                                                     				April, 12th 1998
			=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
			>-=* G E N C L A S S E S *=-<
			=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
					        v 2.3

			by Sebastian "GeN" Bentler
			E-mail	:  gen20@hotmail.com
			WWW	: http://www.fortunecity.com/underworld/quake/107/

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			-=*TABLE OF CONTENTS*=-
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1. INTRODUCTION

2. THE CLASSES
   A) Sniper
   B) Fighter
   C) Bio
   D) Psychic
   E) Soldier
   F) Mage
   G) Fake
   H) Magma
   I) Elemental
   J) Hexer
   K) Terrorist
   L) Beast
   M) Observer and selecting classes

3. GENCLASSES SUB-GAMES
   A) The Energy ball game
   B) The Use-your-head game
   C) The Get-the-orb game

4. OTHER CHANGES
   A) Teamplay
   B) Same class rule
   C) The temp1 variable for various Genclasses settings

5. NEW SPECIAL FX FOR QUAKE LEVELS
   A) Breakable walls
   B) Explosions
   C) Thunderstorm
   D) Forcefields
   E) Additional minor changes for level edititng
   F) New for version 2.3

6. NEW LEVELS
   A)GENCLDM1: SHADOWS OF BLOOD
   B)GENCLDM2: TOWER
   C)GENCLDM3: STORAGE PIT
   D)GENCLDM4: VADAC BASE
   E)GENCLDM5: TARANTULA
   F)GENCLTP1: LOST BASES

7. TIPS AND COMBOS
   A) Single/deathmatch
   B) Teamplay/cooperative

8. INSTALLATION
   A)Installation
   B)Requirements
   C)Bindings

9. AUTHOR INFORMATION AND THANKS

10. CHANGES FOR GENCLASSES VERSION 2.3
   A)General changes
   B)Class specific changes

11. COPYRIGHT AND DISTRIBUTION PERMISSIONS

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1.			-=*INTRODUCTION*=-

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What is Genclasses for Quake?
        
	Genclasses or GENCL for short is an add-on for the registered
	version of QUAKE by id Software.
	Installing it won't harm your original version of QUAKE.
    
	The goal of this Deathmatch TC is to make QUAKE, especially 
	Deathmatch, more flexible by having multiple classes. 
	These classes are very different from each other and each of 
	them requires an individual style of playing to be successful. 
	I wanted to make the many weapons and abilities (93 overall)
	in this patch as different and detailed as possible, each with
	its own advantages and disadvantages. These weapons do _not_
	just differ by doing more or less damage like in many other 
	TCs, PCs and patches. You don't have to be overwhelmed by this 
	huge amount of weapons as none of the classes you may choose of 
	has more than eight weapons. So you only have to keep a few in 
	mind while playing.

	Each class has got its own feeling of playing it, its strenghts
	and weaknesses. The characters should be very well balanced 
	(after thousands of hours of playtesting :) ), no class should 
	be better than another one although it _could seem_ so in the 
	first moment. If you are losing permanently the reason for this
	is in most cases that your enemies just have more skill and not
	an imbalance of powers.
	It also depends on the level you are playing whether a class
	can display and use its abilities properly (i.e. a level without
	much health will be excellent for a bio, a big dark room
	will be very welcome for a sniper... ).

	Yes, there is NO STORY for Genclasses. In my opinion a story is 
	not of importance for a Deathmatch TC. If this was a single 
	player TC I would have thought up one, but not for deathmatch.
	And who needs those bad Mortal Combat like stories (some 
	warriors of all times were picked up to fight against each 
	other, just for the amusement of the bad guy) at all?
	
	After all I tried to keep it simple and so you don't have to
	worry about tons of impulses to learn. All of the weapons are
	selected like in normal Quake (keys 1-8). The names of the 
	weapons should be descriptive enough, too.
	You only have to keep in mind that the special key 
	(automatically bound the x key) might be useful.

	Levels for GENCL have usually much more special FX than
	those for normal QUAKE because of some new level enhancements
	(like thunderstorms etc.).

	Hope you enjoy,
                	-Sebastian "GeN" Bentler

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2.			-=*THE CLASSES*=-

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A) SNIPER
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Speed             	: Slightly slower than normal
Ammo used(pick up)	: Shells
Weapons used    	: Grappling hook, sniper rifle, sniper automatic 
			  rifle, triple grenade launcher
Health            	: 85
Armor             	: 30(green)
Special        	: -
Special button	: Fire grappling hook

1: The grappling hook. You should know this thing from various other
   Quake patches. Pulls you towards the hook if it has hit something
   and you are holding down the [FIRE] button down. I left out the
   chains to prevent packet overflows.
2: The sniper rifle. Does _a lot_ of damage but you can't use this 
   thing if moving too fast. Hold the [FIRE] button down to use 
   the laser aiming system.
3: The sniper rifle switched to automatic mode. Does not as much 
   damage as in normal mode but fires faster.
4: -
5: -
6: Picking up the 6th weapon enables water-shock grenades. Throw them 
   into the water and watch the gibs fly.
7: Enables fire grenades. Burns all players/monsters in a determined 
   radius.
8: Enables ice grenades. Freezes all players/monsters in a determined 
   radius. A frozen player's armor will be destroyed if hit.

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B) FIGHTER
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Speed				: Variable
Ammo used(pick up)      	: Shells (range), nails(speed), rockets(strenght)
Weapons used            	: Sword, turning sword, vacuum spell, charge sword
Health				: 100 after picking up super nailgun health can be 
				  increased to 150
Armor             		: 200(red, every armor gives 50 points more armor 
	                  	  value than normally except the red armor)
Special			: Gets stronger by rockets, faster by nails and 
				  increases range by shells
Special button    		: Throw an vacuum plasma.

1: The normal sword. The more rockets you have, the stronger it is, 
   the more shells you have, the more range it has. If you look towards
   a trigger while striking the trigger will be activated by the magic 
   powers of your sword as if it was hit.
2: -
3: The turning sword technique. All enemies hit while you turn with 
   your sword will fly away from you. The more shells you have, the 
   more range it has.
4: The vacuum spell. This thing will suck all players/monsters exept 
   yourself within a determined range towards it. Great thing if used 
   properly.
5: By picking up this one your maximum health increases to 150.
6: The charge sword. Like the normal sword but by holding down the
   [FIRE] button you can do up to 50 points more damage. Takes
   slightly longer to attack than the normal sword.
7: By picking up this item your sword will burn all living things
   hit.
8: By picking up this item your sword will do recognizable more
   damage.

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C) BIO
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Speed             		: Normal
Ammo used(pick up)      	: All types of ammo
Weapons used            	: Paralyzing axe, poison gun, paralyzer, MG, 
				  gasgrendade launcher, embryo implantator, virus 
				  infector
Health            		: 165
Armor             		: 150(yellow)
Special           		: Regenerates health slowly
				  Is immune to slime
Special button    		: -

1: A paralyzing axe. Like normal axe except it will slow down a player 
   hit 20 seconds.
2: If a living thing is hit by a nail from the poison gun, he/she
   will be plagued for 3 minutes: in short time periods he/she loses
   live points and you get the live points the victim lost.
   Players can heal themselves by picking up a megahealth.   
3: -
4: Paralyzer. Players hit will be paralyzed as if hit with a paralyzing
   axe (look above).
5: Machine Gun. Do I need to say more?
6: The gasgrenade launcher. These grenades do not explode, but they
   produce a huge cloud of gas, damaging all living things in it 
   except players whose class is Bio. In Addition, players in it
   won't see much for the next few seconds. You may only have two of 
   these at the same time. 
7: The embryo implantator. If you hit a living thing with this you 
   will, most of the times, implant an embryo of an demon into the 
   victim. 
   The demon will hatch out if the victim does not find a megahealth
   within 10 seconds. The demon behaves like the one in Quake except
   it attacks only your enemies(other monsters, no teammates...)
   Players who find a megahealth within the 10 seconds will get rid of 
   the embryo.
8: The virus infector. The living thing hit is infected by a virus in
   most cases. All players, monsters etc. in a determined radius 
   get infected in most times. Players infected by the virus 
   can be healed by picking up a megahealth.
   
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D) PSYCHIC
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Speed				: Faster than normal
Ammo used(pick up)      	: None
         (Ammo drainer) 	: Shells (power units)
Weapons used            	: Ammo drainer, mind blaster, flash, vacuum 
				  sphere, position exchanger, discharge, 
				  suicide, mind beam
Health                  	: 120
Armor                   	: 120(green)
Special                 	: -
Special button         	: Fire ammo drainer (see below)

1: The ammo drainer. If you hit a living thing it'll give you ammo.
   This is the _only_ way for the Psychic to get ammo. Inflicts as good 
   as no damage.
2: Mind blaster. Anything in range of this projectile will fly away 
   from it.
3: Flash. A player/monster hit with this thing loses health refering
   to the range to you. So if you are very close to the enemy this 
   thing does hell of damage.
4: Vacuum sphere. Fades within 20 seconds after activation.
   You can move as if you were underwater while the sphere
   is active. Also slows down projectiles around you.
5: Position exchanger. First you need a target (e.g. a player or 
   monster) to change position with; you will get a message if a 
   target is defined. If you have defined a target and activate the
   position exchanger again, you will obviosly exchange 
   position with that target.
6: Discharge. You discharge on up to 9 players/monsters in a 
   determined radius around you.
7: Suicide. This is no normal suicide, it's a very, very strong 
   suicide. So if you suicide with this all who want to see the 
   explosion, you become, will also die. By this suicide you lose 
   only one frag instead of two.
8: Mind beam. This is a self-aiming beam of concentrated mind power.

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E) SOLDIER
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Speed             	: Slightly slower than normal
Ammo used(pick up)	: Shotgun shells, rockets, cells
Weapons used		: Pusher, shotgun, laser, minigun, homing rockets,
			  bomb launcher
Health            	: 100
Armor             	: 200(red)
Special           	: A high tech equipment which boosts the soldier in 
			  the direction he is facing. Has malfunctions after 
			  heavy used.
Special button    	: Boost(look above)

1: Pusher. A melee weapon which will push a player/monster hit away 
   from you in addition of doing some damage.
2: Shotgun, like in original Quake.
3: Wind barrier gun. Shoots a little container with compressed air 
   which will blow all players/monsters away from it. To make it more 
   useful for Deathmatch/Teamplay it will only blow away enemies
   (no teammates... ).
4: -
5: Impulse laser. Beams reflect from walls.
6: Minigun. You can't move while firing this thing. 
   The longer you're shooting the more the minigun will vibrate. 
7: Homing missiles. They'll attack the closest enemy in range or wait 
   for an enemy to get into range if there are none.
   They don't do as much damage as the well-known missiles in normal 
   Quake.
8: Bomb Launcher. Will stick at walls and then count ten seconds
   (if you hear it beeping RUN) before explosion. If a living 
   thing can see the bomb exploding it is dead.

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F) MAGE
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Speed				: Normal
Ammo used(pickup and   	: Cells (mana)
	  regenerating)
Weapons used           	: Staff, fly scroll, chain lightning scroll, 
				  health scroll, armor scroll, 
				  lightning barrier, summon stone scroll,
				  summon shambler scroll
Health		       	: 80
Armor		       	: 100(green)
Special		       : Regenerates mana (cells) slowly.
Special button	       : Toggle the fly scroll

1: Activate the fly scroll. No time limit. You can move as if you 
  were underwater while the fly scroll is active.
2: Strike with your staff. Doesn't do much damage and shoots a
   weak projectile.
3: Chain lightning ball. If it hits anything it spawns lightnings 
   hitting the closest enemy. Another lightning will spawn from this 
   enemy, hitting the next closest enemy and so on.  
   Great effect if using it underwater.
4: Summon health. In Single Player or Deathmatch, you will simply receive
   15 health. In Coop or Teamplay you will throw a medi-pack. It'll give
   the one who picks it up 15 health.
5: Summon armor. In Single Player or Deathmatch you will simply receive
   100 points of green armor. In Coop or Teamplay you will throw a green
   armor. It'll give the one who picks it up 100 points of armor.
6: Will create a lightning from left to right.  
   You, your teammates and your monsters are immune to your own 
   lightning traps.
7: Summon stone. The stone flies automatically towards an enemy near
   to it. Does a lot of damage.
8: Summon shambler. The shambler behaves like the one in Quake but
   it is tougher and it attacks only your enemies (other monsters, 
   no teammates...).

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G) FAKE
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Speed         	: Very fast 
Ammo used     	: None
Weapons used  	: Holograph, fakebackpack, confusing missiles, 
	        	  invisibility
Health        	: 80
Armor         	: 50(green)
Special       	: Fakes everything he doesn't need. If a faked item is 
	        	  touched by anybody except him it explodes. This is the 
	        	  only way the fake can do serious damage. He will pick 
	        	  up health and armor if he hasn't maxhealth or maxarmor. 
	        	  He jumps very high.
Special button	: Feign death. You look as if you die but you are
			  are able to stand up when pressing the special 
			  button while feigning.

1: Activate a Holograph of yourself. Will be deactivated one minute 
   after launched. If anything touches the holograph except its 
   owner it will damage the owner of the shot or the one touching it
   with a lightning. You may only have five of these at once.
2: Drop a faked Backpack. It looks like a real backpack but if 
   anybody except the owner touches it, it'll explode. You may only 
   have two of these at once.
3: Fire a confusing missile. The players in a given radius will be 
   confused and lose control of the direction they are walking for 
   some seconds (should be enough time to get away from them). After
   fired you'll have to wait 8 seconds before you can fire another
   missile.
4: Make yourself invisible for 10 seconds. After activated you'll 
   have to wait 15 seconds before you can make yourself invisible 
   again.
7:Malicious mode of your missile launcher. A direct weapon doing
 some damage. Does serious damage(4 times the normal damage) if 
 you hit someone in the back.
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H) MAGMA
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Speed				: Slightly slower than normal
Ammo used(pick up)		: None
	 (regenerating when	: Shells (power units)
          not moving)
Weapons used			: Flaming hand, fly, small fireball, gas, 
				  spit fire, morph, big fireball, inferno
Health				: 150
Armor				: 0
Special			: Regenerates health in lava instead of 
				  losing it(not too fast though) although 
				  he may drown if he is too long in lava.
				  Water damages him.
				  Cannot burn, loses ammo instead of being 
				  frozen.
				  Regenerates ammo when not moving and 
				  gets ammo when picking up weapons.
Special button		: -

1: Flaming hand. Will burn a player/monster hit.
   If you look towards a trigger while striking it will be 
   activated as if it was hit.
2: You will fly upwards as long as the [FIRE] button is pressed.
3: Throw a small fireball. You may charge up the damage the fireball
   does by holding down the [FIRE] button.
4: Spit gas. Does damage to all players/monsters hit with the gas. 
   Players, who were hit, won't see much for a few seconds.
5: Spit fire. Will burn and damage players/monsters hit.
6: Morph into a flame. While you are a flame you can't be damaged by 
   anything. On the other hand you can't move either. No time to run
   from a soldier's bomb? -No problem.
7: Throw a big fireball. Does a lot of damage.
8: Throw an inferno fireball. Makes lots of huge explosions and burns
   anything in a large radius. Deadly but has a very long "reload 
   time" including that you cannot move within this time.

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I) ELEMENTAL
-------------------------------------------------------------

Speed			: Slightly faster than normal
Ammo used(pick up)     	: All types of ammo (elemental energy, indicated
			  with shells)
	 (regenerating)	: nails (mana)
Weapons used	       	: Summon wind, firedust, earthball, raise 
			  enemy, summon stone, become air, summon ice, 
			  thunderstorm
Health		       	: 190
Armor		       	: 0
Special	       		: All ammo an elemental picks up becomes 
			  elemental energy (shells). Regenerates mana 
			  slowly(nails). Feels the prescene of enemies 
			  in a determined range.
Special button		: -

1: Blows away all things infront of you as long as you hold down the
   [FIRE] key. If you are near to a wall or something static, you will
   blow yourself away.
2: The firedust damages all players/monsters within close range.
   If you look towards a trigger while summoning the firedust the 
   trigger will be activated as if it was hit.
3: Ball of earth. The ball rumbles through the level for a long 
   time. Remember Indiana Jones? You may only have three of these 
   at the same time.
4: An enemy hit will raise up to the ceiling and stay there for about 
   10 seconds. This enemy can't move as long as on the ceiling (exept if
   the enemy has any "special movements" such as flying).
5: Summon stone. Works differently on players and monsters. Monsters
   hit will fly away, bounce of walls. Until it stopped bouncing it 
   can't move because of sticking in the stone. Every bounce damages 
   the monster. The stone will break when the monster stops bouncing.
   Players will only fly away from the stone, they won't bounce around.
6: Become air. Makes yourself invisible for 35 seconds. The only things 
   which could reveal your prescene is a sound of wind around you and 
   the known eyes that are still visible.
7: Summon ice. Will freeze an enemy after you hit it a few times.
   A frozen player's armor will be destroyed if hit.
8: Summon thunderstorm. You will summon a plasma ball which shoots
   lightnings to all enemies near it. Disappears after 40 seconds.
   You may only have one of these at once.

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J) HEXER
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Speed		  	: Slightly slower than normal
Ammo used(pick up)	: None
         (charge)	: Cells (mana)
Weapons used	  	: Staff(produce mana, attack, earthquake), summon 
		    	  scragg scroll, summon hellknight scroll, summon 
		    	  shal-rath scroll, reflect damage scroll, teleport 
		    	  scroll
Health		  	: 140
Armor		  	: 110(green)
Special		: -
Special button	: Produce mana (see below)

1: Produce mana. You can't move for 3 seconds and get about 30 units 
   of mana and some health. This and picking up weapons are the only
   ways for the Hexer to gain ammo.
2: A very fast attack with your staff. Does not do much damage.
   If you look towards a trigger while striking it will be 
   activated by the magic powers of your staff as if it was hit.   
3: Produce an earthquake with the hexer's staff. Damages all your 
   enemies(no teammates, no owned monsters...) within a determined 
   radius.
4: Summon a scragg. The scragg behaves like the one in Quake but
   it is tougher and it attacks only your enemies (other monsters, 
   no teammates...).
5: Summon a hellknight. The hellknight behaves like the one in Quake 
   but it is tougher and it attacks only your enemies (other monsters, 
   no teammates...).
6: Summon a shal-rath. The shal-rath behaves like the one in Quake but
   it is tougher and it attacks only your enemies (other monsters, 
   no teammates...).
7: The reflect damage scroll. This reflects all damage (except
   already reflected damage) done to you from others for 20 seconds.
   Yellow particles of magic will fly around you and indicate that 
   you are using your shield.
8: Teleport scroll. Teleports you to a random start position in the
   current level.

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K) TERRORIST
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Speed		  	: Slightly faster than normal
Ammo used(pick up)	: Rockets
Weapons used	  	: Mines, grenades, pipebombs, triple grenades, chaos
			  grenades, heavy grenades
Health		  	: 100
Armor		  	: 110(yellow)
Special	  	: Can climb up walls. To climb simply look towards 
	    	  a close wall and then, when climbing, look where 
	    	  you want to climb to. If you are climbing and 
	    	  do not look towards a close wall you will fall 
	    	  down. You can get off the wall by jumping.
		  The climber cannot climb in Quakeworld because 
		  you can get stuck too easy.
		  Receives only half of the normal damage from 
	    	  explosions because of a special armor.
		  You may regulate the power the grenade launcher 
	    	  shoots the grenades (weapons 2-5). Needs some 
	    	  time to get a feeling of, but then you will do 
	    	  the trickiest shots you ever did with a grenade 
	    	  launcher.
Special button	: Tie yourself up if climbing.

1: Drop a Tripmine. You cannot have more than 4 of these out at the
   same time.
2: The grenades from normal Quake. These do less damage though.
3: Pipebombs. You may detonate these simply by hitting the [FIRE]
   button after you shot one. To throw more than one, you have to
   select another weapon and then the pipebombs again or just select
   the pipebombs again.
4: Triple grenades. The three grenades getting out of the big one
   will bounce after living things in a determined range around them.
5: Chaos grenades. These ones will bounce around in the level for
   about 20 seconds. They do much damage.
6: Heavy grenades. Climb up a wall, drop one of these and watch the
   gibs fly up to you. Does very much damage, a direct hit means
   death normally.

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L) BEAST
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Speed             	: Faster than normal
Ammo used(pick up)	: Shells (spirit units)
Weapons used      	: Claw, roar, poisoned claw, electrical breath, 
                  	  call of wild, rabid claw, fire breath
Health		  	: 100; 300 after picking up blood frenzy twice
Armor		  	: 0
Special	  	: Can jump onto walls and when grappled to a wall 
	    	  it can jump again. It cannot grapple onto walls
		  in Quakeworld because you can get stuck too
		  easy.
	    	  If the Beast picks up armor and has less than 70 
	    	  health it gets 70 health.
	    	  Does not take falling damage.
	    	  The claw does more damage the more players/monsters
	    	  you have killed (indicated with rockets).
Special button	: -

1: The claw. Does more damage the more players/monsters you 
   have killed (indicated with rockets). After picking up Blood frenzy
   (7th weapon, described below) you are able to apply a combination
   of three hits to your enemies, and the claw's range increases.
2: Roar. All players/monsters who see you while you roar will get 
   stunned for a few seconds. Once you used it, you have to wait 40
   seconds before you may use it again.
3: Poisoned claw. If you hit a solid wall or something with this,
   poisoning gas will spread out of the claw damaging all players
   in a determined radius except other beasts.
4: Electrical breath. Shoots an ray of electricity out of the beast's
   mouth. If not shot into water the breath does as good as no damage.
5: Call of wild. You call three dogs which behave like the ones in 
   Quake but they are harder to kill and they attack only your enemies
   (other monsters, no teammates...).
6: Rabid claw. Infects the enemy hit with rabies. Works only with
   players. The more often you have picked up the 6th weapon the 
   longer your enemy will be affected by rabies.
7: Blood frenzy. The first time you pick this up it will upgrade your
   claw as described above. The second time you pick it up it will
   give you the ability to get up to 300 points of health.
8: Fire breath. The beast breathes a ball of fire which does serious
   damage but has a low range.

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M) OBSERVER AND SELECTING CLASSES
-------------------------------------------------------------

At the beginning of the game all players start off as an observer.
If you are an observer you have the ability to choose between 
the classes mentioned by hitting 1-0, - or = and hitting 
the [FIRE] button if you want to play as the shown class.
You may also choose a random class by hitting the [JUMP] button 
instead of the [FIRE] button.
You may also stay as an observer and watch the others fighting if you 
want. However if you once have chosen a class you can change the 
class again, by typing "change" in console mode. This command will not 
work if you have not at least your class's maxhealth - 10.
While you are in Observer mode you are able to (auto-)follow other 
players by pressing the special button (mostlikely x).
By hitting it again when following a player you can cycle through all
players on the map. You cannot select a class while in follow mode.
To leave follow mode simply press the [FIRE] button.
FOLLOW MODE DOES NOT WORK IN QUAKEWORLD.

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3.			-=*GENCLASSES SUB-GAMES*=-

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Each of this sub-games is a fully new way of playing Quake.
You may even combine these sub-games.

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A) THE ENERGY BALL GAME
-------------------------------------------------------------
	
If you set the temp1 variable to +128 (example: -> 4.D) you 
turn on the Energy ball game mode. A rune appears at random 
spots in the map and changes its position from time to time.
Instead of gaining frags by killing other players you get frags 
according to the time you are the nearest player to the rune.

-------------------------------------------------------------
B) THE USE-YOUR-HEAD GAME
-------------------------------------------------------------

The Use-your-head mode can be activated by setting the temp1 
variable to +256. In this mode class specific differences are
turned off. All classes run as fast, jump as high, etc. as the
others. However if you select your first weapon you may throw
a head. You may kick all the heads lying around by simply 
running over them.
In the most Use-your-head specific levels there are goals 
which give you frags if you manage it to kick a head into them.
You also gain frags by killing other players with kicked heads.
Do not take this mode too serious it was just made for a 
change. For a funny one though.

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C) THE GET-THE-ORB GAME
-------------------------------------------------------------

The Get-the-orb mode can be activated by setting the temp1 
variable to +512. In this mode a glowing orb spawns at a random 
deathmatch start position. If a player picks it up he/she will
be the orb's new owner and the orb will follow him/her.
Players who have not the orb can only do damage to the player
who has the orb. The player who has the orb cannot do damage
to players who have not. The only way to get frags in this mode
is to be the owner of the orb. You will gain one frag every five
seconds you have the orb. So all players will hunting/searching
the player with the orb :).

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4.			-=*OTHER CHANGES*=-

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-------------------------------------------------------------
D) TEAMPLAY
-------------------------------------------------------------

I also made a new entity for teamplay. I called it teampointer.
The first team who touches a pointer is the owner and has to 
protect it from then on. If another team touches the pointer, and
there are at least two teampointers active, that team gets frags
equal to the count variable's value (see example below). The player
who got the frags respawns. One team may not have more than one
teampointer. It looks like first episode end rune.
To use it put an pointentity with classname gen_tpointer into your
level. Give it a variable count(like lip or something like this) and
set the variable to the number of frags the enemy team gets when
touched. If count isn't defined count is set to 1.
(e.g.   "classname" "gen_tpointer"
        "origin" "-512 64 -64"
        "count" "15"               

        this will give the enemy team touching it 15 frags.)

-------------------------------------------------------------
E) SAME CLASS RULE
-------------------------------------------------------------

If the number of players on your server is below 7 two players can't 
have the same class. Imagine 6 snipers, or 6 fakes in one level, 
silly isn't it? If the number of players is 7 or higher each class
can be chosen by two players. To turn this rule off set the temp1
variable to 1 (e.g. quake -game gencl -winmem 16 +temp1 1 or 
go to the console and write: temp1 1).

-----------------------------------------------------------------------------------------------------------
F) THE TEMP1 VARIABLE FOR VARIOUS GENCLASSES SETTINGS
-----------------------------------------------------------------------------------------------------------

To modify multiple settings you have to alter the temp1 variable.
To do so you have to go to console mode and type: temp1 x.
Where x is the total of the values of the effects you chose.

*****************************************************************
NOTE:	IN THE QUAKEWORLD VERSION SAMELEVEL IS EQUIVALENT TO THE
	TEMP1 VARIABLE IN NORMAL GENCLASSES.
	THERE IS NO SAMELEVEL IN THE QUAKEWORLD VERSION AS KNOWN
	FROM NORMAL QUAKEWORLD.
*****************************************************************

	value:	| effect:
-----------------------------------------------------------------------------------------------------------
	1	| Turn off the same class rule, mentioned above.
-----------------------------------------------------------------------------------------------------------
	2	| Turn on super strong monsters for GENCLASSES coop,
		| or even for single play (about three times as strong 
		| as normal). Won't take effect till the next level.
-----------------------------------------------------------------------------------------------------------
	4	| Turn on NOLIGHTS-MODE, which will switch off all 
		| lights in the levels. Won't take till the next
		| level. I do not recommend playing this 
		| mode with GL-QUAKE:
		| You will see nothing but a black screen :D, that is
		| because GL-QUAKE neither has any fullbright colors 
		| nor does support real time lightning of bsps.
-----------------------------------------------------------------------------------------------------------
	8	| Turn on HALF-DAMAGE-MODE. All damage done is divided 
		| by two. For a longer life-span...
-----------------------------------------------------------------------------------------------------------
	16	| Turn on HIGH DETAILS. For fast machines (more 
            	| stone pieces, flames, etc). Won't take effect till 
            	| the next level.
-----------------------------------------------------------------------------------------------------------
	32	| Turn on the ALLOW-CHANGE2 flag. If this flag is set
		| a player may change his/her class by typing 
		| "change" in console mode without the need of any 
		| requirements(like to have the class's maximum health
		| -10). This was made for Coop and Single play. 
		| For Deathmatch you should use the second 
		| ALLOW-CHANGE flag, described below.
-----------------------------------------------------------------------------------------------------------
	64	| This turns off the normal ALLOW-CHANGE flag. Players
		| won't be able to change classes with the "change"
		| command anymore.
-----------------------------------------------------------------------------------------------------------
	128	| This turns on the ENERGY BALL GAME described in 3.A.
-----------------------------------------------------------------------------------------------------------
	256	| This turns on the USE-YOUR-HEAD GAME described in 3.B.
-----------------------------------------------------------------------------------------------------------
	512	| This turns on the GET-THE-ORB GAME described in 3.C.
-----------------------------------------------------------------------------------------------------------
	1024	| This is only for Quakeworld. It is like setting 
		| samelevel to 2 or 3 in normal Quakeworld
		| (kills a player trying to exit the level)
-----------------------------------------------------------------------------------------------------------
	2048	| This is only for Quakeworld. It is like setting 
		| samelevel to 1 in normal Quakeworld
		| (if a player exits, stay on the same level)
-----------------------------------------------------------------------------------------------------------
	4096	| This is only for normal Quake. If this is activated 
		| heads cannot be kicked anymore and behave like the
		| heads in normal Quake 
-----------------------------------------------------------------------------------------------------------

For example if you want to turn off the ALLOW-CHANGE flag, the same
class rule and you want to have super strong monsters, you have to 
set the temp1 var to 67 (64+1+2) in normal Quake, in Quakeworld you
would have to set samelevel to 67.

-----------------------------------------------------------------------------------------------------------
=============================================================

5.	   -=*NEW SPECIAL FX FOR QUAKE LEVELS*=-

=============================================================
-----------------------------------------------------------------------------------------------------------

***********************************************************************
NOTE:	I have included an .fgd file for Worldcraft with all the 
	new entities and changes.
	Just replace the Quake.fgd file in your Worldcraft folder with 
	the Gencl.fgd file to use it (be sure to make a backup first)
***********************************************************************

-------------------------------------------------------------
A) BREAKABLE WALLS
-------------------------------------------------------------

	-classname: func_exwall 

	-health is the damage the wall takes before exploding
	 default is 50

        -if count is 1: damage(health, see above) has to be dealt
         within 0.6 seconds.

        -if count is 0: Damage can be dealt continuosly(has not to
	 be dealt within 0.6 seconds, see above).

        -targetname: if it has a targetname, it activates all
         other breakable walls and explosions(see below) with
         the same targetname.

-------------------------------------------------------------
B) EXPLOSIONS
-------------------------------------------------------------

	-classname: explosion
	
	-if sound is -1: no sound
	 if sound is  0: normal explosion sound
	 if sound is  1: flamethrower sound

	-if heat is not 0 the explosion will burn all living things
         in the by the value of heat defined radius(the higher heat
         the larger the radius)

	-dmg is the radius damage the explosion does

        -explosion is activated if a target of a switch matches the 
         explosions's targetname or if a targetname of a func_exwall
         which explodes matches the explosions's targetname.

	-if health is  1: explodes with normal explosion(small)
         if health is  0: explodes with big explosion(new)
	 if health is -1: no visual explosion

	-count is how many times the explosion can be activated
         (exploded) this is if activated by a trigger/button
         /func_exwall.
	 If count is -1 the explosion may be activated unlimited times.
	 Default is 1.

	-wait is the time from activating(by a trigger, button or an
         func_exwall) to the explosion of this thing

-------------------------------------------------------------
C) THUNDERSTORM
-------------------------------------------------------------

	-classname: misc_thunderstorm

	-heat is radius in which the thunderstorm will search for 
	 victims. Default is 350.

	-dmg is the damage the thunderstorm does in one shot. 
	 Default is 300.
	
	-count is the time period in seconds after which the 
	 thunderstorm will check for victims in its radius(heat) and 
	 then discharges. Default is 9.

	-ntype defines how often a victim in radius will be hit.
	 1.0 would never hit.
	 0.0 would always hit. 
	 Default is 0.5 (50%)

-------------------------------------------------------------
D) FORCEFIELDS (not supported in Quakeworld)
-------------------------------------------------------------

	-classname: func_particlefield
	
	-if wait is 0 it will not be used if it is higher than 0
         the forcefield will deactivate after the by wait defined 
         time (in seconds).
	
	-if its spawnflags are 1 it starts deactivated
         else it starts activated.

	-color is the forcefields color index of the Quake palette.
	 Default is 192(yellow).
	
	-count is the density of the particles.
	 Default is 2.

	-target keeps the name of the blocker(see below) that will 
         be linked with the forcefield and is necessary because 
         without it you could just go through the forcefield even 
         if it was activated.

	BLOCKER
-----------------------------------------------------------------------------------------------------------
	
	-needed for forcefields

	-classname: func_togglewall

	-if its spawnflags are 1 it starts deactivated (non-blocking)
         else it starts activated (blocking).

	-dmg is the damage it does to players/monsters touching it
 
	-to be linked with a forcefield its targetname has to be 
	 the same as the forcefields target.

-----------------------------------------------------------------------------------------------------------
E) ADDITIONAL MINOR CHANGES FOR LEVEL EDITING
-----------------------------------------------------------------------------------------------------------

-Now you are able to make a trigger_push without the wind sound
 if sound is set to 1; 2 is a new sound ; 0 is the known wind sound. 
 if sound is set to 2(new sound) the trigger push behaves differently
 than the normal trigger_push.
-A door now uses its target each time it is activated(if it opens
 OR closes) so you are now able to light up a room when a door
 opens without needing to set the door to stay open forever.
-You may reset a trigger_count(these "only one more to go" things).
 So you can use them multiple times(e.g. in deathmatch levels).
 As for triggers and buttons use the wait key to set the delay 
 before reset(in seconds). If the trigger has a message defined
 this message will show up if the combination is completed instead
 of "Sequence completed". If the NOMESSAGE flag of the trigger is
 set and it has a message set then this message will nevertheless
 show up.
-The misc_explobox and misc_explobox2 entities will respawn in
 Deathmatch within 30 seconds after destroyed. The damage they do
 when exploding can be set with the dmg variable. If its dmg
 is 0 (if you did not set it) it will automatically be set to
 160 which is the default.

-----------------------------------------------------------------------------------------------------------
E) NEW FOR VERSION 2.3
-----------------------------------------------------------------------------------------------------------

-You may set the amount an healthpack gives the player who picks 
 it up. To do so, you have to set the healthpack's count key to 
 anything but 0. The player who picks it up will receive count 
 points of health. You may also set if the item disappears when
 picked up or not (if not, the player who stands on it receives
 his maximum health). To make it not disappear after picked up
 set the healthpack's scount key to -1.If scount is -1 then the item
 will check if anybody is touching it each second. You can modify
 this "checktime" by setting the items delay key to anything but 0.
 In addition to that  you may also set the item's respawn time:
 set the item's concount key to the time (in seconds) after it 
 respawns.
-You can do the same thing with ammo boxes(count is the amount 
 of ammo), armors(count is the amount of armor you get),
 with the new item_multiammo(which is described below) as well as
 with all the powerups(Quad damage,...).

Multiammo box
-----------------------------------------------------------------------------------------------------------
-classname: item_multiammo
-ammo_shells: the amount of shells it gives
-ammo_nails: the amount of nails it gives
-ammo_rockets: the amount of rockets if gives
-ammo_cells: the amount of cells it gives
-healamount: the amount of health it gives
-dmg: the amount of damage it does to the one who picks it up
-scount: if it is -1 then the multiammobox won't disappear when
         picked up
-concount: the time in seconds until it respawns
-delay: used if the item's scount is -1; the item will check this
             often for a player touching it (in seconds); 1 by default

Changes to info_player_deathmatch and other startpositions
-----------------------------------------------------------------------------------------------------------

-health: the player starting there will get this amount of health
-items: the player will get the by items defined weapons:
	4096 	= 1st weapon
	1    	= 2nd weapon
	2    	= 3rd weapon
	4    	= 4th weapon
	8    	= 5th weapon
	16   	= 6th weapon
	32   	= 7th weapon
	64   	= 8th weapon
 So if you want to give the player the 3rd, the 6th and the 8th
 weapon from the beginning on you have to set the items
 key to 82 (2+16+64)
-ammo_shells: the player will get this amount of shells
-ammo_nails: the player will get this amount of nails
-ammo_rockets: the player will get this amount of rockets
-ammo_cells: the player will get this amount of cells
-armorvalue: the player will get this amount of armor
-armortype:	0.3 is green armor
	    	0.6 is yellow armor
		0.8 is red armor(default)
-the keys which were listed above won't have any effect if set
 to 0; players can neither get weapons they normally cannot get
 nor more ammo than they can get normally etc.; the player
 will always have his first weapon even if you leave it out in
 the startposition's items key

Goals for Use-your-head mode
-----------------------------------------------------------------------------------------------------------
-classname:	trigger_goal
-frags:		number of frags the player who kicked a head into 
		the goal gets (default is 1)

Changes to trigger_teleport 
-----------------------------------------------------------------------------------------------------------
-count:		if not 0 (default) this is a teleporter which teleports 
		to random info_teleport_destinations (whose count key 
		must have the same value as the trigger_teleport)
-oldcount:	the trigger teleport takes into account 
		info_teleport_destinations with their count key set 
		to this value, too

Changes to info_teleport_destination
-----------------------------------------------------------------------------------------------------------
-count:	if not 0 (default) this is a teleport_destination which
	trigger_teleports with the count key set to the same 
	count key as this info_teleport_destination take into 
	account

trigger_misc
-----------------------------------------------------------------------------------------------------------
-classname: trigger_misc

-tag:	gives the player activating it this tag (the tag key is only 
	referenced by trigger_misc)

-required_tag:	the tag a player touching this trigger must have to 
		activate it. If -1 the trigger is activated even
		if the player touching it has not the required tag.

-mustnothave_tag: if the does have a tag equal to the mustnothave_tag
		  then he cannot activate the trigger and the 
		  tagnotmatched_msg is printed to the player

-tagnotmatched_msg:	message printed to the player touching this 
			trigger if he/she has not the required tag

-tag2:	adds this number to the player's tag2 var if activated
	use negative numbers to subtract from the player's tag2

-required_tag2:	the tag2 a player touching this trigger must have at
		least to activate it. If -1 the trigger is activated even
		if the player touching it has not the required tag2.

-mustnothave_tag2: if the does have a tag2 equal or higher to the 
		   mustnothave_tag2 then he cannot activate the trigger 
		   and the tag2notmatched_msg is printed to the player

-tag2notmatched_msg:	message printed to the player touching this 
			trigger if he/she has not at least the required 
			tag

-required_items:the items a player touching this trigger must have to 
		activate it (look at the list of items; add numbers 
		to demand more than one item)

-mustnothave_items: if the does have the items defined by 
		    mustnothave_items then he cannot activate the 
		    trigger and the itemsnotmatched_msg is printed 
		    to the player (look at the list of items; add numbers 
		    to define more than one item)

-itemsnotmatched_msg:	message printed to the player touching this 
			trigger if he/she has not the required items

-required_frags: the frags a player touching this trigger must have at 
		 least to activate it 

-fragsnotmatched_msg:	message printed to the player touching this 
			trigger if he/she has not the required frags

-takedamage:	if < 0: activator cannot be damaged anymore
		if > 0: activator can be damaged as normal

-ammo_shells:	the trigger's activator gets this amount of shells

-ammo_nails:	the trigger's activator gets this amount of nails

-ammo_rockets:	the trigger's activator gets this amount of rockets

-ammo_cells:	the trigger's activator gets this amount of cells

-loseitems:	activator loses these items (look at the list of 
		items; add numbers if you want the player to lose
		more than one item)

-items:		activator gets these items (look at the list of 
		items; add numbers if you want to give the player
		more than one item; only weapons and orbs will work)

-message:	a message printed to the activators screen

-cmessage:	a message printed to all players

-print_name_first:	if = 1: prints the name of the activator to all players
			in the first place of cmessage

-noise:	trigger plays this sound if activated(has to be one of the
	sounds already used in Genclasses)

-consolecomm:	this command is executed at the players console
		(use ";" to seperate multiple commands)

-health:	amount of health given to the activator

-dmg:		amount of damage done to the activator

-count:		damage done to all players except activator;
		use a negative number to give health to all
		players

-wait:	time in seconds before this trigger can be "retouched"
	after an activation

List of items:
3rd weapon	:       2
4th weapon	:       4
5th weapon	:       8
6th weapon	:      16
7th weapon	:      32
8th weapon	:      64

green armor	:    8192
yellow armor	:   16384
red armor	:   32768

red orb		:  131072
(formerly known as silver key)
yellow		:  262144
(formerly known as gold key)

invisibility	:  524288
invulnerability	: 1048576
bio suit	: 2097152
quad damage	: 4194304

level ambience
-----------------------------------------------------------------------------------------------------------
-classname:	level_ambience
-noise:	wav to be played without .wav in the gencl\sound 
	directory
-count:	volume of the sound (0.1 to 1)
-wait:	the time in seconds before the
	sound is played again
-delay:	a random number of seconds from 0 up to this value 
	is added to the time defined by the wait key
-oldcount: the time before it is played the first time
	   after entering the map; if set to -1 the sound
	   can only be activated by triggers or buttons
-concount: the range within the sound can be heard;
           if this is set to -1 the sound can be 
           heard in the whole level
-ntype	: if set to 1: the sound is dimmed refering to the 
		       distance to the level ambience entity
	  if set to 0: the sound is always played in with
		       the volume set with the count key
-num_bounces :	defines how often the sound is played at all;
		set to -1 if it should be played each time 
		it is activated
-targetname :	like a door or other things you may play the 
		sound using a button or trigger activating it.

Note:	plays any .wav file out of the gencl\sound directory
	I advice short sounds because the sound is "placed"
	at the players position that means it gets quieter
	the higher the distance to the players 's old 
	position is

-----------------------------------------------------------------------------------------------------------
=============================================================

6.	   -=*NEW LEVELS*=-

=============================================================
-----------------------------------------------------------------------------------------------------------

***********************************************************************
NOTE: 	There are all Gencldms(GeNCLDM1 - GeNCDM11) up to now 
	included the Genclasses 2.3 pack. NOT only the ones
	which are listed below. For further information on the 
	other maps refer to the text files in the Genclasses maps 
	folder.
		THE NEWEST GENCLDMS CAN BE FOUND 
		    AT THE GENCLASSES PAGE:
         http://www.fortunecity.com/underworld/quake/107/
***********************************************************************

-------------------------------------------------------------
GENCLDM1: SHADOWS OF BLOOD
-------------------------------------------------------------

*General Info

Title                   : GeNCLDM1: Shadows of blood
Author                  : Sebastian Bentler aka GeN
Email Address           : GeN20@hotmail.com
Description             : This level was made for 4-12 player
                          Genclasses Deathmatch
Date finished           : 17th November 97
Credits                 : see author information and thanks section

*Construction

Base			: New level from scratch
Editor(s) used          : Worldcraft 1.1
                          Stoneless 1.01 (for new textures)
Build Time              : did not count

-------------------------------------------------------------
GENCLDM2: TOWER
-------------------------------------------------------------

*General Info

Title                   : GeNCLDM2: Tower
Author                  : Sebastian Bentler aka GeN
Email Address           : GeN20@hotmail.com
Description             : This level was made for 2-14 player
                          Genclasses Deathmatch
Date finished           : 5th November 97
Credits                 : see author information and thanks section

*Construction

Base			: New level from scratch
Editor(s) used          : Worldcraft 1.1
Build Time              : did not count

-------------------------------------------------------------
GENCLDM3: STORAGE PIT
-------------------------------------------------------------

*General Info

Title                   : GeNCLDM3: Storage pit
Author                  : Sebastian Bentler aka GeN
Email Address           : GeN20@hotmail.com
Description             : This level was made for 4-12 player
                          Genclasses Deathmatch
Date finished           : 7th August 97
Credits                 : see author information and thanks section

*Construction

Base			: New level from scratch
Editor(s) used          : Worldcraft 1.1
Build Time              : did not count

-------------------------------------------------------------
GENCLDM4: VADAC BASE
-------------------------------------------------------------

*General Info

Title                   : GeNCLDM4: Vadac base
Author                  : Sebastian Bentler aka GeN
Email Address           : GeN20@hotmail.com
Description             : This level was made for 2-10 player
                          Genclasses Deathmatch
Date finished           : 12th December 97
Credits                 : see author information and thanks section

*Construction

Base			: New level from scratch
Editor(s) used          : Worldcraft 1.1
                          Stoneless 1.01 (for new textures)
Build Time              : did not count

-------------------------------------------------------------
GENCLDM5: TARANTULA
-------------------------------------------------------------

*General Info

Title                   : GeNCLDM5: Tarantula
Author			: Christoph "Gonzo" Werner
Email Address		: gonzo_6@hotmail.com
Description		: This is my second Quake DM level
			  and was made for 4-12 players.
			  This map was written for GeNClasses,
			  although you can play it with normal
			  Quake, too.
Date finished           : 09/12/97
Credits			: id Software for making QUAKE, without
			  them, all this wasn't possible
			  Ben Morris and everyone else who took
			  part in the making of Worldcraft
Additional Credits to	: Sebastian "Gen" Bentler 

*Play Information

Single Player		: No (1 start for walking around)
Deathmatch		: YES (14 starts)

*Construction

Base			: New level from scratch
Editor(s) used		: Worldcraft 1.5b
			  Stoneless 1.01 (textures)
Build Time		: 1 week (about 20 hours)
Compile machine  	: Pentium 233 MMX, 32MB RAM

QBSP time		: 106 seconds
Light (-extra) time     : 440 seconds
VIS (-level 4) time	: 2823 seconds

Brushes			: 842
Entities		: 486
Lights			: 388
Faces			: 5066
Models			: 15

-------------------------------------------------------------
GENCLTP1: LOST BASES
-------------------------------------------------------------

*General Info

Title                   : GeNCLTP1: Lost bases
Author                  : Sebastian Bentler aka GeN
Email Address           : GeN20@hotmail.com
Description             : This level was made for 4-14 player
                          Genclasses Teamplay
Date finished           : 2nd October 97, recompiled for minor changes
			  on 17th December 97
Credits                 : see author information and thanks section

*Construction

Base			: New level from scratch
Editor(s) used          : Worldcraft 1.1
                          Stoneless 1.01 (for new textures)
Build Time              : did not count

-----------------------------------------------------------------------------------------------------------
=============================================================

7.	   -=*TIPS AND COMBOS*=-

=============================================================
-----------------------------------------------------------------------------------------------------------

-------------------------------------------------------------
A) SINGLE/DEATHMATCH
-------------------------------------------------------------

-Sniper: For a better shot-to-kill-ratio :) first throw an ice grenade
         and shoot afterwards.
         Throw a fire grenade and wait for the players jumping into the
         water to get rid of the fire, then throw an water-shock
         grenade and watch beautiful red fireworks.

-Fighter: If you go into an area, where many players are acting, go to
          a place where many players can see you. Then use your vacuum
          spell and all enemys will be sucked towards it. Then, with
          some sucked enemys standing next to you, use the turning
          sword technique( to be more effective, pick up a rocket
          launcher first;]).

-Bio: Throw a gas grenade, go into the cloud of gas you made and wait
      for others to pass. If any one passes the cloud of gas, you can
      see him, but he can't see you standing in your cloud. So you've
      got time to aim your unconscious target and shoot some poison
      nails or, for a guaranteed frag, shoot with your embryo
      implantator.

-Psychic: Shoot a position exchanger at someone and go somewhere where
         you can be sure you'll die the next few seconds (i.e. jump
         into lava).
         Then, use your position exchanger to change position
	 with the targeted player: not you, but he will die >:).

-Soldier: Use your weapons! Why use combos?

-Mage: If someone is persecuting you, use the lightning spell and
       you'll no longer be hunted.

-Fake: The Fake has many weapons to get rid of enemys persecuting
       him. If you run around a corner you can use your feign death
       ability, throw a fakebackpack and wait until he passed you
       (if you're lucky, he'll run into your fakebackpack and die)
       Another way is to make yourself invisible and place some holos.

-Magma: If you look to the ground while flying you will move forward
        with an awesome speed. If you are low on health and an enemy
        is persecuting you, all you need is a lava pool to jump into
        and regenerate.

-Elemental: In most cases it is a good idea to first raise your enemy
            to the ceiling before trying to kill him/her.
            If used properly you can fly long distances using your
            summon wind ability(needs some training :) ).

-Hexer: Let the monsters do the work for you! If an enemy gets near
        simply use your teleport scroll or your reflective shield
        to have time to produce mana or to summon monsters.
        If a mage is playing with you wait until he creates a lightning
        trap, use your reflective shield and go into the trap 
	-surprise.

-Terrorist: Try a "pipebomb jump", as the Terrorist loses only half the
          damage from explosions you even could use multiple pipebombs
          at once - doing this will not hurt you too much and it is 
	  very easy, because the bombs detonate at your command.

-------------------------------------------------------------
B) TEAMPLAY/COOP
-------------------------------------------------------------

There are a lot of team combos, I will only name a few:

-If you have a Fighter in the team, try to use his vacuum spell with
 a mass destruction weapon, like suicide (Psychic), inferno (Magma)...

-If you have a Psychic then he should use his Position Exchanger, then
 wait till his victim is in his team's base and then use the Exchanger
 again. Before he does this he should inform his teammates so that they
 shoot the victim down before he can do anything.

-With a Magma and a Sniper in the team, the magma should go and burn
 the enemies with spit fire while the Sniper waits above the nearest
 water and every time a burning enemy jumps in, a water-shock grenade
 follows and will do the rest.

-----------------------------------------------------------------------------------------------------------
=============================================================

8.	   -=*INSTALLATION*=-

=============================================================
-----------------------------------------------------------------------------------------------------------

-------------------------------------------------------------
A) INSTALLATION
-------------------------------------------------------------

When you unzip GENCL23.zip you'll hopefully get a directory named GENCL.
Move this directory into your Quake directory (parallel to the ID1 
directory).
To play, type QUAKE -GAME GENCL from the Quake directory.
If playing from windows type QUAKE -GAME GENCL -winmem 14 from the
Quake directory. The -winmem 14 parameter is necessary for making 
Quake allocate enough memory for the many new models, sounds, etc.
If you have much RAM you may of course allocate more memory.
Lots of effects in GENCLASSES use particles (these small dots), so
if start QUAKE with the additional parameter -particles 20000 you will
not miss any of them or if you use -particles 0 the game maybe runs
a little bit faster.
This modification only works with the registered version of Quake.

-------------------------------------------------------------
B) REQUIREMENTS
-------------------------------------------------------------

-Pentium 60
-14 Megs of RAM
-Free Hard Disk Space:
 -9 Megs without new levels
 -16 Megs with the six new levels described in this readme
-Quake, Registered Version

Note: Some levels may only work with Quake version 1.08,
           in previous versions it could happen that you cannot
           play a few levels because of too many model or sound 
           precaches

-------------------------------------------------------------
C) BINDINGS
-------------------------------------------------------------

NO IMPULSES TO BIND!

I only created a +special command which some of the classes 
use to do certain things. This command is automatically bound to 
the x key. 
If you want to bind another key to +special, bring down the console 
mode(press ~) or open your autoexec.cfg and write:
bind x "+special" 
Where x is the key you want to bind.

The r key is automatically bound to messagemode2.
Only your team will receive messages written in this mode.
If you want to bind another key to messagemode2 bring down the 
console mode(press ~) or open your autoexec.cfg and write:
bind x "messagemode2;echo Dedicated to your team." 
Where x is the key you want to bind.

Sorry if this were the keys you move with.

-----------------------------------------------------------------------------------------------------------
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9.	   -=*AUTHOR INFORMATION AND THANKS*=-

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If you have any serious suggestions, comments or if you think you 
found a bug you are welcome to mail me: gen20@hotmail.com

Visit the GENCLASSES-WEBSITE for the latest news and add-ons for
GENCLASSES: http://www.fortunecity.com/underworld/quake/107/

I used Worldcraft v.1.1a to build GeNCLDM1-4 and GeNCLTP1
and Stonless for the new textures.

Credits: 	-id software, for making QUAKE, for releasing QuakeC;
         	-Ben Morris, for Worldcraft, a great level editor
		-Matt "Great Lemur" Sheridan for making awesome new skins for 
		 GENCLASSES (Bio and Magma class)
		-Alan "Partycrasher" Yen for the permission to use the Guardian
		 (Terrorist) and the Commando(Psychic) skins
		-Christopher Bolin for the permission to use the Wolf
		 (Beast) skin

Thanks: -Paul Schniedermann and Christoph Werner aka Gonzo for
         some good ideas
	-^Katagi^ for the idea of the beast class and almost
	 all weapon ideas for it
	-The guys at http://www.dfa.net for many good suggestions on 
	 balancing out the classes
	-Hawk at http://www.dfa.net for the GENCL-Chat

Special Thanks:

-Zoid for his grappling hook code used for the sniper
-NiKoDeMoS for his awesome QC documentation
-the Future vs. Fantasy and the Team Fortress patch for idea of 
 having several classes
-Olivier Montanuy for writing the QCManual
-the Team Fortress guys for the idea of the sniper class
-Christoph Werner aka Gonzo for help on recording some of the new 
 sounds

Playtesters:	Christoph Werner aka Gonzo, Paul Schniedermann,
      		Harald Schulte aka Dirty, Thomas Rabe aka Croptix
      		Florian and Thomas Hoffmann aka Stalin, Thomas 
	     	Goerge aka Freeman, Manfred Agethen aka 
	     	LordofMord, Michael Eberhardt aka Pheeos, Wolfram 
		Boelte aka Insane Brain, Simon Beckerling aka Marvel, 
	     	Rouven Wasmuth aka Spark

Sorry if I've forgotten anybody

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10.	   -=*CHANGES FOR GENCLASSES VERSION 2.3*=-

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A) GENERAL CHANGES
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-A totally new class called Beast
-3 fully different styles of playing Quake: 
 	-The Energy ball game (described in 3.B)
	-The Use-your-head game
	-The Get-the-Orb game
-Game data for Quakeworld (qwprogs.dat)
-Game Spy tabs
-The biggest progs.dat ever!!!
-Less temporary entities (such as flames, etc.; there cannot be 
 more than 15 on one map at the same time now)
-Less particle effects (to reduce lags) in normal Quake
-No more ejecting shells
-You will recover faster from the Magma's gas and the Bio's gas 
 grenade and the blindings are less intensive
-Less damage from underwater discharges, now the strenght depends on
 how much ammo you have
-You won't lose 5 frags when changing your class with the change
 command 
-The change command is now enabled even if the temp1 var is not set 
 to +64; now it can be turned off by setting temp1 to +64
-When changing the class while an artifact is in effect there won't
 be strange effects afterwards(such like unlimited quad damage)
-More realistic falling damage (the more height the more damage)
 no falling damage in QW though
-Some more cool things for Genclasses levels (described in 4.E)
-The Mage's and Psychic's (Psycho's in 2.2) fly is now based on the
 frametime (it was very difficult to use flying properly on slow 
 machines)
-If deathmatch is set to 3 in normal quake weapons stay like in coop
 and deathmatch 2 but ammo etc. respawns as in deathmatch 1
-Improved Spectator/Observer mode (i.e. follow mode - described
 in 2.M)
-You can choose a random class by hitting the [JUMP] button
 while choosing classes
-No frags for telefragging
-Messagemode2 will no longer be bound to the r key 
 automatically
-Due to the fact that you choose the beast class with the - key
 the sizedown command (to decrease your field of view) is 
 automatically bound to the * key
-You may kick heads lying around by simply running over them
 (not in QW)
-The big explosions do not just disappear but shrink

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B) CLASS SPECIFIC CHANGES
-------------------------------------------------------------

-Made the fighter slightly less strong
-Fighter's sucker spell renamed to vacuum spell 
-The Fighter's vacuum spell now activates faster but has a longer 
 "reload" time
-The Fighter cannot get more than 200 points of armor anymore

-Damage of the Bio's Embryo implantator reduced and time to find a
 Megahealth increased to 18 seconds
-You can reduce the damage an embryo does by picking up health packs
-The embryo implantator has a slightly longer reload time
-By killing the one who implantated an embryo to you the embryo 
 will be removed
-Bio's poison is now also removed by normal healthpacks instead of 
 only by the megahealthpack
-When paralyzed you will be not as slow as in version 2.2
-The Bio cannot pick up megahealth boxes anymore; instead he gets 
 he regenerates health slightly faster
-By picking up healthpacks you will cure faster from Bio's virus
-Bio is immune to slime

-Psycho renamed to Psychic
-Increased the damage of Psychic's mind blaster, of
 his flash and of his discharge a little bit
-Psychic's discharge has less range and a lower fire rate
-Psychic's mind beam has a more focused autoaiming and does slightly 
 less damage

-Soldier's homing missiles slightly faster and stronger
-Only five homing missiles at once for the Soldier
-Only one bomb at the same time for the Soldier
-The Soldier's bomb warning volume has been reduced
-Soldier now has a 4th weapon: Uzi

-The Mage's lightning trap does less damage
-The Mage's chain lightning does slightly less damage
-Mage's staff is now his second weapon and shoots a weak projectile
-Mage's fly does not cost mana anymore and is now his first weapon

-Damage of the Fake's fakebackpack reduced
-If you use one of the Fake's weapons and it is not ready at that
 moment you won't switch to another weapon automatically
-You cannot place holographs's on weapons
-Fake's holographs look into the same direction as the Fake and do 
 less damage
-The damage done by faked items varies according to the type of the 
 item (i.e. rockets damage more than shells, big ammo boxes damage 
 more than normal ones...)
-Damage from faked weapons decreased
-The Fake now fakes powerups(quad damage, ring, pentagramm) instead of 
 picking them up
-The Fake is able to fake armors
-The Fake cannot fake healthpacks anymore
-The Fake now has a direct (7th) weapon

-Added a 3 second delay before the Magma morphes
-Magma has to wait some time after morphing before he may morph again

-The Elemental cannot summon wind permanently anymore 
-The Elemental's raise enemy spell won't keep an enemy as long
 in the air as in version 2.2 and has a lower fire rate, but now 
 it deals some damage
-Only one thunderstorm allowed at the same time for the Elemental
-If you have reached the 3 earthballs at once limit and you throw a
 4th your oldest earthball will be removed

-Added a 4 second delay before the Hexer activates his reflective 
 shield
-The Hexer's earthquake is not affected by quad damage anymore and 
 has a decreased range

-Climber was renamed to Terrorist and is no longer a secret class
-Terrorist can only have 10 grenades at one time(if you throw an 11th
 one, an old grenade will be removed)
-Terrorist has an improved climbing ability
-Terrorist got a new skin

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11.	   -=*COPYRIGHT AND DISTRIBUTION PERMISSIONS*=-

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This production in its entirety of new works is Copyright 
(c) 1997,1998, Sebastian Bentler.
All original components are copyright (c)1996, id Software.
You may freely distribute this production in its undisturbed and 
unaltered files. 
I am not responsible for any damage this production may cause to your
system or to yourself.

You MAY NOT distribute this Quake modification in any electronic
format without a written permission of me, Sebastian Bentler.
