                                                     January, 23th 1998
			=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
			>-=* G E N C L A S S E S *=-<
			=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
					        v 2.2

                        by Sebastian "GeN" Bentler
                        E-mail:  gen20@hotmail.com
            Website: http://www.fortunecity/underworld/quake/107/

-------------------------------------------------------------
			-=*TABLE OF CONTENTS*=-
-------------------------------------------------------------
              
1. INTRODUCTION

2. THE CLASSES
   A) Sniper
   B) Fighter
   C) Bio
   D) Psycho
   E) Soldier
   F) Mage
   G) Fake
   H) Magma
   I) Elemental
   J) Hexer
   K) Secret class: Climber

3. OTHER CHANGES
   A) Teamplay
   B) The changeclass rune
   C) Same class rule
   D) The temp1 variable

4. NEW SPECIAL FX FOR QUAKE LEVELS
   A) Breakable walls
   B) Explosions
   C) Thunderstorm
   D) Forcefields
   E) Additional minor changes for level edititng

5. NEW LEVELS
   A)GENCLDM1: SHADOWS OF BLOOD
   B)GENCLDM2: TOWER
   C)GENCLDM3: STORAGE PIT
   D)GENCLDM4: VADAC BASE
   E)GENCLDM5: TARANTULA
   F)GENCLTP1: LOST BASES

6. TIPS AND COMBOS
   A) Single/deathmatch
   B) Teamplay/cooperative

7. INSTALLATION
   A)Installation
   B)Requirements
   C)Bindings

8. AUTHOR INFORMATION AND THANKS

9. COPYRIGHT AND DISTRIBUTION PERMISSIONS

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=============================================================

1.			-=*INTRODUCTION*=-

=============================================================
-------------------------------------------------------------

What is Genclasses for Quake?
        
	Genclasses or GENCL for short is an add-on for the registered
	version of QUAKE by id Software.
	Installing it won't harm your original version of QUAKE.
    
        The goal of this patch is to make QUAKE, especially Deathmatch,
        more flexible by having multiple classes. These classes are very
        different from each other and each of them requires an individual
        style of playing to be successful. 
        I wanted to make the many weapons and abilities (84 overall)
        in this patch as different and detailed as possible, each with
        its own advantages and disadvantages. These weapons do _not_
        just differ by doing more or less damage. You don't have to be
        overwhelmed by this huge amount of weapons as none of the
        classes has not more than eight weapons. So you only have to
        keep a few in mind while playing.

        Each class has got its own feeling of playing it, its strenghts
        and weaknesses. The characters should be well balanced (after
        hundreds of hours of playtesting :) ), no class should be better
        than another one although it could seem so in the first moment.
        It also depends on the level you are playing whether a class
        can display and use an ability properly (i.e. a level without
        a Megahealth will be excellent for a bio, a big dark room
        will be very welcome for a sniper... ).

        After all I tried to keep it simple and so you don't have to
        worry about tons of impulses to learn. All of the weapons are
        selected like in normal Quake (keys 1-8). You only have to keep
        in mind that the special key (automatically bound the x key)
        might be useful.

        Levels for GENCL have usually much more special FX than
        those for normal QUAKE because of some new level enhancements
        (like breakable walls etc.).

        Hope you enjoy,
                -Sebastian Bentler aka GeN

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=============================================================

2.			-=*THE CLASSES*=-

=============================================================
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A) SNIPER
-------------------------------------------------------------

Speed: Slightly slower than normal
Ammo used: Shotgun shells
Weapons used: Grappling hook, sniper rifle, sniper automatic rifle,
	      triple grenade launcher
Health: 90
Armor: 30(green)
Special: -
Special button: Fire grappling hook

1: The grappling hook. You should know this thing from various other
   Quake patches. Pulls you towards the hook if it has hit something
   and you are holding down the [FIRE] button down. I left out the
   chains to prevent packet overflows.
2: The sniper rifle. Does _a lot_ of damage but you can't use this 
   thing if moving too fast. Hold the [FIRE] button down to use 
   the laser aiming system.
3: The sniper rifle switched to automatic mode. Does not as much 
   damage as in normal mode but fires faster.
4: -
5: -
6: Picking up the 6th weapon enables water-shock grenades. Throw them 
   into the water and watch the gibs fly.
7: Enables fire grenades. Burns all players/monsters in a determined 
   radius.
8: Enables ice grenades. Freezes all players/monsters in a determined 
   radius. A frozen player's armor will be destroyed if hit.

-------------------------------------------------------------
B) FIGHTER
-------------------------------------------------------------

Speed: Variable
Ammo used: All but cells
Weapons used: Sword, turning sword, sucker spell, charge sword
Health: 100 after picking up super nailgun health can be increased 
	to 150
Armor: 250(red, every armor gives 50 points more armor value than 
       normally)
Special: Gets stronger by rockets, faster by nails and increases
	 range by shells
Special button: Throw an enemy sucker.

1: The normal sword. The more rockets you have, the stronger it is, 
   the more shells you have, the more range it has. If you look towards
   a trigger while striking the trigger will be activated by the magic 
   powers of your sword as if it was hit.
2: -
3: The turning sword technique. All enemies hit while you turn with 
   your sword will fly away from you. The more shells you have, the 
   more range it has.
4: The sucker spell. This thing will suck all players/monsters exept 
   yourself within a determined range towards it. Great thing if used 
   properly.
5: By picking up this one your maxhealth increases to 150.
6: The charge sword. Like the normal sword but by holding down the
   [FIRE] button you can do up to 50 points more damage. Takes
   slightly longer to attack than the normal sword.
7: By picking up this item your sword will burn all living things
   hit.
8: By picking up this item your sword will do recognizable more
   damage.

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C) BIO
-------------------------------------------------------------

Speed: Normal
Ammo used: All
Weapons used: Paralysing axe, poison gun, paralyzer, MG, gasgrendade 
	      launcher, embryo implantator, virus infector
Health: 165
Armor: 140(yellow)
Special: Regenerates health slowly
Special button: -

1: A paralyzing axe. Like normal axe except it will slow down a player 
   hit 20 seconds.
2: If a living thing is hit by a nail from the poison gun, he/she
   will be plagued for 3 minutes: in short time periods he/she loses
   live points and you get the live points the victim lost.
   Players can heal themselves by picking up a megahealth.   
3: -
4: Paralyzer. Players hit will be paralyzed as if hit with a paralyzing
   axe (look above).
5: Machine Gun. Do I need to say more?
6: The gasgrenade launcher. These grenades do not explode, but they
   produce a huge cloud of gas, damaging all living things in it 
   except players whose class is Bio. In Addition, players in it
   won't see much for the next few seconds. You may only have two of 
   these at the same time. 
7: The embryo implantator. If you hit a living thing with this you 
   will, most of the times, implant an embryo of an demon into the 
   victim. 
   The demon will hatch out if the victim does not find a megahealth
   within 10 seconds. The demon behaves like the one in Quake except
   it attacks only your enemies(other monsters, no teammates...)
   Players who find a megahealth within the 10 seconds will get rid of 
   the embryo.
8: The virus infector. The living thing hit is infected by a virus in
   most cases. All players, monsters etc. in a determined radius 
   get infected in most times. Players infected by the virus 
   can be healed by picking up a megahealth.
   
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D) PSYCHO
-------------------------------------------------------------

Speed: Faster than normal
Ammo used: Shotgun shells (but can't pick any ammo up)
Weapons used: Ammo drainer, mind blaster, flash, vacuum sphere
	      position exchanger, discharge, suicide, mind beam
Health: 120
Armor: 120(green)
Special: -
Special button: Fire ammo drainer (see below)

1: The ammo drainer. If you hit a living thing it'll give you ammo.
   This is the _only_ way for the psycho to get ammo. Inflicts as good 
   as no damage.
2: Mind blaster. Anything in range of this projectile will fly away 
   from it.
3: Flash. A player/monster hit with this thing loses health refering
   to the range to you. So if you are very close to the enemy this 
   thing does hell of damage.
4: Vacuum sphere. Fades within 20 seconds after activation. If the 
   [JUMP] button is held down while the sphere is in affect you'll 
   fly to the direction you're facing. Also slows down projectiles 
   around you.
5: Position exchanger. First you need a target (e.g. a player or 
   monster) to change position with; you will get a message if a 
   target is defined. If you have defined a target and activate the
   position exchanger again, you will obviosly exchange 
   position with that target.
6: Discharge. You discharge on up to 9 players/monsters in a 
   determined radius around you.
7: Suicide. This is no normal suicide, it's a very, very strong 
   suicide. So if you suicide with this all who want to see the 
   explosion, you become, will also die. By this suicide you lose 
   only one frag instead of two.
8: Mind beam. This is a self-aiming beam of concentrated mind power.

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E) SOLDIER
-------------------------------------------------------------

Speed: Slightly slower than normal
Ammo used: Shotgun shells, rockets, cells
Weapons used: Pusher, shotgun, laser, minigun, homing rockets,
	      bomb launcher
Health: 90
Armor: 200(red)
Special: A high tech equipment which boosts the soldier in the 
	 direction he is facing. Has malfunctions after heavy 
	 used.
Special button: Boost(look above)

1: Pusher. A melee weapon which will push a player/monster hit away 
   from you in addition of doing some damage.
2: Shotgun, like in original Quake.
3: Wind barrier gun. Shoots a little container with compressed air 
   which will blow all players/monsters away from it. To make it more 
   useful for Deathmatch/Teamplay it will only blow away enemies
   (no teammates... ).
4: -
5: Impulse laser. Beams reflect from walls.
6: Minigun. You can't move while firing this thing. 
   The longer you're shooting the more the minigun will vibrate. 
7: Homing missiles. They'll attack the closest enemy in range or wait 
   for an enemy to get into range if there are none.
   They don't do as much damage as the well-known missiles in normal 
   Quake.
8: Bomb Launcher. Will stick at walls and then count ten seconds
   (if you hear it beeping RUN) before explosion. If a living 
   thing can see the bomb exploding it is dead.

-------------------------------------------------------------
F) MAGE
-------------------------------------------------------------

Speed: Normal
Ammo used: cells
Weapons used: Staff, fly scroll, chain lightning scroll, health scroll,
	      armor scroll, lightning barrier, summon stone scroll,
	      summon shambler scroll
Health: 80
Armor: 100(green)
Special: Regenerates mana (cells) slowly.
Special button: Toggle the fly scroll

1: Strike with your staff. Doesn't do much damage.
2: Activate the fly scroll. As long as you hold the [JUMP] button 
   down you'll fly to the direction you're facing. No time limit.
3: Chain lightning ball. If it hits anything it spawns lightnings 
   hitting the closest enemy. Another lightning will spawn from this 
   enemy, hitting the next closest enemy and so on.  
   Great effect if using it underwater.
4: Summon health. In Single Player or Deathmatch, you will simply receive
   15 health. In Coop or Teamplay you will throw a medi-pack. It'll give
   the one who picks it up 15 health.
5: Summon armor. In Single Player or Deathmatch you will simply receive
   100 points of green armor. In Coop or Teamplay you will throw a green
   armor. It'll give the one who picks it up 100 points of armor.
6: Will create a lightning from left to right. Does much damage, players 
   can get through it without dying if they have enough health or
   enough luck.
   You are immune to your own lightning traps.
7: Summon stone. The stone flies automatically towards an enemy near
   to it. Does a lot of damage.
8: Summon shambler. The shambler behaves like the one in Quake but
   it is tougher and it attacks only your enemies (other monsters, 
   no teammates...).

-------------------------------------------------------------
G) FAKE
-------------------------------------------------------------

Speed: Very fast 
Ammo used: None
Weapons used: Holograph, fakebackpack, confusing missiles, 
	      invisibility
Health: 80
Armor: 50(green)
Special: Fakes everything he doesn't need. If a faked item is 
	 touched by anybody except him it explodes. This is the only 
	 way the fake can do serious damage. He will pick up health
	 and armor if he hasn't maxhealth or maxarmor. By the way, he
	 jumps very high.
Special button: Feign death. You look as if you die but you are
		are able to stand up when pressing the special 
		button while feigning.

1: Activate a Holograph of yourself. Will be deactivated one minute 
   after launched. If anything touches the holograph except its 
   owner it will damage the owner of the shot or the one touching it
   with a lightning. You may only have five of these at once.
2: Drop a faked Backpack. It looks like a real backpack but if 
   anybody except the owner touches it, it'll explode. You may only 
   have two of these at once.
3: Fire a confusing missile. The players in a given radius will be 
   confused and lose control of the direction they are walking for 
   some seconds (should be enough time to get away from them). After
   fired you'll have to wait 8 seconds before you can fire another
   missile.
4: Make yourself invisible for 10 seconds. After activated you'll 
   have to wait 15 seconds before you can make yourself invisible 
   again.
    
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H) MAGMA
-------------------------------------------------------------

Speed: Slightly slower than normal
Ammo used: shells but cannot pick up any
Weapons used: Flaming hand, fly, small fireball, gas, spit fire, 
	      morph, big fireball, inferno
Health: 150
Armor: 0
Special: Regenerates health in lava instead of losing it(not too fast
	 though) although he may drown if too long in lava.
         Water damages him.
	 Cannot burn or be frozen.
	 Regenerates ammo when not moving and and gets ammo when 
	 picking up weapons.
Special button: -

1: Flaming hand. Will burn a player/monster hit.
   If you look towards a trigger while striking it will be 
   activated as if it was hit.
2: You will fly upwards as long as the [FIRE] button is pressed.
3: Throw a small fireball. You may charge up the damage the fireball
   does by holding down the [FIRE] button.
4: Spit gas. Does damage to all players/monsters hit with the gas. 
   Players, who were hit, won't see much for a few seconds.
5: Spit fire. Will burn and damage players/monsters hit.
6: Morph into a flame. While you are a flame you can't be damaged by 
   anything. On the other hand you can't move either. No time to run
   from a soldier's bomb? -No problem.
7: Throw a big fireball. Does a lot of damage.
8: Throw an inferno fireball. Makes lots of huge explosions and burns
   anything in a large radius. Deadly but has a very long "reload 
   time" including that you cannot move within this time.

-------------------------------------------------------------
I) ELEMENTAL
-------------------------------------------------------------

Speed: Slightly faster than normal
Ammo used: All
Weapons used: Summon wind, firedust, earthball, raise enemy, summon
              stone, become air, summon ice, thunderstorm
Health: 190
Armor: 0
Special: All ammo an elemental picks up becomes elemental energy
	 (shells). Regenerates mana slowly(nails). Feels the prescene
	 of enemies in a determined range.
Special button: -

1: Blows away all things infront of you as long as you hold down the
   [FIRE] key. If you are near to a wall or something static, you will
   blow yourself away.
2: The firedust damages all players/monsters within close range.
   If you look towards a trigger while summoning the firedust the 
   trigger will be activated as if it was hit.
3: Ball of earth. The ball rumbles through the level for a long 
   time. Remember Indiana Jones? You may only have two of these 
   at the same time.
4: An enemy hit will raise up to the ceiling and stay there for about 
   10 seconds. This enemy can't move as long as on the ceiling (exept if
   the enemy has any "special movements" such as flying).
5: Summon stone. Works differently on players and monsters. Monsters
   hit will fly away, bounce of walls. Until it stopped bouncing it 
   can't move because of sticking in the stone. Every bounce damages 
   the monster. The stone will break when the monster stops bouncing.
   Players will only fly away from the stone, they won't bounce around.
6: Become air. Makes yourself invisible for 35 seconds. The only things 
   which could reveal your prescene is a sound of wind around you and 
   the known eyes that are still visible.
7: Summon ice. Will freeze an enemy after you hit it a few times.
   A frozen player's armor will be destroyed if hit.
8: Summon thunderstorm. You will summon a plasma ball which shoots
   lightnings to all enemies near it. Disappears after 40 seconds.
   You may only have two of these at once.

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J) HEXER
-------------------------------------------------------------

Speed: Slightly slower than normal
Ammo used: None
Weapons used: Staff(produce mana, attack, earthquake), summon scragg
              scroll, summon hellknight scroll, summon shal-rath
              scroll, reflect damage scroll, teleport scroll
Health: 140
Armor: 110(green)
Special: -
Special button: Produce mana (see below)

1: Produce mana. You can't move for 3 seconds and get about 30 units 
   of mana and some health. This and picking up weapons are the only
   ways for the Hexer to gain ammo.
2: A very fast attack with your staff. Does not do much damage.
   If you look towards a trigger while striking it will be 
   activated by the magic powers of your staff as if it was hit.   
3: Produce an earthquake with the hexer's staff. Damages all your 
   enemies(no teammates, no owned monsters...) within a determined 
   radius.
4: Summon a scragg. The scragg behaves like the one in Quake but
   it is tougher and it attacks only your enemies (other monsters, 
   no teammates...).
5: Summon a hellknight. The hellknight behaves like the one in Quake 
   but it is tougher and it attacks only your enemies (other monsters, 
   no teammates...).
6: Summon a shal-rath. The shal-rath behaves like the one in Quake but
   it is tougher and it attacks only your enemies (other monsters, 
   no teammates...).
7: The reflect damage scroll. This reflects all damage (except
   already reflected damage) done to you from others for 20 seconds.
   Yellow particles of magic will fly around you and indicate that 
   you are using your shield.
8: Teleport scroll. Teleports you to a random start position in the
   current level.

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K) SECRET CLASS: CLIMBER
-------------------------------------------------------------

Speed: Slightly faster than normal
Ammo used: Rockets
Weapons used: Mines, grenades, pipebombs, triple grenades, chaos
              grenades, heavy grenades
Health: 100
Armor: 110(yellow)
Special: Can climb up walls. To climb simply look towards a close
         wall and then, when climbing, look where you want to climb
         to. If you are climbing and do not look towards a close
         you will fall down.
         Receives only half the normal damage from explosions
         because of a special armor.
         You may regulate the power the grenade launcher shoots the
         grenades (weapon 2-5). Needs some time to get a feeling of
         but then you will do the trickiest shots you ever did with
         a grenade launcher.
Special button: Tie yourself up if climbing.

1: Drop a Tripmine. You cannot have more than 4 of these out at the
   same time.
2: The normal grenades.
3: Pipebombs. You may detonate these simply by hitting the [FIRE]
   button after you shot one. To throw more than one, you have to
   select another weapon and then the pipebombs again or just select
   the pipebombs again.
4: Triple grenades. The three grenades getting out of the big one
   will bounce after living things in a determined range around them.
5: Chaos grenades. These ones will bounce around in the level for
   about 20 seconds. They do much damage.
6: Heavy grenades. Climb up a wall, drop one of these and watch the
   gibs fly up to you. Does very much damage, a direct hit means
   death.

-------------------------------------------------------------
* OBSERVER
-------------------------------------------------------------

At the beginning of the game all players start off as an observer.
If you are an observer you have the ability to choose between 
the classes mentioned by hitting a key from 1-0 and hitting 
the [FIRE] key if you want to play as the shown class. You may also 
stay as an observer and watch the others fighting if you want. However 
if you once have chosen a class you _cannot_ change the class again,
except if you are lucky enough to get a classchange rune or if the 
ALLOW-CHANGE flag is set, see below.

-------------------------------------------------------------
=============================================================

3.			-=*OTHER CHANGES*=-

=============================================================
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-------------------------------------------------------------
A) TEAMPLAY
-------------------------------------------------------------

I made a new command for teamplay which prints the frags of the
best three teams on the screen. However it will not print teams
with less than 0 frags.
To execute the command type teamscores when in console mode or 
bind it to a key (bind x teamscores, where x is the key you want 
to bind teamscores to).

I also made a new entity for teamplay. I called it teampointer.
The first team who touches a pointer is the owner and has to 
protect it from then on. If another team touches the pointer, and
there are at least two teampointers active, that team gets frags
equal to the count variable's value (see example below). The player
who got the frags respawns. One team may not have more than one
teampointer. It looks like first episode end rune.
To use it put an pointentity with classname gen_tpointer into your
level. Give it a variable count(like lip or something like this) and
set the variable to the number of frags the enemy team gets when
touched. If count isn't defined count is set to 1.
(e.g.   "classname" "gen_tpointer"
        "origin" "-512 64 -64"
        "count" "15"               

        this will give the enemy team touching it 15 frags.)

-------------------------------------------------------------
B) THE CHANGECLASS RUNE
------------------------------------------------------------
	
From time to time the changeclass rune will appear at a random
deathmatch start position. A player who picked it up is able to 
change his playerclass if he wants to. To do so you have to hit
the special button (mostlikely x) within 5 seconds after you picked
it up. If you do so you will change to observer mode and you are
again able to choose your class by hitting the keys 1-0 as said 
earlier. Rarely you'll be able to choose a secret class after
picking up a changeclass rune. You will be informated of this
while choosing. If you are allowed to do so you have to hit
the special button to choose the secret class. Currently there
is one secret class, the climber (see the description above).

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C) SAME CLASS RULE
-------------------------------------------------------------

If the number of players on your server is below 7 two players can't 
have the same class. Imagine 6 snipers, or 6 fakes in one level, 
silly isn't it? If the number of players is 7 or higher each class
can be chosen by two players. To turn this rule off set the temp1
variable to 1 (e.g. quake -game gencl -winmem 16 +temp1 1 or 
go to the console and write: temp1 1).

-------------------------------------------------------------
D) THE TEMP1 VARIABLE
-------------------------------------------------------------

To modify multiple settings you have to alter the temp1 variable.
To do so you have to go to console mode and type: temp1 x.
Where x is the total of the values of the effects you chose.

	value:  | effect:
	--------+-----------------------------------------------------
	1       | Turn off the same class rule, mentioned above.
	--------+-----------------------------------------------------
	2       | Turn on super strong monsters for GENCLASSES coop,
		| or even for single play (about three times as strong 
		| as normal). Won't take effect till the next level.
	--------+-----------------------------------------------------
	4       | Turn on NOLIGHTS-MODE, which will switch off all 
 	        | lights in the levels. Won't take till the next
		| level. In NOLIGHTS-MODE you are allowed to fire
		| flares by typing "flare" in console mode. For a much
		| easier use you may want bind it to a key (in console
		| mode type: bind x flare. Where x is the the key you
		| want to bind it to). I do not recommend playing this 
		| mode with GL-QUAKE:
		| You will see nothing but a black screen :D, that is
		| because GL-QUAKE neither has any fullbright colors 
		| nor does support real time lightning of bsps.
	--------+-----------------------------------------------------
	8	| Turn on HALF-DAMAGE-MODE. All damage done is divided 
		| by two. For a longer life-span...
	--------+-----------------------------------------------------
	16	| Turn off the less recent details(like stone pieces, 
		| flames, etc). Won't take effect till the next level.
	--------+-----------------------------------------------------
	32      | Turn on the ALLOW-CHANGE flag. If this flag is set
		| a player may change his/her class by typing 
		| "change" in console mode. This was made for Coop and
		| Single play. For Deathmatch you should use the 
		| second ALLOW-CHANGE flag, described below.
	--------+-----------------------------------------------------
	64	| Also turns on the ALLOW-CHANGE flag, but a player
		| changing will lose 5 frags and has to have at least
		| his maximum health -10 health.

-------------------------------------------------------------
=============================================================

4.	   -=*NEW SPECIAL FX FOR QUAKE LEVELS*=-

=============================================================
-------------------------------------------------------------

-------------------------------------------------------------
A) BREAKABLE WALLS
-------------------------------------------------------------

	-classname: func_exwall 

	-health is the damage the wall takes before exploding
	 default is 50

        -if count is 1: damage(health, see above) has to be dealt
         within 0.6 seconds.

        -if count is 0: Damage can be dealt continuosly(has not to
	 be dealt within 0.6 seconds, see above).

        -targetname: if it has a targetname, it activates all
         other breakable walls and explosions(see below) with
         the same targetname.

-------------------------------------------------------------
B) EXPLOSIONS
-------------------------------------------------------------

	-classname: explosion
	
	-if sound is -1: no sound
	 if sound is  0: normal explosion sound
	 if sound is  1: flamethrower sound

	-if heat is not 0 the explosion will burn all living things
         in the by the value of heat defined radius(the higher heat
         the larger the radius)

	-dmg is the radius damage the explosion does

        -explosion is activated if a target of a switch matches the 
         explosions's targetname or if a targetname of a func_exwall
         which explodes matches the explosions's targetname.

	-if health is  1: explodes with normal explosion(small)
         if health is  0: explodes with big explosion(new)
	 if health is -1: no visual explosion

	-count is how many times the explosion can be activated
         (exploded) this is if activated by a trigger/button
         /func_exwall.
	 If count is -1 the explosion may be activated unlimited times.
	 Default is 1.

	-wait is the time from activating(by a trigger, button or an
         func_exwall) to the explosion of this thing

-------------------------------------------------------------
C) THUNDERSTORM
-------------------------------------------------------------

	-classname: misc_thunderstorm

	-heat is radius in which the thunderstorm will search for 
	 victims. Default is 350.

	-dmg is the damage the thunderstorm does in one shot. 
	 Default is 300.
	
	-count is the time period in seconds after which the 
	 thunderstorm will check for victims in its radius(heat) and 
	 then discharges. Default is 9.

	-ntype defines how often a victim in radius will be hit.
	 1.0 would never hit.
	 0.0 would always hit. 
	 Default is 0.5 (50%)

-------------------------------------------------------------
D) FORCEFIELDS
-------------------------------------------------------------

	-classname: func_particlefield
	
	-if wait is 0 it will not be used if it is higher than 0
         the forcefield will deactivate after the by wait defined 
         time (in seconds).
	
	-if its spawnflags are 1 it starts deactivated
         else it starts activated.

	-color is the forcefields color index of the Quake palette.
	 Default is 192(yellow).
	
	-count is the density of the particles.
	 Default is 2.

	-target keeps the name of the blocker(see below) that will 
         be linked with the forcefield and is necessary because 
         without it you could just go through the forcefield even 
         if it was activated.

	BLOCKER
	-------
	
	-needed for forcefields

	-classname: func_togglewall

	-if its spawnflags are 1 it starts deactivated (non-blocking)
         else it starts activated (blocking).

	-dmg is the damage it does to players/monsters touching it
 
	-to be linked with a forcefield its targetname has to be 
	 the same as the forcefields target.

-------------------------------------------------------------
E) ADDITIONAL MINOR CHANGES FOR LEVEL EDITING
-------------------------------------------------------------

-Now you are able to make a trigger_push without the wind sound
 if sound is set to 1; 2 is a new sound ; 0 is the known wind sound. 
 if sound is set to 2(new sound) the trigger push behaves differently
 than the normal trigger_push.
-A door now uses its target each time it is activated(if it opens
 OR closes) so you are now able to light up a room when a door
 opens without needing to set the door to stay open forever.
-You may reset a trigger_relay(these "only one more to go" things).
 So you can use them multiple times(e.g. in deathmatch levels).
 As for triggers and buttons use the wait key to set the delay 
 before reset(in seconds). If the trigger has a message defined
 this message will show up if the combination is completed instead
 of "Sequence completed". If the NOMESSAGE flag of the trigger is
 set and it has a message set then this message will nevertheless
 show up.
-The misc_explobox and misc_explobox2 entities will respawn in
 Deathmatch within 30 seconds after destroyed. The damage they do
 when exploding can be set with the dmg variable. If its dmg
 is 0 (if you did not set it) it will automatically be set to
 160 which is the default.

-------------------------------------------------------------
=============================================================

5.	   -=*NEW LEVELS*=-

=============================================================
-------------------------------------------------------------

-------------------------------------------------------------
GENCLDM1: SHADOWS OF BLOOD
-------------------------------------------------------------

*General Info

Title                   : GeNCLDM1: Shadows of blood
Author                  : Sebastian Bentler aka GeN
Email Address           : GeN20@hotmail.com
Description             : This level was made for 4-12 player
                          Genclasses Deathmatch
Date finished           : 17th November 97
Credits                 : see author information and thanks section

*Construction

Base			: New level from scratch
Editor(s) used          : Worldcraft 1.1
                          Stoneless 1.01 (for new textures)
Build Time              : did not count

-------------------------------------------------------------
GENCLDM2: TOWER
-------------------------------------------------------------

*General Info

Title                   : GeNCLDM2: Tower
Author                  : Sebastian Bentler aka GeN
Email Address           : GeN20@hotmail.com
Description             : This level was made for 2-14 player
                          Genclasses Deathmatch
Date finished           : 5th November 97
Credits                 : see author information and thanks section

*Construction

Base			: New level from scratch
Editor(s) used          : Worldcraft 1.1
Build Time              : did not count

-------------------------------------------------------------
GENCLDM3: STORAGE PIT
-------------------------------------------------------------

*General Info

Title                   : GeNCLDM3: Storage pit
Author                  : Sebastian Bentler aka GeN
Email Address           : GeN20@hotmail.com
Description             : This level was made for 4-12 player
                          Genclasses Deathmatch
Date finished           : 7th August 97
Credits                 : see author information and thanks section

*Construction

Base			: New level from scratch
Editor(s) used          : Worldcraft 1.1
Build Time              : did not count

-------------------------------------------------------------
GENCLDM4: VADAC BASE
-------------------------------------------------------------

*General Info

Title                   : GeNCLDM4: Vadac base
Author                  : Sebastian Bentler aka GeN
Email Address           : GeN20@hotmail.com
Description             : This level was made for 2-10 player
                          Genclasses Deathmatch
Date finished           : 12th December 97
Credits                 : see author information and thanks section

*Construction

Base			: New level from scratch
Editor(s) used          : Worldcraft 1.1
                          Stoneless 1.01 (for new textures)
Build Time              : did not count

-------------------------------------------------------------
GENCLDM5: TARANTULA
-------------------------------------------------------------

*General Info

Title                   : GeNCLDM5: Tarantula
Author			: Christoph "Gonzo" Werner
Email Address		: gonzo_6@hotmail.com
Description		: This is my second Quake DM level
			  and was made for 4-12 players.
			  This map was made for GeNClasses,
			  although you can play it with normal
			  Quake, too.
Date finished           : 09/12/97
Credits			: id Software for making QUAKE, without
			  them, all this wasn't possible
			  Ben Morris and everyone else who took
			  part in the making of Worldcraft

*Play Information

Single Player		: No (1 start for walking around)
Deathmatch		: YES (14 starts)

*Construction

Base			: New level from scratch
Editor(s) used		: Worldcraft 1.5b
			  Stoneless 1.01 (textures)
Build Time		: 1 week (about 20 hours)
Compile machine  	: Pentium 233 MMX, 32MB RAM

QBSP time		: 106 seconds
Light (-extra) time     : 440 seconds
VIS (-level 4) time	: 2823 seconds

Brushes			: 842
Entities		: 486
Lights			: 388
Faces			: 5066
Models			: 15

-------------------------------------------------------------
GENCLTP1: LOST BASES
-------------------------------------------------------------

*General Info

Title                   : GeNCLTP1: Lost bases
Author                  : Sebastian Bentler aka GeN
Email Address           : GeN20@hotmail.com
Description             : This level was made for 4-14 player
                          Genclasses Teamplay
Date finished           : 2nd October 97, recompiled for minor changes
			  on 17th December 97
Credits                 : see author information and thanks section

*Construction

Base			: New level from scratch
Editor(s) used          : Worldcraft 1.1
                          Stoneless 1.01 (for new textures)
Build Time              : did not count

-------------------------------------------------------------
=============================================================

6.	   -=*TIPS AND COMBOS*=-

=============================================================
-------------------------------------------------------------

-------------------------------------------------------------
A) SINGLE/DEATHMATCH
-------------------------------------------------------------

-Sniper: For a better shot-to-kill-ratio :) first throw an ice grenade
         and shoot afterwards.
         Throw a fire grenade and wait for the players jumping into the
         water to get rid of the fire, then throw an water-shock
         grenade and watch beautiful red fireworks.

-Fighter: If you go into an area, where many players are acting, go to
          a place where many players can see you. Then use your enemy
          sucker and all enemys will be sucked towards it. Then, with
          some sucked enemys standing next to you, use the turning
          sword technique( to be more effective, pick up a rocket
          launcher first;]).

-Bio: Throw a gas grenade, go into the cloud of gas you made and wait
      for others to pass. If any one passes the cloud of gas, you can
      see him, but he can't see you standing in your cloud. So you've
      got time to aim your unconscious target and shoot some poison
      nails or, for a guaranteed frag, shoot with your embryo
      implantator.

-Psycho: Shoot a position exchanger at someone and go somewhere where
         you can be sure you'll die the next few seconds (i.e. jump
         into lava).
         Then, use your position exchanger to change position
	 with the targeted player: not you, but he will die >:).

-Soldier: Use your weapons! Why use combos?

-Mage: If someone is persecuting you, use the lightning spell and
       you'll no longer be hunted.

-Fake: The Fake has many weapons to get rid of enemys persecuting
       him. If you run around a corner you can use your feign death
       ability, throw a fakebackpack and wait until he passed you
       (if you're lucky, he'll run into your fakebackpack and die)
       Another way is to make yourself invisible and place some holos.

-Magma: If you look to the ground while flying you will move forward
        with an awesome speed. If you are low on health and an enemy
        is persecuting you, all you need is a lava pool to jump into
        and regenerate.

-Elemental: In most cases it is a good idea to first raise your enemy
            to the ceiling before trying to kill him/her.
            If used properly you can fly long distances using your
            summon wind ability(needs some training :) ).

-Hexer: Let the monsters do the work for you! If an enemy gets near
        simply use your teleport scroll or your reflective shield
        to have time to produce mana or to summon monsters.
        If a mage is playing with you wait until he creates a lightning
        trap, use your reflective shield and go into the trap 
	-surprise.

-Climber: Try a "pipebomb jump", as the climber loses only half the
          damage from explosions you even could use multiple pipebombs
          at once - doing this will not hurt you too much and it is very
          easy, because the bombs detonate at your command.

-------------------------------------------------------------
B) TEAMPLAY/COOP
-------------------------------------------------------------

There are a lot of team combos, I will only name a few:

-If you have a Fighter in the team, try to use his enemy sucker with
 a mass destruction weapon, like suicide (Psycho), inferno (Magma)...

-If you have a Psycho then he should use his Position Exchanger, then
 wait till his victim is in his team's base and then use the Exchanger
 again. Before he does this he should inform his teammates so that they
 shoot the victim down before he can do anything.

-With a Magma and a Sniper in the team, the magma should go and burn
 the enemies with spit fire while the Sniper waits above the nearest
 water and every time a burning enemy jumps in, a water-shock grenade
 follows and will do the rest.

-...

If you've found a good, non-mentioned combo write me an e-mail:
        gen20@hotmail.com
If I get enough response on this, I'll perhaps add a combo section to
the web-site.

-------------------------------------------------------------
=============================================================

7.	   -=*INSTALLATION*=-

=============================================================
-------------------------------------------------------------

-------------------------------------------------------------
A) INSTALLATION
-------------------------------------------------------------

When you unzip GENCL.zip you'll hopefully get a directory named GENCL.
Move this directory to your Quake directory (parallel to the ID1 
directory).
To play, type QUAKE -GAME GENCL from the Quake directory.
If playing from windows type QUAKE -GAME GENCL -winmem 14 from the
Quake directory. The -winmem 14 parameter is necessary for making 
Quake allocate enough memory for the many new models, sounds, etc.
If you have much RAM you may of course allocate more memory.
Lots of effects in GENCLASSES use particles (these small dots), so
if start QUAKE with the additional parameter -particles 20000 you will
not miss any of them.
This modification only works with the registered version of Quake.

-------------------------------------------------------------
B) REQUIREMENTS
-------------------------------------------------------------

-Pentium 60
-14 Megs of RAM
-Free Hard Disk Space:
 -9 Megs without new levels
 -16 Megs with new levels
-Quake, Registered Version

-------------------------------------------------------------
C) BINDINGS
-------------------------------------------------------------

NO IMPULSES TO BIND!

I only created a +special command which some of the classes 
use to do certain things. This command is automatically bound to 
the x key. 
If you want to bind another key to +special, bring down the console 
mode(press ~) or open your autoexec.cfg and write:
bind x "+special" 
Where x is the key you want to bind.

The r key is automatically bound to messagemode2.
Only your team will receive messages written in this mode.
If you want to bind another key to messagemode2 bring down the 
console mode(press ~) or open your autoexec.cfg and write:
bind x "messagemode2;echo Dedicated to your team." 
Where x is the key you want to bind.

Sorry if this were the keys you move with.

-------------------------------------------------------------
=============================================================

8.	   -=*AUTHOR INFORMATION AND THANKS*=-

=============================================================
-------------------------------------------------------------

If you have any serious suggestions, comments or if you think you 
found a bug you are welcome to mail me: gen20@hotmail.com

Visit the GENCLASSES-WEBSITE for the latest news and add-ons for
GENCLASSES: http://www.fortunecity/underworld/quake/107/


I used Worldcraft v.1.1a to build GeNCLDM1-4 and GeNCLTP1
and Stonless for the new textures.

Credits: id software, for making QUAKE, for releasing QuakeC;
         Ben Morris, for Worldcraft, a great level editor

Thanks: -Paul Schniedermann and Christoph "Gonzo" Werner for
         some good ideas

Special Thanks:

-Christoph "Gonzo" Werner for help on editing some of the new 
 sounds and for making the GeNClasses homepage
-Great Lemur for making awesome new skins for GENCLASSES
 currently those for the Bio and the Magma class if he likes to
 do some more I will update the player model at the
 GENCLASSES-WEBSITE. You will get information on this and any
 other updates in the news section of the site.
-Zoid for his grappling hook code used for the sniper
-NiKoDeMoS for his awesome QC documentation
-the Future vs. Fantasy and the Team Fortress patch for idea of 
 having several classes
-Olivier Montanuy for writing the QCManual
-the Team Fortress guys for the idea of the sniper class

Playtesters: Christoph "Gonzo" Werner, Paul Schniedermann,
             Harald Schulte aka Dirty, Thomas Rabe aka Croptix
             Florian and Thomas Hoffmann aka Stalin, Thomas 
	     Goerge aka Freeman, Manfred Agethen aka 
	     LordofMord, Michael Eberhardt aka Pheeos, Wolfram 
             Boelte aka Insane Brain, Simon aka Marvel, Rouven
             Wasmuth aka Spark, Joachim Wippermann aka Sickboy

Sorry if I've forgotten anybody

-------------------------------------------------------------
=============================================================

9.	   -=*COPYRIGHT AND DISTRIBUTION PERMISSIONS*=-

=============================================================
-------------------------------------------------------------

This production in its entirety of new works is Copyright (c)1997, 
Sebastian Bentler.
All original components are copyright (c)1996, id Software.
You may freely distribute this production in its undisturbed and 
unaltered files. 
I am not responsible for any damage this patch may cause to your
system or to yourself.

You MAY NOT distribute this Quake modification in any electronic
format without a written permission of me, Sebastian Bentler.
