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About the Mod

-Welcome to Ghost Quake -Downloads -Installation -About the Mod -Guest Book

About Ghost Quake

Ghost Hunt requires the great Tomaz Quake 1.46.  It includes the QuakeC code.  Feel free to look at it.  Feel Free to play with it.  Feel free to use anything you like in your mod.  This is an open project for the great Quake community.

What is Ghost Hunt?  It is a game where one powerful ghost gets to ruthlessly stalk humans.  The ghost can shread a human with one or two strikes, or render them temporarily insane with a glob of slime.  Sometimes the tables are turned - a rare ghost might appear that is weaker, but this ghost gets points by the length of time that it stays alive.  So the humans get their revenge - they set out to hunt one lone ghost.  Having trouble finding a hiding ghost on a ghost hunt?  Just follow the sound of the buzzing flies.


<<<HERE ARE FEAETURES>>>
The first player to reach the horn-shaped quad damage becomes the ghost-demon.  It is a game of many humans versus one ghost.

- The ghost is semi-transparent, and is a random shape and size.  As a human, you never know what to expect to come bounding after you.

- Tiny ghosts are harder to see and hit but have less health.

- Bot support: impulse 100 will add a friendly bot.  If you are the ghost-demon, the bots are not too friendly.  Likewise, if the bot is the ghost, they are generally unpleasant.

- If a ghost gets the quad damage again, the lights will go out (or strobe).  The ghost has night vision and can see humans in the dark.  The humans have flare guns (weapon 6), which they can use to set up a perimeter of light.  Flares stick to walls, and burn out after 15 seconds.  Each player spawns with a random flare color and can light 10 flares at a time.  Bots (impulse 100) will react when the lights are off.  They will shoot, but not be able so see very well.

- When a human strikes down the ghost, they get three points.  The first human that runs over its remains will become the next ghost.

- If a human accidentally kills another human, he/she looses a point.  If a human routinely kills other humans, they loose more points as well as ammo.

- There are both male and female warriors.  Humans and ghosts show visible damage as they take it.  A ghost with red eyes is strong.  A blue-eyed ghost is close to being obliterated.

- The lightning gun is a defensive weapon against the ghost.  If the ghost has a lot of health, it will throw the ghost back, and knock down the ghost's protective shield.  If the ghost is badly hurt, any lightning gun strike will teleport the ghost to a random location. 

There are two modes of play, which is chosen randomly when someone becomes the ghost.  The type of play is signaled by a message and a sound:

***Ghost Stalks Humans!***
All players will hear the sound of the ghost roaring.
This game-play type occurs 75% of the time that someone spawns as the ghost-demon.
The ghost has a powerful melee strike, and gets a point for each human kill.
The ghost can regenerate health when motionless.
When the ghost is in motion and staking humans, any human nearby will hear their heart pounding as a warning of their impending doom.

In addition to its powerful melee attack, the ghost has two defensive weapons.  They are selected the same way that a human player changes his/her weapons:

- The “insanity goop”:  a glob of plasma that the ghost can throw at a human, rendering them insane for 10 seconds and thus making them an easier target to eat.  However, each time the goop is cast, the ghost looses points off of its maximum health.  If the ghost throws too much goop, it becomes paralyzed.  Also, when the ghost has the goop weapon charged up he casts a slight green glow, making him more easily visible.  You will see your fingers curled downwards when your goop weapon is charged and ready.  Bots (impulse 100) will react to geiing "gooped" - those poor, poor bastards...

- Ghost jump:  the ghost can jump to reach high stalking-grounds, or to escape when hurt.  You will see your hands turned to the ground when the ghost is ready to do a ghost-jump.  It is also useful for reaching those pesky power-ups that usually require a rocket-jump.

***Ghost Hunt!*** 
All players will hear the sound of the ghost squealing in terror.
25% of the time that a ghost spawns, it has greatly diminished melee powers, but the ghost gets points for the amount of time that it stays alive:  one point for every seven seconds.
The ghost can still regenerate points when motionless, but it is always surrounded by a swarm of buzzing flies.  If the ghost is hiding from the pack of human hunters, the humans can hone-in on the sound of the flies.

The ghost also has its two defensive weapons, but its insanity goop is unlimited and does not affect the ghost's health.

<<<CREDIT AND SUCH>>>
This mod has been created using some amazing artwork, models and sounds from other great mods.  Here are some of the unknowing contributors:

This mod require the incredible TomazQuake engine by:
Tomas "Tomaz" Jakobsson and Bram "BramBo" Stein
tompsson@hotmail.com
http://tomaz.quakesrc.org

The female warrior model, a derivative of the fem_reaper-mdl (which was itself a derivative of the default player model), was created by:
Damian Scott - aka [AO] HarsH -

The female warrior skin was created by:
Kenneth Scott of SkinForge (mfarr@iccnet.ab.ca)

Some of the sounds are from (or inspired by) the Horror Show mod by:
Dave "Whitenoise" Wallin, Nate Kozloski and Team Reaction
http://teamreaction.planetquake.gamespy.com/

The bots are a derivative of the amazing frikbot by:
Ryan "Frika C" Smith
http://www.inside3d.com/frikbot/fbx/

The flare gun and one of the ghost models are derivatives of models from the great This Alien Earth mod by:
Seth Galbraith - sgalbrai@krl.org
Ulrich Galbraith - ugalbrai@krl.org
Charles Galbraith - cgalbrai@krl.org
http://www.planetquake.com/simitar

Additional ghost models are derivatives of ones from the fabulous Nehahra mod by:
Mindcrime and the Nehahra Team
http://nehahra.planetquake.gamespy.com/nehindex.html

Other models are derivatives of models from Quake itself:
Thanks to these great visionaries:

id software
Design:  Sandy Petersen, American McGee, Tim Willits
Art:  Adrian Carmack, Kevin Cloud, Paul Steed

Rogue Entertainment
Design: Jim Molinets, Steve Tietze, Cameron Lamprecht
Art:  Rich Fleider, Steven Maines

Hipnotic Interactive
Design: Richard Gray, Tom Mustaine, Mike Wardwell, Jim Dose
Art: Robert M. Atkins, Michael P. Hadwin