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WHAT IS TRANSLOQUAKE? HOW TO PLAY IT - PlanetCocoT

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WHAT IS TRANSLOQUAKE?
To make a long story short, Transloquake is a single-player game mode in which your translocator is
the only "weapon" you use. The aim of the game is to translocate upon platforms that are scattered high
above and below you, and catch different kinds of bonuses. Each level has a particular amount of keys
(revealed at the beginning of the level) which you have to grab in order to finish the level and get
access to the next. Translocators have various strength modes (four in total), so that you'll need to
master them in order to get exactly where you want.
Besides the difficulty of aiming right and translocating at the right moment, levels also offers various
hazards which make your task harder and harder. Obviously, one of the main issues is that, if you miss
a platform, you might end up falling a long way and have to restart your climb from down below again
(if you're lucky enough not to fall, say, in lava).
HOW TO PLAY IT
This third demo includes quite a few maps:
- one is the tutorial for the mod (start.bsp)
- two are bonus maps (tr13.bsp and bonus1.bsp), both using the "time challenge mode"
- one is a “regular” ascension-type map (tr5.bsp)
- one is Entar's entry to (and winner of) QExpo 2008 TransloQuake mapping competition
(skycastle.bsp), which is played on the ascension-type mode (even though you might not always go
up ;-))
- a few are "test" maps meant to help mappers building their own maps
- tricks.bsp : this map contains a "basic" set-up (platforms and keys), as well as all bonuses (so you
can try them out) and almost all the new "triggers" that can be used in the mod (see below).
- clockmode.bsp : a very basic map where the "clockmode challenge mode" has been activated.
- ricochet.bsp : a basic map where the "ricochet challenge mode" has been activated.
- checkpoints.bsp : a basic map where the "checkpoints challenge mode" has been activated. While
not very detailed, this map is completely playable and quite fun, try it out! ;-)
- checkpoints2.bsp : a map where an alternative way to use the "checkpoints challenge mode" is
exemplified.
I encourage you to go through the tutorial map, which will teach you all the basic info you need to
know in order to play the other maps and, eventually, all the maps of the upcoming full release. If you
don’t feel like playing it, you can also just watch the demo of me going through it... I should point out
that, since this map has been created, some new features have been added to the mod, though. A revised
tutorial map will be build for the official full release of the mod.
A quick-list of what you really need to know (and which you’ll discover if you play the tutorial):
- “R” lets you switch between translocator range types
- “T” translocates you
- “C” cancels a translocator which you have just thrown. You start the level with 5 of such
"tries".
- The BLUE pentagram will unlock the transparent keys otherwise inaccessible
- The YELLOW pentagram will give you a portable portal, usable once. Press “P” to drop the portal
and “G” to translocate to it.
- The PINK pentagram gives you a drone, which can be used once by pressing “D”. What the drone do
is fly above your head for a limited amount of time, giving you a chance to see the hazards that might
be waiting ahead of you.
- The RED pentagram gives you 2 extra minutes in maps using a timer (the "time challenge" maps)
- The GREEN pentagram gives you 5 extra tries (you start each map with 5, by the way). If you see
that your translocator does not go where you want it to go and you don’t want to translocate, press “C”
to cancel the teleportation.
- The ORANGE pentagram gives you one “perfect horizontal shot” bonus. Press “H” before firing your
translocator and it will go in an horizontal straight line.
- The BLACK pentagram gives you 5 “sticky shots” bonus. Press “S” before firing your translocator
and, after firing it, it will stuck onto horizontal surfaces instead of bouncing off.
- On a “regular” map (in this release, only tr5.bsp applies, as well as mapping.bsp), you can:
o Use “temp1 1” to play the map in reverse (starting from the top)
o Use “scratch1 2” to play the map in the special “dark mode” (with flying lights (see picture below)).
Make sure that your engine has RT Lights on.
- On some maps that allow for this feature, you can play the "time challenge mode" even though it has
not been turned on by default. Use "scratch2 1" before you launch the map.
THE ALTERNATIVE GAME-MODES
In the "original" Transloquake gameplay, the goal of each map is "simply" to translocate from platform
to platform and make sure to pick up all keys of the level. An example of such map is tr3.bsp. These
maps (like the two bonus maps bundled with demo3) can be given a timer, but the goal remains the
same.
With demo2 and demo3 come three brand-new game-modes that really spice up the game:
- CLOCK MODE: In "clock mode" (exemplified by clockmode.bsp), keys are available only one at a
time. The goal is to touch the available key within the time given (visible and decreasing on the
screen), then look for the next key while the timer is reset to a slightly lower number. Keys don't
disappear when you touch them. The game ends when there is no time left.
- RICOCHET MODE: In this mode (exemplified in ricochet.bsp), making the transloctor bounce on a
wall is necessary to be able to translocate. This can create very challenging situations.
- CHECKPOINTS MODE: In this mode (exemplified by checkpoints.bsp and checkpoints2.bsp), not
only do you have to get all the keys of the level, but you also need to cross particular "checkpoints"
(either by shooting your translocator through them, or translocating yourself in a particular area,
depending on the map). This also adds a whole new twist to the original gameplay.
MAPPING SPECIFICATIONS
Transloquake is rather flexible and, I believe, will leave enough space for imagination… :-)
Here is a list of important things to know about if you want to map for the mod.
Objects (make sure to check tricks.bsp for examples)
- The translocator launcher being in fact the grenade launcher, make sure you either make it available
on player spawning, unless of course you consciously plan on making it available after a while.
- The keys are regular “item_key1” entities. Transparent keys are “item_key2” entities. You have to
attach to one key of the level the following attribute: “limitindicator” and give it as value the total
amount of keys of the level or- if you decide for another type of gameplay – the amount of keys you
want the player to grab.
- If you want to have a map with a timer ("time challenge mode"), you need to attach to that same key
the two following attributes: “timeindicator” and “timeactive”. “timeactive” must be set to one, while
you’ll give to “timeindicator” as value the time (in seconds) which need to be reached for the game to
stop.
- If you want to have a map that uses the "clock mode challenge", you need to attach to that same key
the following attribute: "clockmodeon" and set it to "1"
- If you want to have a map that uses the "ricochet mode challenge", you need to attach to that same
key the following attribute: "ricochetmodeon" and set it to "1". For more info on the triggers used in
this mode, see the section about triggers below.
- If you want to have a map that uses the "checkpoints mode challenge", you need to attach to that same
key the following attributes: "checkpointmodeon" and set it to "1", and "checkpointindicator" and set it
to the number of checkpoints in the level. For more info on the triggers used in this mode, see the
section of triggers below.
- The blue pentagram (which unlocks transparent keys) is in fact a pentagram of invulnerability to
which you have to attach the attribute “bonustype”, whose value has to be set to “1”
- The pink pentagram (which gives a drone) is in fact a pentagram of invulnerability to which you have
to attach the attribute “bonustype”, whose value has to be set to “2”
- The yellow pentagram (which gives a portable portal) is in fact a pentagram of invulnerability to
which you have to attach the attribute “bonustype”, whose value has to be set to “3”
- The red pentagram (which gives 2 extra minutes in timed games) is in fact a pentagram of
invulnerability to which you have to attach the attribute “bonustype”, whose value has to be set to “4”
- The green pentagram (which gives 5 extra tries) is in fact a pentagram of invulnerability to which you
have to attach the attribute “bonustype”, whose value has to be set to “5”
- The orange pentagram (which gives one “straight shot” bonus) is in fact a pentagram of
invulnerability to which you have to attach the attribute “bonustype”, whose value has to be set to “6”
- The black pentagram (which gives 5 “sticky shots” bonuses) is in fact a pentagram of invulnerability
to which you have to attach the attribute “bonustype”, whose value has to be set to “7”
- In an alternative game-mode (scratch1 = 1), players can start from the top of the map instead of the
bottom. This alternative starting point is set by “info_player_start2”. Don’t forget to put, once again, a
grenade launcher nearby. Give that grenade launcher the attribute “bonustype” set to “1”, so that it is
only visible in that alternative game-mode.
- In another alternative game-mode (scratch1 = 2), players are thrown in total darkness, while luminous
balls rise up from the bottom of the map and gradually illuminate pieces of the map. Those balls
are pentagrams of invisibility with the attribute “bonustype” set to “11”. They will only be visible in
that mode. You need to set a specific player starting point for that game mode through
“info_player_deathmatch”.
- No “real” deathmatch mode has been coded into the mod yet but it is definitely planned. Therefore
you can put a couple of “info_player_tr_deathmatch” to make sure your map will be compatible with
that mode. My advice would be to put those at the bottom of your map (if you’re going for a vertical
one)
- You’ll find in the mapping.bsp map the fireflies shown in one of the video I posted on Youtube. If you
want to use them, simply add a “item_bug” entity to your map, with the attribute “bugtype” ranging
from 1 to 6. Make sure you leave enough room under, above and around that entity.
Gamemode-related triggers
(check clockmode.bsp, ricochet.bsp, checkpoints.bsp and checkpoints2.bsp for examples)
- trigger_checkpoint
Used in the "checkpoint challenge mode"
Use this trigger to create the checkpoint area that needs to be shot through by a translocator
beacon to be validated.
You need to add the attribute "checkpointnumber" to each of these checkpoint triggers and assign
to it the checkpoint number (checkpoints have to be crossed in order).
- trigger_checkpoint2
Used in the "checkpoint challenge mode"
Use this trigger to create the checkpoint area that needs to be touched by the player to be
validated.
You need to add the attribute "checkpointnumber" to each of these checkpoint triggers and assign
to it the checkpoint number (checkpoints have to be crossed in order).
- trigger_ricochet
Used in the "ricochet challenge mode"
Use this trigger to create an area which will be considered acceptable to be ricocheted against.
Tip: if you create a wall whose top is accessible, make sure to create a way to make it impossible
for the player to translocate on its top (otherwise players can slightly brush the surface of this
trigger and land on top of the structure without having actually made the translocator beacon
bounce)
Other triggers
(make sure to check tricks.bsp for examples)
- trigger_teleport
By default, translocator beacons will now be affected by teleporters. If you don't want this to
happen add the attribute "notaffected" to your trigger and set its value to "1"
- func_button
This function has been given additional parameters.
By default, this function will now be affected by players and translocator beacons, which means a
player can activate a button from a distance by shooting a beacon at/on it.
In order to make a button be only affected by players (and not by translocator beacons), add the
attribute "notaffected" to this function and set its value to "1"
In order to make a button be only affected by translocator beacons (and not by players), add the
attribute "notaffected" to this function and set its value to "2"
- trigger_cantshoot
When a player is in contact with this trigger, he/she is not allowed to use his/her translocator
launcher, which can effectively create a "no shoot zone".
- trigger_killportal
This trigger destroys any translocator beacon that touches it. Use it for fixed structures. For
moving structures, see below.
- func_train
This function has been given an additional parameter
In order to create a moving (transparent) platform that will destroy any translocator beacon that
touches it, add the attribute "trainkillportal" to this function and set its value to "1"
- trigger_changerange
When a player walks through this trigger, the range of the translocator launcher is set to a
particular kind. You should add the attribute "newrange" to this trigger, then set it to the following
number (depending on what you want to achieve):
- 1 = only high range will be available from then on
- 2 = only medium range will be available from then on
- 3 = only classic range will be available from then on
- 4 = only limited range will be available from then on
- 0 = all range are available again (this basically resets it)
- trigger_minus
When a player walks through this trigger, he/she loses his translocator launcher.
- trigger_plus
When a player walks through this trigger, he/she is given a translocator launcher.
- trigger_timebomb
When shot through by a translocator beacon, this trigger will assign to it a time for selfdestruction. You set this timer by adding the attribute "bombdelay" to this trigger and assigning it
a time (in seconds).
- trigger_addtimer
When a player walks through this trigger, all subsequent translocator beacons are given a specific
timer for self-destruction. The timer is set by adding the attribute "addtimertime" and assigning it
the time (in seconds) for the beacons to self-destroy.
If a player walks through this trigger with the attribute "addtimertime" set to "0", the effect
described above is cancelled and the translocator beacon won't self-destroy anymore.
- trigger_impetus
When a translocator beacon is shot through this trigger, its velocity changes. You set the change of
velocity by adding the attribute "impetus" to this trigger and assigning it a value by which the
beacon's velocity will be multiplied (the beacon can thus be either slowed down or accelerated)
- trigger_sticktouch
This trigger enables the translocator beacon to be "magnetized"
- trigger_givebonus
When a translocator beacon is shot through this trigger, the player is given extra health. This
trigger is adjustable (see below).
To set the amount of health delivered to the player, add the attribute "bonusvalue" to this trigger
and set its value to how many health points the player will receive on shooting through it.
By default, the trigger will allow players to receive health multiple times. If you don't want that,
add the attribute "notallowmultiple" to this trigger and set its value to "1"
By default, translocator beacons will go through this trigger. If you don't want that and want the
beacon to be destroyed upon touching the trigger, add the attribute "dontgothrough" to the trigger
and set its value to "1"
- trigger_makestransparent
When a translocator beacon is shot through this trigger, its becomes more transparent (or
invisible). You set the new alpha value of the beacon by adding the attribute "newalpha" to this
trigger and assigning it that new alpha value.
WHAT’S NEXT?
Again, remember this is a demo and there will be a lot more in the full release. Make sure you regularly
check the Inside3D forums and my site for updated info. Some of my plans for releases following this
one (demo3) are:
- more maps and a real single-player "campaign"
- revised models, mod-specific artwork
- more gamemodes
- multiplayer modes
CREDITS
- Thanks to all the people of the Inside3D and Func forums who have shown support for the mod. It
definitely spurred me on.
- Thanks to Entar and Negke for having been the first ones to create custom maps for the mod. I also
want to thank them for the feedback they gave me in the process of building their maps and their
suggestions on how to improve it.
- Thanks to Stamen for letting me use his music tracks. Obviously, his tracks are copyrighted and you
don’t have the right to use them without his prior consent. I really encourage you to go and visit his site
(http://www.mikseri.net/artists/starts.43608.php) and listen to a lot of other, really awesome tracks.
Note that the two tracks used in this demo of Transloquake are the following:
o Gasoline by Stamen (also known as “ST Arts”) / played on Bonus1
o Lost Giants by “ST Arts” / played on Tr4
- Thanks to Warhawk (http://come.to/warhawk) for letting me use one of musical creations (track
number 7, used in the checkpoints demonstration map) in the mod. Warhawk is also the author of all
the tracks played in my mod Spacewalk.
- Thanks to whomever created the track used for Tr13 and Tr5.bsp. I have not been able to trace their
authors down, but would be of course really glad to include proper credits, so any help with that would
be greatly appreciated.
- Thanks to Mighty Pete, alX, Necros and P@ranoid for the super-nice skyboxes, which definitely, like
Stamen’s and Warhawk's music, add a lot to the atmosphere of the mod’s maps.
- Credits for the "new" translocator launcher go to the Painkeep team. This is a temporary model (I just
used it because people were complaining about my use of the grenade launcher model) and will
eventually be replaced.
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