
     ---===  Headhunters Client Side Pak v3.0  ===---   



1) Installing/Setting Up Headhunters
------------------------------------


Installation

Pretty simple... first delete your hh directory in your Quake
folder, then unzip into your quake dir using -d! Remember to
use -d or expect a real messy Quake directory....


Setting Up For Play

Finally ready for the challenge? To find Headhunters servers
quickly and easily, you really should have Gamespy (located at
http://www.gamespy.com) and the custom tab for Headhunters that
was included with the pak download. Start up GameSpy, and go to
the View menu. Select Custom Tabs, and click the Import button.
Then select the Headhunters tab that should be in your Quake dir.
Select Ok. Now, refresh the servers from all of the master servers
and any Headhunters servers will appear in the custom tab. You
can also always get the latest Headhunters server list from
Headhunters Central (http://www.planetquake.com/headhunters) If you
need any help getting the gist of Headhunters, just keep reading.
All will be explained. If all you want to do is look around the
levels, just simply do this: Run the Headhunters.bat in your Quake
dir (or HeadhuntersWq.bat if you have Winquake) and type in
"map <level>" So if I wanted to pratice Shadows Of Sin, I would
type map hh1 at the console once Headhunters is intilized. There
are 12 Headhunter levels to check out, be sure to scope them out!


Key Commands

During Headhunters play, the 9 key will pass heads, either in
teamplay or deathmatch. Throwing heads only works in teamplay.
To access the built-in help system at any time, press the h key.
Ever felt the need to pass off some ammo to a teammate? A simple
pound of the s key will throw a backback full of ammo to the ground
for others to pick up. Need to give a pal your weapon? No prob.
Press d key to hand it over to their grubby mits. Once again,
tossing ammo backpacks and throwing weapons is teamplay only.


Impulse Rundown

impulse 21 - Tosses A Head
impulse 22 - Calls To A Teammate
impulse 23 - Auto-Help Tip
impulse 25 - Throws A Backpack Full Of Ammo
impulse 24 - Throws Your Current Weapon



2) Deathmatch Tactics
---------------------


The Basics

The objective of deathmatch Headhunters is to blast apart
other players and take their putrid skulls to the altar where
the gods reward your efforts. The gods give frags to you
based on the number of bloated melons you bring to them
at one time. More heads at one time become worth
progressively more frags. One head is worth 1 frag. Two
heads are worth 3 (1+2). Three heads are worth 6 (1+2+3).
Four heads are worth 10 (1+2+3+4). Get it? The gods of
HeadHunters have a sense of humor. So it is a good idea to
hold onto heads before bringing them back to the altar.
Collect five heads and take them at once and you get 15
frags. Take five individually and you only get 5 frags. But
there is a danger in collecting heads. If you get killed then
you drop them all and get no frags. Your killer can scoop
them up and steal your victory from you.


You Greedy SOB!

Serves you right. You tried to collect too many and you lost
all your marbles. HA! Well the trick to deathmatch
HeadHunters is to not be TOO greedy. Unless you are
heads above all the other competition don't expect to score
ten heads. It just doesn't happen too much. Four to five
heads is a real good score. Take your frags ten at a time
and rack up scores. The reason you will have a hard time
making it to 7 or 8 heads is that once you start collecting
heads you become the target. The other players see your
bloody trail of noggins and know where to go to get heads.
Your lifespan with a lot of heads is very limited. So don't
get too greedy.


Those are My Heads!

Don't give up the fight. This is even more true in deathmatch
than teamplay. If you get killed and had a lot of heads then
get back to the action as fast as possible and get those
heads back. The heads might still be there and the enemy is
likely weak from your drubbing him. He was likely engaged
by another player so his weakness is even greater. Many
times you can go back and find your pile of heads and two
extra ones from where two other players killed themselves
fighting over your heads. Head piles become a pocket of
frenzied fighting. So don't hesitate to join in the fraggin fun!


Headly Tricks

Heads can be used as a distraction if someone is following
you. Think of them like "bargaining" chips. Toss a few and he
will probably stop to pick them up. Heads can be used for bait
also. Toss a few on a ledge, and get above it. Wait until
someone makes a house call and goes for it, then rain rockets
upon them. After the chaos, collect all the heads and move on.



3) Teamplay Tactics
-------------------


The Basics

The objective of teamplay Headhunters is to remove the
noggins of the other team and take their putrid sculls to the
altar where the gods reward your efforts. The gods will give
you one frag for each head you bring to them. The gods
favor team cooperation even more by rewarding an extra
frag for every player on your team that handled a particular
enemies cranium prior to it being returned to the sacred
altar. So if three teammates touched a head before the
sacrifice to the gods then three frags are rewarded at the
altar. Not only that but three frags are given to every
teammate who touched the head! The gods can be most
generous. Sometimes. So the game is about passing heads 
between teammates to boost their value. If Johnny has a head
that is worth one frag, he can pass that melon to Sammy.
If Sammy catches it the head is now worth two frags. If
Sammy scores the head then both Sammy and Johnny get two frags! 
Now if Sammy had held onto the head and passed it to Hank 
and Hank had scored then all three players would have gotten 
three frags. Is this teamwork or what? The gods don't fall 
for that old pass a head back and forth trick. Sammy and 
Johnny can play juggle all they want but the head stays only 
worth two frags unless they find a third player to hand-off to. 
In other words the gods remember who held what head. Of course
you cant pick up your teammates head so don't plan on suiciding 
as a source of heads. However, if you pick off some enemy team 
player with a stash of your teams heads you will get a frag for
each of your own teams heads that you reclaim. They had them: 
You got them back: The gods are most appreciative of your hard work.


Cover Me!

When you pass a head to a teammate remember that he is now
carrying your frags! If he doesn't pass them back to you
then you can assume he is pretty strong or stupidly confident.
Cover him! Lead the way for him to get to the altar. Its
your job to break a wedge through the enemy so that the
precious frags he carries can be scored. Your reward.
If he scores you get frags; remember? He is carrying
your frags. When he does score a message will pop up
informing you that he completed his mission for you.


Give Them Up!

Only an idiot would hold onto heads with 20 health. If someone
passes you heads and you are weak then, by all means, pass
them right back. Remember if he scores you get the frags. If
you get killed neither of you do. Its a simple choice and the
gods will love your modesty.


The Pack Mentality

Travel in packs! This cannot be emphasized enough. If you see a 
teammate then grab onto his coattails and go where he goes. 
Why? Because when you run across an enemy two or three of you
will dust him pretty quickly. Then the head can be immediately 
passed racking up its value. Go as the lone wolf and you will
likely  run into a pack of the enemy and it will be your head
getting passed.


Those are My Heads!

Don't give up the fight. If you get killed and had a lot of
heads then get back to the action as fast as possible. The
heads might still be there and the enemy is likely weak
from your drubbing him. Hopefully your teammates have
come to the site of the action also. This can become a
seemingly endless cycle. But that's why the Gods like it.
For them, it's live ass-kicing entertainment. 



4) Pak Info
-----------


This idea behind this Pak was to add to the experience of 
playing Quake but not to undermine it. Therefore, the Pak
is basic in its nature featuring a few new models, six levels
and sounds. There was not an attempt to rebuild quake or to
reinvent the gaming experience. Why mess up a great game?
The only intent was to add features that support the tension
packed nature of hunting heads and of course some bloody 
decapitated bodies.


Levels

HH1: "Shadows of Sin" by Jamis Eichenauer

Jamis has been a key contributor to the Head Hunters
project. His level demonstrates his knowledge of level
design and his skill at adding the details. Jamis has
also contributed by providing a couple of sounds and by
designing web pages and reviewing the levels of others.
He did the graphic for the head on the status bar and
made the custom Headhunters console background. Without
Kayin Head Hunters would not be what it is.

Tip: The secret to this level is behind a walkway.


HH2: "Spoon's Keep" by Dustin Kleckner 

Man oh man can this guy do levels. Spoon's Keep is one
of the best deathmatch and Head Hunters levels ever
designed. It features some serious underwater activity
with platforms running over underwater passages. It is
very common for someone to get fragged atop these platforms
and for their head to fall into the water. Dive after it
at your own risk. The water is teeming with other players
finding those stray heads. He will soon be adding his work
to other large scale Quake partial conversions.

Tip: Use the grapple gun to get out of the water quickly.


HH3: "Spoon City" by Dustin Kleckner

Spoon can do any time period as "Spoon City" demonstrates.
The garage area of this level is a miracle of elegant
detail. And the altar falling out of a broken crate in
the cities storage area is shear genius. If you couldn't
tell I love this guys work. 

Tip: The balcony is a prime sniping spot.


HH4: "The Defiled Chambers" by Charlie Zimmerman

I felt that I had to get into the act. This level
features five rooms each identified by its distinctive
markings: Red Room, Altar Room, White Room, Water Room,
and Lava Room. Each chamber features three levels of
action with interconnecting corridors bringing the
whole thing together. Every passage between rooms is
marked with a symbol indicating where you are going.

Tip: Use height to your advantage. Use those grenades.


HH5: "DcDm3" by Dario Casali. 

Dario was good enough to modify two of his levels
especially for Head Hunters play. If you haven't
heard of him then where have you been man? His
Prodigy Special Edition is one of the best Quake
level add-ons going. This level features good up
down action with a really creative way of getting
the rocket launcher. Again detail is essential
to a good level. He is the master of detail.

Tip: A rocket jump may lead to a hidden treasure.


HH6: "DcDm5" by Dario Casali.

Detail is vital. This level delivers. There is nothing
better than fighting under a blood red sky. If you want
to have some fun throw some heads into the wind tunnel
and see what happens. Remember to use the land to your
advantage and attack fellow hunters from above.

Tip: Many hidden secrets loom on the rooftops.


HH7: "Punishment" by Stuart Cam.


Truly a masterpice, Punishment makes for some great
Headhunters play. It's hard to describe this level in words,
the initial reaction you get is "Wow!" The great layout and
intergration of the city style look and the medieval style
looks great. Yet it is hard to be thankful for all these things
when you're having such a good time playing in it.

Tip: Higher is better. Attack opponents from above.


HH8: "Armageddon 3" by Matthias Worch

Matthias was kind enough to modify his 3rd in the
Armageddon Dm series for Headhunters play, and does it
ever rock! The evil metalish look is present here, and the
altar fits in right at home. Try to avoid that deadful stuff
named "lava" and make some noggins really fly. A total
blast for Deathmatch and Teamplay Headhunters. 

Tip: Cross the lava and you may be rewarded.


HH9: "The Elektra Complex" by Andrew Smith


Never before have I seen a level as beautiful as the Elektra
Complex. The lighting and layout are totally mind-boggling.
Just don't get too distracted or you might get a little surprise
from your "friends." What else are good friends for?

Tip: Take a swim in the sludge to get a new ring.


HH10: "The Epoch Turning" by Andrew Smith

Another great level by Andrew, and truly shows off a lot of
his cunning detail and strategy. This level is perfect for
Headhunters teamplay, due to the two sections of the level
and the two altars on each side. Try to keep control
of your teams while bringing in the heads of the other team
for frags! Remember to pass around for major scores.

Tip: A misplaced brick may be the road to good health.


HH11: "The Asylum of Remorse" by Dave Ringot

I can't begin to describe this level. Simply perfect.
Each of the four catacomb chambers connect into a central
altar room where a lot of fragiclious heads are flying.
Stunning architechure grouped with some of the best
lighting and tactical layout I've ever seen equals up
to one of the best Quake levels on the planet.

Tip: Use the darkness of the shadows for cover.


HH12: "Walking The Dog" by Martin Mastomki

Think DM4. Now think less lava. Now think better layout
and execution. Now think better lighting and architechure.
Might you be thinking of Walking the Dog? You may find
yourself losing track of time while fragging here. But don't
worry. Don't think. Just enjoy the beauty that this level is. 

Tip: Rocket jumping sure does come in handy sometimes....


The Player

The player model has been modified to allow better team
distinction during Head Hunters teamplay. The pants color,
which identifies your teammates, was pulled up through the
shirt. A Head Hunters symbol was added to the back, and a
color coded headband was added. When the player looses his
head these color codings remain so, if you have the time,
you can figure out who's head you are about to pick up.


Haunting (Regular Quake Only)

Haunting was a bug in Head Hunters that made its way into 
the game. When you were carried to the altar I forgot to
make it impossible for you to fly around. And players soon
found that once on the altar they could fly about teasing 
the other players with their ethereal craniums. I think I
improved this experience by allowing haunters to bite their
victims and in the Pak the haunting head becomes a
flaming head with a mouth that works. MoonlitJester added
a very appropriate biting sound. Check it out. I personally
enjoy punishing the campers by haunting them to death. ;)
Of course haunting is time limited based on frags.


The Altar

For those of you who were disappointed with my weak
little magic fountain altar you might appreciate the bloody
spikes of the new altar. WoodenSpoon did the model.
Seeing an impaled head in those spikes makes my day. The
gods have gotten pretty noisy these days. MoonlitJester
created sounds that make the altar come to life. The
chanting of the gods when you return some heads can be
pretty intimidating. You can tell that you are near the altar
by the steady heartbeat ambient. Altar placement is
different for each level in the game I investigated the best
possible location for the altar and put it there. If you are
playing a level for the first time you might not know where it
is but that is part of the fun. Altars were placed to allow
multiple access to the altar to cut down camping. Some
levels now have two altars.


Level Voting (Regular Quake Only)

Clients can now select the next level to play following 
the timelimit or fraglimit expiring. The level selection 
is done in two parts with the clients selecting an Episode
first and then based on the Episode vote picking a level.
36 levels are available.
       
       
The Grapple Gun

For those of you who complained about the lack of the
grappling hook in HeadHunters you will be pleased to note
that I added one. It replaces the regular nailgun and can be
fired as a high powered single shot nailgun or shot into a
wall to allow grappling. Once you have grappled the wall
press jump to swing out and up to where you are hooked.
It will take some getting used to. Change weapons while
grappled and fire away if you want. Let go of the jump key
to fall free. The gun reels in heads after it gets kills. Don't
expect this to be the most powerful tool you will have at
your disposal. The grappling is a little flawed in order for
the weapon to be balanced and you have to find it to use it.


Status Bar

The value of the heads you have is now displayed on the 
status bar in place of the current ammo in the lower right
hand corner. You can still check your ammo in another 
location on the status bar. A head symbol comes up on 
the status bar when you have heads, and the number of points
you currently possess.



5) Praise
---------


"There are so many great server mods out there like CTF,
Team Fortress, Future Vs. Fantasy, Qsoccer, etc. Well if all
goes well Headhunters will be as big as all those. Try it for a
great time. A 9 out of 10!"

				          - Quake C Archives


"Hey man thanx for making Headhunters!  We love it! It's so
like crazy... I get a rush every time I get like 20 heads
and know my friends are gonna try to kill me in any second.
Its such a great mod. Definitly one of the best ones made so
far.  We played a 4 player match on a LAN and it was intense."

					    - NoToRiOuS REG


"First time I played Headhunters, I got the sh*t scared out of
me. The sounds are so freaky, and timed just right. It adds to
the atmosphere of Headhunters perfectly. Great job, I love it!"

						    - Guri


"Damnit, I wish I would've found Headhunters sooner. It's
awesome, if not the best mod out there. I cannot count
the amount of times I found myself with 10 heads and tapping
my foot because I was so scared someone was going to come
along and frag me. Great job, keep it up!"

                                                   - ReTr0


"Headhunters has provided countless hours of good family fun.
Blowing away a co-worker was never more fun!"

					       -Steve Field


"Head hunters provides a cool mission, not only do you have to
frag people but collect there heads and zoom to the altar. I
have no complaints. You guys wrote a cool mod."

					       -James Ortiz


"I play Head Hunters almost day and night. I'd like to thank
you for your devotion to Head Hunters, a totally awesome mod!"


                                                     - Eric



6) Tech Support
---------------


WWW

http://www.planetquake.com/headhunters

E-Mail
   
Charlie Zimmerman
czimmerm@voicenet.com

Jamis Eichenauer
keichena@infinet.com



7) Credits
----------


Shadows Of Sin         [hh1.bsp]      - Jamis Eichenauer
Spoon's Keep           [hh2.bsp]      - Dustin Kleckner
Spoon City             [hh3.bsp]      - Dustin Kleckner
Defiled Chambers       [hh4.bsp]      - Charlie Zimmerman
DCDM 3                 [hh5.bsp]      - Dario Casali
DCDM 5                 [hh6.bsp]      - Dario Casali
Punishment             [hh7.bsp]      - Stuart Cam
Armageddon 3           [hh8.bsp]      - Matthias Worch
The Elektra Complex    [hh9.bsp]      - Andrew Smith
The Epoch Turning      [hh10.bsp]     - Andrew Smith
Asylum of Remorse      [hh11.bsp]     - Dave Ringot
Walking The Dog        [hh12.bsp]     - Martin Mastomki


Quake C                 - Charlie Zimmerman
Sounds                  - Moonlit Jester
Models                  - Charlie Zimmerman & Dustin Kleckner
Art/Graphics            - Jamis Eichenauer & Charlie Zimmerman
Documentation           - Jamis Eichenauer
Special Thanks          - Stomped, PlanetQuake & Joost Schuur



8) Afterword
------------


Headhunters was quite an experience in the making. Sure, we ran
into quite a few bugs, learned a few things, and made a few
mistakes, but we had a whole hellofa lot of fun too. Headhunters
3.0 is the final version, and we are 99% sure it is totally
bug-free and a blast to play, especially on a Local Area Network.
We sure enjoyed making it, and I'm sure you're going to love
playing it. So quit reading this .txt file and get out there
and start bringing those heads back to the altar for the Gods!



9) Legal Notes
--------------


Quake (tm) is copyright id Software, Inc. All 
trademarks are property of their respective companies.

Headhunters is copyright (c) 1997 by the Headhunters
Pak Team. Permission to use, copy and distribute
unedited copies of Headhunters is hereby granted,
provided that no fee is charged for the use or
availability of Headhunters. The above copyright
notice and this permission notice must be left intact
in all copies of Headhunters.

Commercial distribution of Headhunters, in whole or
in part, requires prior agreement with the authors. 
Commercial distribution includes any means by which
the user is required to pay either for the support
(e.g. book, newsletter or CD-ROM) or for Headhunters.
Unauthorized commercial distribution is prohibited.

This Quake modification contains intellectual property
(including, but not limited to, textures and other
artwork) owned solely by Id Software and is subject
to any and all copyrights held by them. The author
does not have authority or permission, either expressed
or implied, to grant usage of Id's copyright, and, by
granting permission to use Headhunters in a single
commercial release, does not claim or waive their
rights thereby.

Also, if you are Actura, do not even TOUCH this mod.
Actura Software may not even run this modification, 
you are not even worthy of reading this. If you ever
try to slap this on a CD and claim you created it,
we will haunt you until the end of time. Same goes
for any Actura wanna-be's out there. Screw off.
