*** Soul Of Evil ****
-  - Text Readme - -



[Part I: Introduction & Installation]

Welcome to Soul Of Evil, the Quake Fantasy Project. Soul Of Evil is a primarily single-player Quake game, although it also 
supports deathmatch, cooperative, a new type of gameplay, Arena, as well as botmatches. In order to play Soul Of Evil you 
will need at least 32 MB of RAM, preferably 64 MB or more. To install Soul Of Evil, simply unzip all files to a subdirectory
in your Quake directory called soe, making sure that "use folder names" is on. For example, c:\Quake\soe

This text readme will then be found in c:\Quake\soe\readme.txt
The larger and better html readme will then be found in c:\Quake\soe\readme\index.htm

Once you have installed Soul Of Evil, you may start the game by going into your Quake directory and starting Quake in the 
following way: 

"Quake -winmem 24 -listen 12 -game soe" (enter).

Or, if you are a GLQuake user, you need only start Quake:

"GlQuake -listen 12 -game soe" (enter).

Once you have entered Soul Of Evil and are ready to play, you can select New Game. From there you'll be able to select from 
Quest (single player) or Arena (new gameplay type) modes and start your game. To start a multiplayer game or botmatch, see 
the multiplayer section.

You can check the official web site at http://www.planetquake.com/tronyn/soul for SoE-related news and further information.


[Part II: Single Player]

If you know how to play Quake, you are already familiar with how to play Soul Of Evil. Never the less, there are a few 
additions that you need to know about:

First, cut-scenes. In some areas of Soul Of Evil, upon pressing a switch or activating a sequence, a cut-scene will show you
 what you have done or will be used to further the storyline. After the cut-scene is over you will be returned to where you 
were when you activated the cut-scene. Cut-scenes do not appear in cooperative, arena, or deathmatch modes.

Second, readable items. In some areas of Soul Of Evil, you will notice books lying on the ground. Touching the pages will 
give you hints about where to find keys or weapons. You may read items multiple times and these books do appear in 
cooperative, though not in Arena or Deathmatch.

Thirdly, there is a new item: The Dragonlord's Horn. This item is only available in multiplayer games, and will summon a 
Dragon to fight for you. There is another new artifact, The Empathy Shields, which splits the pain done to you between 
yourself and your enemies.

Fourth, several areas in Soul Of Evil feature ladders. Simply walk up a ladder to 'climb' it.

Finally, there are of course new monsters. Many of the new enemies you will encounter are stronger than Quake's original 
enemies and you will need to be careful. Good luck.


[Part III: Multiplayer]

Soul Of Evil supports several types of multiplayer game. The first is cooperative, in which players work together to pass 
the single player game. Cooperative is usually better on more difficult skill levels such as Hard or Nightmare.

The second is deathmatch, in which players battle each other alone or in teams. This works the same way as in original Quake.
 
The third option is Arena, in which monsters spawn into the level and the players work together (or sometimes not) to kill 
all of them, including a boss monster at the end, in order to pass the level. To start an Arena game, start a cooperative 
game, set the variable temp1 to 1 in the console (~), then restart the game.

The final option is a botmatch, in which players deathmatch with or against artifically-intelligent "bot" players. The 
command to add a bot is simply "impulse 100" in the console. Or in teamplay games, Impulse 100 adds a bot to your team 
while Impulse 101 adds a bot to the opposing team. Bots can be added to cooperative, deathmatch, or arena games. Further 
documentation on using bots can be found in the frikbots.txt in the readme directory in your soul of evil directory.

All of the Soul Of Evil single player maps also support deathmatch and arena. The deathmatch maps however only support 
deathmatch and arena (no Quest here). There are a couple of options; setting teamplay on or off can do some interesting 
things - for instance, you could have two teams of players racing to complete a single player level in Quest mode, or two 
teams of players against both themselves and the monsters in Arena mode. Or you could have an Arena game with humans 
against monsters and bots, or with humans and bots against monsters. There are a lot of possibilities.

Gameplay mode      How to play                                                                    Reccomended Maps

Cooperative        Start a cooperative game in the multiplayer menu, then go to the map you want  Soe1m1-6, Soe2m1-6
Deathmatch         Start a deathmatch game, same as above.                                        Soedm1-6, Soe1m3 and Soe1m6
Multiplayer Arena  Start a deathnatcg game, and set the variable "temp1" to "1" - then restart    Soedm1-6, Soestart
Team Deathmatch    Start a deathmatch game, same as regular, putting teamplay on. Then go to map  Seodm1-6, Soe2m2 and Soe2m6

If you need support or help figuring all this out, don't hesitate to email Tronyn (netgames@netdp.com).


[Part IV: Other]

If you experience problems with Soul Of Evil, though we don't anticipate any, feel free to email Tronyn at netgames@netdp.com
for support. 

If you need further documentation, hints, want a more in-depth version of this readme, or just want to look at some extra 
material, check the html readme (your quake directory\soe\readme\index.htm)

If you are interested in developing maps or other addons for Soul Of Evil, the SOE team would definately support it and you
can download the devkit from the SoE website (http://www.planetquake.com/tronyn/soul) or email Tronyn (netgames@netdp.com).

If you have any other questions, comments, or concerns about SoE, you can either look in the credits section below and mail
whoever it concerns, or if you can't be bothered, email Tronyn about whatever it is and he will distribute it to those whom
it concerns on the team. If you like SoE let us know. If you hate it, let us know that too.

http://www.planetquake.com/tronyn/soul


[Part V: Credits]

Soul Of Evil was created by the following individuals:

Dustin 'Tronyn' Geeraert - Project lead, concept, skins, story, html readme, lead level design  - netgames@netdp.com
Rob 'Fat Controller' Cruickshank - QuakeC programming, textures, sounds, misc. other stuff - fatty@planetquake.com
Travis 'Skunk' Peterson - Web site, maps (soedm3) - qskunk@mn.mediaone.net
Rich 'XeNoN' Thorne - additional maps (coauthor soe1m1 and soe2m1) - xenon@planetquake.com
Dean 'Rotpig' Turner - maps (soe2m3 and soedm3) - rotpig1@bigpond.com
Dylan 'Lithiumbat' Sartain - skins (grunt goblin, black fiend, black dragon) - lithiumbat@aol.com

With contributions from:

David Laurie - coathor soe1m2 - laurie2701@yahoo.com
Ben 'Nilfish' Walker - storyline help & storyline textures - nilfish@ic24.net
Kevin 'Tyrann' Shanahan - map compilation and debugging, Tyrlite utility - tyrann@planetquake.com
Bengt 'Aguire' Jardrup - New QBSP utilities - bengt.jardrup@myrealbox.com
Jack 'Scragbait' Meacher - map testing - jackandlinda1@sympatico.ca
Patrick Martin - Dragons code and map testing - cimartin@flash.net
Ryan 'Frika C' Smith - Frikbot code - frika-c@earthling.net
Wouter van Oortmerssen aka Aardappel - DMSP/'Arena' code - wouter@fov120.com
Seth 'Rhoq' Gorden - help planning soe1m1 - smig002@yahoo.com
Pete "Shadowdane" Weatherby - additional map compilation - shadowdane@planetquake.com
Rob "RPG" Gove - additional testing - rpg_6sp@hotmail.com
'Vertigo' - contributed a small section to soedm5 - email unknown

And passive contributions from:

Raven Software - textures, sounds, and Necromancer model from Heretic/Hexen games.
Darin McNeil - cut-scene QuakeC from Vision Of Hatred.
Iikka Kernen - Textures (rock, sky) from Ikbase/Airquake set.
Rogue Software - Textures from Dissolution Of Eternity.
Ritual Software - Textures and QuakeC from The Scourge of Armagon.
Steve Rescoe - Textures, skins and inspiration from his Quake maps Village and Shadow.
"Reichert" - Textures and inspiration from his Quake map Dark Forest.
id Software - some textures from Doom (converted by Fat Controller) and of course those from Quake.
The authors of all the programs we used - Worldcraft, Texmex, Quark, qME, to name a few...
And our thanks to you, for downloading and playing this project.


[Part VI: Disclaimer]

Commercial distribution of this material, in whole or in part, requires
prior agreement with the author. Commercial distribution includes any
means by which the user has to pay either for the support (e.g. CD-ROM,
or magazine CD-ROM)or for the material itself. Unauthorized commercial
distribution is prohibited. PROHIBITED!

Soul Of Evil  2000-2002 Dustin Geeraert

Quake is a registered trademark of id Software, Inc.