WHAT IS
TRANSLOQUAKE?
To make a long story short, Transloquake
is a single-player gamemode 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).
Interested to try it out? Good! I decided to
make a demo of the mod available. As
explained on
this
Inside3D forums thread (where
you'll find comments and discussions on the
mod), the aim of this (third) demo is to give
people a taste of the mod, receive feedback
that will help me polish up the mod and,
last but not least, offer the tools needed
for mappers to create their own worlds for
the mod :-)
The third
demo is available HERE
via Fileplanet
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 very 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
examplified.
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" (examplified 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 (examplified 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 (examplified 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.
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 of
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”.
- Note that the two maps bundled with this demo do not support those alternative game-modes.
- 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)
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).
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).
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)
(make
sure to check tricks.bsp for examples)
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"
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"
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".
This
trigger destroys any translocator beacon
that touches it. Use it for fixed structure.
For moving structures, see below.
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"
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 (basically
resets it)
When
a player walks through this trigger, he/she
loses his translocator launcher.
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
self-destruction. 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 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
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.
The
first demo is still available
HERE
via Fileplanet.
The second demo is not longer available.
-