QUAKE :: SOUL OF EVIL :: INDIAN SUMMER

August 15, 2008
New Q1SP + Coop Release
This file, related files, and further information at http://tronyn.planetquake.gamespy.com/



INTRO

This is the sequel to SOUL OF EVIL, the 2002 Quake mission pack.

It is, however, totally standalone. You do not require the old SOE to play this pack.


A Custom Quake engine is REQUIRED:

-aguirRe's GlQuake, WinQuake or NehQuake (see http://user.tninet.se/~xir870k/) - RECOMMENDED

-Darkplaces (see http://icculus.org/twilight/darkplaces/) - Works, but there do seem to be some problems with nsoe3

-Other engines not officially supported, but may work.

-Use of -heapsize 480000 is recommended.



INSTALLATION

-Place all files in Quake\Nsoe, making that the folder names are intact.

-In Quake\Nsoe, you should have progs.dat, progs_dp.dat, pak0.pak, this readme file, and the folder gfx containing the folder env (containing skyboxes).

-IF YOU ARE USING DARKPLACES, RENAME OR REMOVE PROGS.DAT AND RENAME PROGS_DP.DAT TO PROGS.DAT!

-Start Quake -game nsoe

-Start a new game, and you will be taken to the SOE: Indian Summer start map.

-Map names are nsoe1-5 incase you want to skip from map to map - but they are meant to be played in linear order, and like the original SOE,
they are meant to depict an overall landscape, each map continuing to the next.



GAMEPLAY


======================================================================
    Firepower
======================================================================

VORPAL SWORD:  Stronger and quicker than the axe it replaces, this
enchanted blade has a small chance per hit of instantly slaying the
enemy by decapitation.

BLASTER:
Fires bouncing lasers, much like the Laser Cannon, only not as fast.
Almost as dangerous to you as it is to the enemy.

CHAIN-THUNDERBOLT:
Modified from the original by firing a bolt of lightning that can
strike all targets in its path.

Tip: Lightning cast from enemies can hit all targets in its path too!

======================================================================
    Power-ups
======================================================================

The new powerups you may encounter include the following:

BOOTS OF LEVIATION:
Allows the wearer to defy gravity for a limited time.  Hold jump
to float up, up, and away; then release to fall back down.

ELIXIR:
A refreshing drink... usually.

EQUALIZER:
Upgrades shotguns and nailguns by doubling their damage while cutting
the rate-of-fire in half.  This means enemies require less ammo to
kill, provided your aim is true.  Should you take another while your
guns are upgraded, your shells and nails are increased to maximum.

REJUVENATOR:
Heals you to maximum health, then bestows you the power to regenerate
at a rate of 50 health per minute.  Lasts until the end of level.

TREASURE:
Found as gold coins or gems.  Coins increase armor while gems
increase health.  The boosts can exceed normal maximums.

======================================================================
    Environmental Hazards and Effects
======================================================================

BARRELS:
The medieval version of toxic waste containers, and just as deadly.

BELLS:
Huge bells found in bell towers, which are often rung by the enemy
when they need reinforcements.  Beware when you hear the bell toll.

CHESTS:
Ornate boxes that usually contain treasure.  However, they are always
locked, and you must break them open to reveal their contents.
Beware, not all chests contain treasure, and a few are booby-trapped
with explosives.

GLITTER:
Pretty sparkles that are harmless on their own.  They are often found
floating upward on teleporters, serving as a beacon. 

KILL ZONES:
Some areas are so deadly they simply kill whoever or whatever blunders
into their space.  Nothing, not even invulnerability or godmode will
save you.

STATUES:
Stone art in monster form.  Harmless enough, unless the monster
breaks out of its stony imprisonment.

TREES:
These are the twisted remains of the vegetation found in conquered,
war-torn lands.  They act as immobile obstacles that can block
passage for creatures and most projectiles.  Some of them may
take damage and can be destroyed.

Tip:  Some objects may be pushed around and stood on as platforms.



CREDITS

MOD:
Patrick Martin - Coding, Dragons AI, skins/models, ideas/testing, story
aguirRe - Compilers, support, testing, engine, skins
Fat Controller - original SoE code

MAPS:
Tronyn - Concept, Start, nsoe3,4,5
Trinca - nsoe2
Zwiffile - nsoe1

TESTING:
ijed - Lead tester, skins
Inertia - additional testing
Ionous - additional testing

OTHER:
Kell - skyboxes (http://kell.quaddicted.com/skyboxes.html)
id Software - Quake, textures (http://www.idsoftware.com)
Raven Software - textures (Heretic, Hexen), some models from Hexen 2 (http://www.ravensoft.com)
ikka Keranen - Big missile (MIRV) and small puff sprite
Kinn - Imp skin
Marcus Dromowicz - Mexx stuff (Bishop and slasher sounds)
Steve Roscoe - skins and textures from Shadow of Innsmouth
Fantasy Quake Team -Bow grunt model, some sounds
Custents Team - Flaming orange shockwave



INDIAN SUMMER
Wilfred Campbell


Along the line of smoky hills
The crimson forest stands,
And all the day the blue jay calls
Throughout the autumn lands.

Now by the brook the maple leans
With all his glory spread,
And all the sumachs on the hills
Have turned their green to red.

Now by great marshes wrapt in mist,
Or past some river's mouth,
Throughout the long, still autumn day
Wild birds are flying south.

