
                  ******************************
                  * H E A D H U N T E R S  1.0 *
                  ******************************


****************************************
* I. INSTALLING/SETTING UP HEADHUNTERS *
****************************************

      Installation

      Pretty simple... run setup.exe included in this zip, and 
	tell it your Quake dir and the installation program handles 
	the rest! For the ppl who got the hh10.zip, unzip into your 
	quake dir using -d! Remember to use -d or expect havok.....


	Setting Up For Play

	Finally ready for the challenge? Ok, run Hh.bat located in
	your quake dir (for regular quake) or run Hhwin.bat if you have
	Winquake. This will load Headhunters in TCP/IP mode.
	(Internet play) Then bring down the console with the ~ key
	and type connect TYPE.IP.HERE and press Enter. You can get
	the latest servers from the Headhunters web site at
	http://headhunter.stomped.com. Enjoy the fraggin fun!
	Also, if you need any help getting the gist of Headhunters,
	just keep reading! All will be explained below......


	Setting Up A Headhunters Server

	Please see server.txt for more info on setting up a Headhunters server.
	


**************************
* II. 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!



*************************
* III. 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 entertainment. For you, it's a desperate battle
 	for your life and head. So show em who's boss!



****************
* IV. 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 built the
      install program. Without Kayin Head Hunters would not
      be what it is.


      HH2: "Spoon's Keep" by Dustin "WoodenSpoon" 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. WoodenSpoon's credits are numerous. He will soon
 	be adding his work to other large scale Quake conversions.


      HH3: "Spoon City" by Dustin "WoodenSpoon" 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. Download "Ledges" to see another
      great level he did.


      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, Yellow 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. I kinda like it. 


      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 :) 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.


      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.


      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

	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. 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

  	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. If the line hits a corner the
      line breaks so plan your swings. 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.



**************
* V. SUPPORT *
**************

	WWW

  	 http://headhunter.stomped.com

	Email
   
  	 Charlie Zimmerman
  	 czimmerm@cyberenet.net

  	 Jamis Eichenauer
  	 keichena@infinet.com



***************
* VI. CREDITS *
***************


	Shadows Of Sin    [hh1b.bsp]      - Jamis Eichenauer
	Spoon's Keep      [hh2b.bsp]      - Duston Kleckner
	Spoon City        [hh3b.bsp]      - Dustin Kleckner
	Defiled Chambers  [hh4b.bsp]	- Charlie Zimmerman
	DCDM 3            [hh5b.bsp]      - Dario Casali
	DCDM 5            [hh6b.bsp]      - Dario Casali

	Quake C - Charlie Zimmerman
	Models - Charlie Zimmerman
	Graphics - Jamis Eichenauer, Charlie Zimmerman
	Special Thanks - Stomped.com & Deadpool



*********************
* VII. LEGAL ISSUES *
*********************

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

      Headhunters is copyright 1997 by the Headhunters 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 author. 
	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 (www.idsoftware.com)
	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 so
	ever try to slap this on a CD and claim you created
	it, we will haunt you until the end of time. In fact,
	I even know a good lawyer! So BUG OFF ACTURA.

