricts their ability to turn. Trappers may be built on walls and ceilings.
Booster Sentience: 12 Stage: 2
Boosters provide any alien that touches one a poison enhancement on all its attacks for a limited time. This causes victims to lose health steadily over time unless they use an Anti-toxin or visit a Medistation. Poison does not work on humans equipped with a Battlesuit. The booster will also refill the Advanced Dragoon's spike barbs.
Hovel Sentience: 8 Stage: 3
Hovels are armored shells that Grangers may hide in, should the need arise. They may be entered and exited with the 'Use Object' button.
Hive Sentience: 12 Stage: 3
Hives houses millions of tiny insectoid aliens. When a human approaches the structure, the insects attack. Hives may be built on ceilings.
Humans
Weapons
Humans have their choice of initial spawning equipment between the Construction Kit and the Rifle. As credits are earned, humans may sell their old upgrades and purchase new ones at an Armoury structure. Ammo may be refilled for normal weapons at Armouries, or at Reactors and Repeaters for energy weapons, all at no cost. Players may only carry one weapon at a time, excluding the Blaster. Humans in general rely on long range weapons to make up for their lack of mobility in comparison with the alien team.
Construction Kit Cost: 0 Stage: 1
The Construction Kit is the humans' method of building structures. The 'Secondary Attack' button will bring up a menu of structures available for building. After selecting a structure, a glowing outline of it will appear. When this outline is green, you can use the 'Primary Attack' button to place it. When the outline is red, the structure cannot currently be made in that location. To remove the outline, press the 'Secondary Attack' button. To remove a placed structure, use the 'Deconstruct Object' button. After building or deconstructing a structure, a timer will show up in the lower right side of the screen. Until this timer expires, you cannot create or destroy another object.
Advanced C. Kit Cost: 75 Stage: 2
At stage two an upgraded Construction Kit becomes available for a small price allowing the building of more advanced structures. Players may still only spawn with the basic Construction Kit however.
Blaster Cost: 0 Stage: 1
The Blaster is the human team's standard issue backup weapon. All players spawn with one automatically and may not exchange it for another weapon. The Blaster fires a weak projectile and uses no ammo.
Rifle Cost: 0 Stage: 1
The Rifle is the human team's most basic weapon and is available to spawn with from the beginning of the game. It rapidly fires moderately accurate shots with clip sizes of 30. Up to 4 extra clips may be carried at a time.
Pain Saw Cost: 100 Stage: 1
The Pain Saw is a powerful melee weapon that emits a steady electric hum when in use. It uses no ammunition.
Shotgun Cost: 150 Stage: 1
The Shotgun fires 8 pellet at a wide angle and is thus best used in close quarters. It holds 8 shots per clip and 2 extra clips may be carried at a time.
Las Gun Cost: 250 Stage: 1
The Las Gun is similar to the Rifle but is more powerful, more accurate, and slower to fire. It is an energy weapon and so must be refilled at a Reactor or Repeater. It can hold up to 150 cells at a time, or 225 with a Battery Pack.
Mass Driver Cost: 350 Stage: 2
The Mass Driver fires powerful, accurate shots at a slow firing rate. It is an energy weapon and holds 5 shots per clip, or 7 with a Battery Pack. Up to 2 extra clips may be carried at a time.
Chaingun Cost: 400 Stage: 2
The Chaingun is a powerful, wildly inaccurate rapid-fire weapon. It holds up to 200 bullets at a time and is best used when crouching to reduce its kickback to some degree.
Pulse Rifle Cost: 400 Stage: 2
The Pulse Rifle is an energy weapon that fires projectiles at high speeds. It holds up to 50 cells per clip, or 75 with a Battery Pack. Up to 2 extra clips may be carried at a time.
Flamethrower Cost: 450 Stage: 3
The Flamethrower is a short range incendiary weapon. It can hold up to 80 shots at a time and can easily damage the careless wielder.
Lucifer Cannon Cost: 600 Stage: 3
The Lucifer Cannon is the human team's most devastating weapon. It is an energy weapon that can hold up to 60 cells at a time, or 80 with a Battery Pack. By holding down the 'Primary Attack' button, a player may charge up a powerful, slow moving projectile with splash damage. The longer the attack is charged, the more powerful the projectile and the more ammo used. If the attack is charged for too long, the player will explode. The 'Secondary Attack' button fires a smaller, faster projectile that requires no charging.
Upgrades
Human players may equip themselves with any number of the following upgrades, with a few exceptions: the Jet Pack and Battery Pack may not be used together and the Battlesuit may not be used with the Jet Pack, Battery Pack, Light Armor, or Helmet. Only one of any type of upgrade may be carried at a time. Upgrades that do not grant an intrinsic effect must be selected in the player's inventory with the 'Next Upgrade' and 'Previous Upgrade' buttons and then activated with the 'Activate Upgrade' button.
Light Armor Cost: 70 Stage: 1
Light Armor grants the wearer improved defense to the torso area.
Helmet Cost: 90 Stage: 2
The Helmet improves the defense of the wearer's head and also bestows a radar that displays the relative positions of nearby enemies and enemy structures.
Anti-toxin Cost: 20 Stage: 1
Anti-toxin can be applied to neutralize the alien's life-draining poison by using the 'Activate Upgrade' button. One Anti-toxin is good for one application.
Grenade Cost: 300 Stage: 2
The Grenade is a hand held explosive device. Once selected, use the 'Primary Attack' button to throw it a short distance. After a brief delay it will explode and cause tremendous damage to anything in its area of effect.
Battery Pack Cost: 100 Stage: 1
The Battery Pack increases the maximum ammo capacity of energy weapons by 50%. The Battery Pack may not be used in conjunction with the Jet Pack.
Jet Pack Cost: 120 Stage: 2
The Jet Pack grants the wearer the power of slow but unlimited flight. When activated with the 'Activate Upgrade' button, a player may ascend or descend by jumping or crouching, respectively. The Jet Pack may not be used in conjunction with the Battery Pack.
Battlesuit Cost: 400 Stage: 3
The Battlesuit provides a significant defensive boost to the wearer's entire body. Due to this coverage, the Battlesuit may not be used in conjunction with any other wearable upgrade (Light Armor, Helmet, Battery Pack, and Jet Pack). Players are also prevented from crouching while wearing Battlesuits.
Structures
All human structures must be built in proximity to a Reactor or a Repeater and, with the exception of Telenodes, require the presence of a working Reactor to function. All human structures explode in a powerful blast harmful to anything within their radius when destroyed.
Reactor Power: 0 Stage: 1
The Reactor is the power source for all human structures in a map. There may only be one Reactor, and it must be present before any structures other than Telenodes and Repeaters can be built. If the Reactor is destroyed then all structures besides Telenodes cease to function. The Reactor has a limited amount of power which is distributed among every other structure built, each having its own cost.
Telenode Power: 10 Stage: 1
The Telenode is the most basic and fundamental human structure. It is from these that humans spawn into the game. They may even be built at a reduced rate when no Reactor is present.
Machine Gun Turret Power: 8 Stage: 1
The Machine Gun Turret is the primary defensive structure for the human team. While they have a clear line of sight to an alien within their range, they will track and fire at the alien until it dies.
Tesla Generator Power: 10 Stage: 3
Tesla Generators are a defensive structure that will unconditionally hit any target within their range with an electrical surge. To be built and to function once built, they require the presence of a Defense Computer somewhere in the map.
Armoury Power: 10 Stage: 1
The Armoury is an essential part of every human base, allowing upgrades beyond the base spawning equipment to be bought and exchanged. It is the sole means of human advancement. To use an Armoury, approach it and press the 'Use Object' button. Ammo for non-energy weapons may also be acquired at no cost from an Armoury by using the 'Buy Ammo' button.
Defense Computer Power: 8 Stage: 2
Defense Computers coordinate the attacks of Machine Gun Turrets, preventing them from firing at a single target when multiple targets are available. They are also required for the production of Tesla Generators.
Medistation Power: 8 Stage: 1
The Medistation provides the only means for humans to heal themselves. By standing on one, a human will quickly regenerate health up to their maximum of 100. Only one person may use a Medistation at a time.
Repeater Power: 10 Stage: 3
Repeaters serve as power distributors that may be built any where in a map, even when no Reactor is present. Any other structure may be built in proximity to a working Repeater as if it were a Reactor.
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added the alien structures section, pretty much just a copy of the descriptions found in-game. Which reminds me... Timbo: you should go into the code and re-word some things. I don't think 'insectoid' is a word :P Maybe 'insect-like.'
Buildables
Overmind Sentience: 0 Stage: 1
A collective conciousness that controls all the alien structures in its vicinity. It must be protected at all costs since its death will render alien structures defenseless. There can only be one Overmind, and it must be built in order for any other structures to be built. In addition to this, the Overmind has a limited amount of sentience, which limits the number of structures that can be built.
Egg Sentience: 10 Stage: 1
The most basic alien structure. It allows aliens to spawn and protect the Overmind. Without any of these, the Overmind is left nearly defenceless and defeat is imminent.
Acid tube Sentience: 8 Stage: 1
Ejects lethal poisonous acid at an approaching human. These are highly effective when used in conjunction with a trapper to hold the victim in place.
Barricade Sentience: 10 Stage: 1
Used to obstruct corridors and doorways, hindering humans from threatening the spawns and Overmind.
Trapper Sentience: 10 Stage: 2
Fires a blob of adhesive spit at any non-slien in its line of sight. This hinders their movement, making them an easy target for other defensive structures or aliens.
Booster Sentience: 12 Stage: 2
Provides any alien with a poison ability on all its attacks. In addition to the default attack damage, the victim loses health over time unless they heal themselves. The booster will also re-fill the Advanced Dragoon's spent bars.
Hovel Sentience: 8 Stage: 3
An armored shell used by the granger class to hide in, if the alien base in under attack. It may be entered or left at any time.
Hive Sentience: 12 Stage: 3
Houses millions of tiny insectoid aliens. When a human approaches the structure, the insects attack.
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"Insectoid" doesn't appear in the dictionary (http://www.dictionary.com), but it probably should. "-oid" does, and I use "insectoid" in real life. I don't know about referring to them as insects in the immediately following sentence though...
Other than that the only things I noticed with the in-game description are:
"Consciousness" is spelled wrong in the Overmind description (missing the first 's')
The turret is referred to as "Machinegun Turret" in the menu and "Machine Gun Turret" in the description. Would be best to use one for both areas for consistency.
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Consistency questions:
- Official names for special abilities? All seem good.
- Names of binds ('attack' vs. 'fire', is it 'Activate Upgrade' or 'Activate Item')? Activate Upgrade.
- And would double quotes be more appropriate for these than single quotes? I've never been clear on the use of double versus single quotes. The rules seem to differ depending on what side of the atlantic you're on, and even then it doesn't make much sense. In the past I've used single quotes to quote single words and double quotes to quote phrases or paragraphs - there probably isn't much logic to that. I would say pick one and stick to it consistently.
- Are there any subtle errors in the descriptions of special abilities? I wasn't sure if the Mofo had to be moving to charge up its trample, Overflow seemed to think they do. And did I get the primary attacks of all the aliens right (slash vs. bite)? The Tyrant ;) needs to be moving (and forward) yes. Bite versus slash all seems consistent.
- I've capitalized the names of classes, structures, upgrades, and weapons for readability. Does this look stupid or make any English majors sputter with bile? Probably, but it makes sense to me. They're almost unique nouns after all.
- "Machinegun Turret" in the in-game build menu should be changed to "Machine Gun Turret" for consistency. "Consciousness" in the Overmind description is missing an "s". And I kind of feel like "Medistation" should be changed to "Medstation" because no one is ever going to use the "i". I fixed these locally a couple of weeks ago. I don't agree about the medistat though and it's a mild pita to change. :P
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The finished article: http://tremulous.net/manual/
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Oh, My God!
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Oh, My God!
Somebody peed in Ron Jeremy's cheerios?! No way!!