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Orion's single-player mod
I'm not inspired to give it a name (yet).

Additional credits to:

-frag.machine, for the sentry gun and monster swimming code.
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Source code: yes
Models: yes
Sounds: yes


Description of the modification:

It has a lot of new features, AI improvements, some Quake2 monsters, and all Quake2 weapons.
Read below for details.


Features:

-Several fixed bugs Quake had;
-More aggressive AI: the monsters will attack you as often as possible independing on the distance, but they won't attack you if too far away;
-More aggressive Fiends: They'll jump to you as often as possible too, won't try a jump if too far away, and they'll try to get to your height if you're above them. This with Rottweilers too;
-Improved ogre and zombie grenade aiming;
-Ogres will use rockets if you're farther than a medium range or will fire either a grenade or rocket in mid-range;
-Monsters swim!
-Monsters are now affected by water/slime/lava, except fishes;
-Enslaving: get close to a monster, type impulse 101 at the console and it will be your friend! I recommend binding it to a key;
-You can't enslave sentry guns and bosses (of course);
-Shub now attacks you with a strong beam;
-Random monster feature: you will no longer encounter that monster you expect in a place;
-Monsters roam: they start standing, but after a few seconds they start walking around the map so they will no longer be standing in a place waiting for the buckshot;
-Impulse 100 prints your origin, that's just for debugging;
-Killable Boss (it has 1000 health on easy skill, and 3000 on other skills);
-Episode 2 boss (see Monsters);
-Your health will no longer rot down when picking up megahealth;
-Vores will put "eggs" and then spawn young vores;
-Slave Vores will be still spawning enemy young vores, so you should enslave the youngs as well;
-Grunts will now have a Super Shotgun, Nailgun, or Grenade Launcher;
-Some enforcers will fire semi-homing small lasers;
-Slave monsters are not recognized by regular monsters unless if the slave does domething stupid. Like shoot;
-Death Knights will try to horn you in close-range. WARNING!!! Be careful when the death knight tries to do that! It's EXTREMELY strong!!
-The vore's pod will be no longer homing, but will fly faster in a straight direction;
-Impulse 9 changes to the Railgun, and impulse 10 changes to the BFG;
-I think that's all. :)


Ammo tweaks:

-A big shell box holds 10 shells, and a small one holds 5;
-Bullets are same as nails, was just renamed;
-A big rocket crate holds 5 rockets, and a small, 2;
-A big cell box holds 50 charges, and a small, 25.


Monsters:

Armed Zombie

Health: 100
Weapons: Axe, Grenade Launcher or Rocket Launcher
Treasure: nothing

These are possessed Rangers that failed to go to Shub-Niggurath. They're slightly more resistant than a regular zombie, and thay carry either a Grenade or Rocket Launcher, and uses the axe in close-range.
Just like a zombie, they're undead. Only a high-damaging weapon can blow him into bits.


Berserker

Health: 240
Weapons: Spike and Club.
Treasure: nothing

These guys are resistant, but don't worry. They don't attack in distance but they run fast. With a rapid-fire weapon you can kill him in seconds. Super Shotgun, Rocket Launcher and Railgun will mow him down you have good aim as well.


Flyer

Health: 50
Weapons: Blades and Laser Blaster
Treasure: nothing

One of two flying cyborgs types in there. His laser blaster is so weak that he may take weeks to kill you if you stand still.
They use the blades in close-range, but they're so dumb that they stop moving to use the blades.
They explode on death, but doesn't damage anything.


Gunner

Health: 175
Weapons: Machinegun, Grenade Launcher
Treasure: 20% chance of dropping 50 bullets or 5 rockets

A close partner to the Ogre. It has 25 less HP(not horsepower) than an ogre, but it has stronger weapons, it fires 4 grenades in a row in mid-rage or farther, or then uses his machinegun.
Make sure you don't use the blaster to kill him.


Icarus

Health: 240
Weapons: Laser Blaster
Treasure: nothing

Flyer, Mark Two.
The Stroggos just improved the armor technology, but nothing on speed nor firepower!
His laser blaster is the same garbage as the Flyer's, with an even slower fire rate.
Two super shotgun buckshots can make him shake the ground.


Infantry

Health: 100
Weapons: Punch, Chaingun
Treasure: 20% chance of dropping 50 bullets

He finds himself the strongest guy in the world, but he's wrong. Size is not document.
He has an arm-mounted chaingun and he uses it as a melee weapon in close-range.
He is so insistent that sometimes he fires his chaingun while dying!
Any weapon can kill him with a certain facility.


Light Guard

Health: 20
Weapons: Blaster
Treasure: 20% chance of dropping 50 cells

The only one that's weaker than a Rottweiler!
He has an arm-mounted blaster, useless blaster, that has a slooooow laser and only does 5 damage to his foes.
Two blaster shots can kill him easily.


Shotgun Guard

Health: 30
Weapons: Shotgun
Treasure: 20% chance of dropping 10 shells

He can sometimes kill grunts... his shotgun is not as weak as you think.
In large groups they may be dangerous.
Use the weapon you want against him.


Machinegun Guard

Health: 40
Weapons: Machinegun
Treasure: 20% chance of dropping 50 bullets

The machinegunner. In large groups they may be dangerous too.
Don't use the blaster.


Sentry Gun

Health: 200
Weapons: Super Nailgun
Treasure: nothing

An aggressive quad-barrelled turret that never stop shooting at you.
BUT, it's a bit dumb, it doesn't fire in mid range and sometimes can kill a monster that is trying to melee you right in front of the sentry.
It doesn't move, that makes it easier to destroy.


Young Vore

Health: 200
Weapons: Small Purple Pod
Treasure: nothing

If you see a Vore, you MUST kill her BEFORE any other monsters, when a Vore spots an enemy, she starts placing eggs that drops in random directions near to the Vore. After 3 to 6 seconds these eggs explode and then a young Vore is spawned. If you take too long to kill a Vore she may spawn lots of eggs and you have to kill lots of young Vores... so take care.
The young Vores when spawning may telefrag the other young Vores as well as any other monster, but they can't telefrag a normal Vore.


E2 Boss

Health: 1300
Weapons: Machinegun, Super Shotgun, Spirit Bomb
Treasure: nothing

Can only be found on e2m6. It is a boss that's located right near to the exit.
He has a powerful super shotgun and he continously fires his machinegun too.
In mid-range he uses the spirit bomb, that it's a powerful giant energy ball, take care!
Take care when killing him, because he does a very strong explosion on death.
The model kinda sucks, but I just want to have a boss in episode 2.


Weapons

Blaster

Ammo used: none
Ammo usage: nothing
Damage per shot: 10
Damage per second: 20
Shot type: projectile
Projectile velocity: 1000 units/second
Range: 5000 units
Reload time: 0.5s

The stantard gun. Useful for opening secret doors and similar.
Don't use it agains strong monsters, this gun is very weak.


Shotgun

Ammo used: shells
Ammo usage: 1/shot
Damage per shot: 48 divided by 12 bullets (4 each bullet)
Shot type: hitscan
Range: 2048 units
Reload time: 1.2s

This weapon spreads slightly more than the Quake shotgun, and does 2x damage than the Quake shotgun.
But it is slow to fire, this weapon becomes almost useless if you get the Super Shotgun.


Super Shotgun

Ammo used: shells
Ammo usage: 2/shot
Damage per shot: 120 divided by 20 bullets (6 each bullet)
Shot type: hitscan
Range: 2048 units
Reload time: 1.2s

Spreads less than the Quake super shotgun too, and does a lot of damage in close-range. Can gib a Zombie!
Very useful if there are many monsters close to you, because it does the same damage as the Rocket Launcher and you won't suffer from your own blast radius.


Machinegun

Ammo used: bullets
Ammo usage: 1/shot
Damage per shot: 8
Damage per second: 80
Shot type: hitscan
Range: 2048 units
Reload time: 0.1s

Not a precise weapon in distance, because the bullets spreads as well as the shotguns. But it is versatile anyway.
Not recommended against strong monsters.


Chaingun

Ammo used: bullets
Min ammo usage: 1/shot
Max ammo usage: 3/shot
Min damage per shot: 8
Max damage per shot: 24 divided by 3 bullets (8 each bullet)
Min damage per second: 80
Max damage per second: 240
Shot type: hitscan
Range: 2048 units
Reload time: 0.1s

Starts firing 10 bullets in the same rate as the Machinegun, and then starts firing 2 and 3. You will need a lot of bullets to use it.
Pro: foes die like ants. Con: eats ammo like popcorn.


Grenade Launcher

Ammo used: rockets
Ammo usage: 1/shot
Damage per shot: 125 (direct hit), 120 (blast)
Shot type: grenade
Grenade velocity: 600 units/second
Reload time: 1.2s

Practically the same as the Quake grenade launcher, but it does 5 more damage on direct hit, and has a slower fire rate.
It's nice to kill zombies and sentry guns. It may be good against slow monsters as well.


Rocket Launcher

Ammo used: rockets
Ammo usage: 1/shot
Damage per shot: 120
Damage per second: 150
Shot type: projectile
Projectile velocity: 650 units/second
Range: 3250 units
Reload time: 0.8s

Like Quake rocket launcher, does exactly the same damage, but the rocket only flies at 65% speed of a Quake rocket.


HyperBlaster

Ammo used: cells
Ammo usage: 1/shot
Damage per shot: 20
Damage per second: 200
Shot type: projectile
Projectile velocity: 1000 units/second
Range: 5000 units
Reload time: 0.1s

Blaster, Mark II. The laser does 2x damage as a blaster laser, and it is rapid-fire. Needs a spin-down like the chaingun when stopping shoot, bot doesn't need a spin-up.


Railgun

Ammo used: cells
Ammo usage: 1/shot
Damage per shot: 150
Shot type: hitscan
Range: infinite
Reload time: 1.5s

Although it does a lot of damage, it's almost useless in close-range because it's slow to fire.
Its shots can cross players or monsters. A good weapon to snipe.


BFG10K (or just BFG)

Ammo used: cells
Ammo usage: 50/shot
Damage per shot: 500 (direct hit), 200 (blast)
Shot type: projectile
Projectile velocity: 400 units/second
Range: infinite
Reload time: 2.4s

The most powerful weapon. Don't use it in close-range in ANY way. I won't tell here what it does, just find a BFG in the game and see what happens. :)


Known Bugs:

-Fiends and dogs when are behind a grate tries to jump even if they can't go through it.
-Bugged E2 Boss spirit bomb animation.
-When you stop firing the Chaingun or HyperBlaster and get a weapon, backpack or ammo box, then the looping sound keeps playing until the end of it, and stop.

If you figure out any other bugs, please report emailing to rfalcetti@gmail.com.