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Ruin Hunters (quake3 mod)
v1.0a

http://www.planetquake.com/mbs

visit the online manual at:
	http://dynamic.gamespy.com/~mbs/index.php?page=6

**New to v1.0a**
-Fixed the "Unknown event: 68" bug that caused listen servers to crash
-Void mine should now work more reliably
-Fixed the problem with bindng the alt-attack in the ui/controls menu
-Fixed a couple bad texture references (this may also fix the problem linux/mac users were having with the telep.md3 file)
-The game should no longer spam "The hill has moved!" in KOTH games when g_hillMoveTime is set to 0
-The beams around the hill should draw properly now in KOTH games when g_hillMoveTime is set to 0
-Fixed some of the telefragging issues, you will still have problems if you try to play one of the 3 CTC maps in a mode other than CTC (this will be adressed soon with a new map pak)
****************

-Installation-
Make sure you have quake3 updated to the latest version.  And already have installed ruin_hunters_v10.zip.

Unzip the ruin_hunters_v10a.zip to your "quake III arena" directory, make sure to maintain the directory structure in the zip.
You should end up with "ruin hunters.bat" in the "quake III arena" directory.  And "readme.txt", "description.txt" plus the 5 pk3 files, in the "ruin" sub-directory.

-Running the mod-
Run the "ruin hunters.bat" file in your "quake III arena" directory.

or

Load Quake 3, and then select Mods, select Ruin Hunters from the listed mods.

If you have problems, feel free to post a message on the forums at:
planetquake.com/mbs


-How to play/Rules-

Basic game rules-
Players in Ruin Hunters do not have health.  To "frag" or kill a player, you must knock them into a hazard, such as a pit.  Each weapon in the game, does a different amount of knock back damage.  There is however one weapon that can kill an opponent without knocking them into a hazard.  The weapon is the Void book(purple) which can fire a blast that will instantly kill an oppenent, the book can also be used as an instant kill mine.  These basic rules apply to all game modes.

TIP
Each kill is 5pts, I suggested setting the frag limit to 50.

Each suicide subtracts 2 points, unless you have no points, in which case you remain at 0.
 

The game has 2 new modes of play in addition to the death match, team death match, and tournament modes carried over from q3.
This section explains how each mode is played.

"Capture the Coin"-
This game is a variation of "capture the flag".  Players are divided into two teams.  The teams spwan at seperate bases.  A base is a designated area of the map, with a treasure chest.  
The object of the game is to make it to the opposing team's chest and steal coins.  Each player can hold as many coins as they can grab, but as you get more coins you will become overweight and slow down.  The gold must then be returned to your team's chest.  
To win, your team must have the most gold in your chest before time expires, or reach a set number of coins captured.  

"King o' the Hill"-
The object of this game is to maintain your position in the hill.  For every second you are in the hill, you will recieve 1 point.  The hill will move to a new location every once and a while, default is every 30 seconds.  The hill is marked by light beams around it's edges.


-Control-

The game will be playable from two views.  First-person and third-person.  


-Weapons-
When you start the game, you begin with only 10 Regular bombs.  All other weapons must be found in the map.  Weapons spawn in set locations in different time increments (every few seconds, according to the specific weapon).  After a player dies, they lose all the weapons they previously had when they respawn.


5 bomb types-
Bombs are the most common weapon used and found through out the game.

the 2 fire modes for all bombs are..
-primary fire: standard straight fire
-alt fire: 3 bomb bounce

regular bomb (purple)
The player spawns with 10 regular bombs.  Regular bombs are also very common in each map.  Each additional bomb you pick up adds 10 to your ammo.  You can only carry 25 regular bombs.

fire bomb (red w/yellow !)
causes oppenet's mouse controls to be reversed for 3 seconds
Fire bombs are moderately rare, and are picked up increments of 1.  You can only carry a total of 5 fire bombs.

smart bomb (green)
primary fire is a heat seeking bomb.  alt fire is proxy bombs
Smart bombs are moderately rare, and are picked up in increments of 3.  You can carry a total of 10 smart bombs.

icebomb (blue w/snowflake)
freezes opponent for 3 seconds.
Ice bombs are moderately rare, and are picked up in increments of 1.  You can carry a total of 5 bombs. 

big momma (black w/skull and crossbones)
huge knock back damage
Big momma bombs are rare, and are picked up in increments of 2.  You can carry a total of 5 big momma bombs.


3 Hand to Hand weapons-
Hand to hand weaposn are useful for when you are out of projectile weapons, or if you want to catch an opponent of guard.

sword-knocks oppenents sideways
The sword is an excellent way to sweep opponents out of the way in long corridors.  When there are only pits on the side, this is the weapon you want to be using.  The sword is light, and can be used quickly.
The sword has no ammo limit, and is moderately rare.

wooden hammer-knocks opponents backwards and up
Hamers are a great help when low on ammo, or busting up a small room of players.  hammers also can help advanced players pop an opponent up into the air where they can be hit again to obtain a combo.  The wooden hammer is just a little bit slower to use than the sword.  The wooden hammer has no ammo and is common.  

metal hammer-
The metal hammer is a stronger version of the wood hammer.  The increase in power also means an increase in weight.  The metal hammer is slow to attack with, but the attack is powerful enough to give reason to use it.  The metal hammer is useful when attack players who are distracted fighting other opponents.  
The metal hammer is moderatley rare.  

4 magic books-
Each magic book has 50 magic points when it is picked up.  Each magic attack subtracts magic points from that book.  Collecting the same book replenishes the books power back to 50mp.
The magic is held in the palm of the players hand, and the magic is fired or summoned from the open pages of the book.

fire book(red)
-primary: shoots fireballs (5mp) 
-alt: thrown on the ground (25mp).  The open book then acts as a proximity turret, spraying opponents that get within a certain range.  The fire book can can shoot in 360 degrees in this mode.


void book(purple)
-primary: shoots large instant death ray (25mp). 
-alt: thrown like a mine, creates an instant death black hole (25mp).

wind book(blue)
-primary: Shoots a tornado from the pages of the book(25mp) 
-alt: spawns one giant tornado right at the players feet (25mp).

force book(green)
-primary: creates a sphere of potection around the player for 5 seconds.  The sphere will make projectiles bounce off, and will kncok back any opponent that touches it.  Players using the force sphere can not use another weapon for half it's duration, but they can still move around to bump into other players.  The player will still die if they touch any trigger hurt entity, or are hit by the void book.  And they will still be knocked around by near by explosions.(25mp).
-alt: currently the same as primary


3 Runes/power-ups
grip(purple)-increases players weight
speed(yellow)-increases speed
4x damage(red)-multiplies your weapons knockback by 4



Interactive objects in maps


Triger_hurt entites-
A trigger_hurt entity is any object in the map that is capable of killing the player. This is the most important interactive element in the game, since all gameplay relies upon it.  The entity is an invisble be of geometry placed next to or ontop of hazards with in the maps.
Here is a list of possible trigger_hurt entities:
water
lava
spikes
a bottomless pit
grass 
So, basically anything can be a trigger_hurt, as long as it looks like it it is out of the area of play or dangerous.  When creating a trap, always remember to give the player fair warning of its presence.  Traps should be indicated by a change in texture color, or damage around the area, or even sounds. 

Lifts-
lifts are found in various maps throughout the game.  You can ride one to higher areas in the map.  Lifts ar cpabale of moving horizontally or vertically, and do not need to be attached to anthing to operate (i.e. floating platforms). Lifts are constantly moving, and do not require any buttons to be pressed.  If a lift lowers onto the head of a player, or squishes a player against and object, the player will stop the movement of the device. 

Extending platforms-
Extendable platforms, pretty self explanitory here ^_^.  The player will run faster if the run the same direction that the platform is moving, and slower if running against the direction of movement.  If the player stops on the platform, the will follow with the movement of the platform.

Jump pads-
Jump pads are peices of geometry that launch the player through the air to a predetermined area.  The launch pad can be designed to appear as a magic looking platform or a campfire.  Consistancy throughout the level is important however.

Teleporters-   
Teleporters transfer the player to a distant destination in a second. Teleporters are represented by glowing red rings on the ground, encircled by blue, floating, particles.

-All new variables and commands-
*NOTE* all these can be controled from the in game menus

cg_drawThirdInvis (0/1) : draw your own character half invisible when in thirdperson view
cg_thirdPersonHeight (0-96) : adjust the height of the camera in thirdperson view
cg_thirdPersonRange (0-150) : this isn't new, but it is no longer locked in non-cheat servers
g_hillMoveTime X : X is the number of seconds the hill stays in one place in king of the hill, 0 means it never moves
+button5 : alt fire
+button6 : dash

g_gametype X : this isn't new, but some values for X are new
	0: FFA
	1: TOURNEY
	2: SINGLE PLAYER
	3: KOTH
	4: TEAM DM
	5: CTF			// Not supported, i just havn't had time to take it out
	6: CTC

Credits:

Slayer X AKA Casey Holtz 
Lead Design 
Level design
Character design
Modeling 
Texturing

Xerosignal AKA Eric berndston 
Design
Code 

Baptiste Ossola AKA Pen-pen 
Mapping
Level design
Animation
Character setup


Alex Darby AKA Toothrot! 
Mapping 
Modeling 
Texturing
Animation 
Character setup

Andrew darby AKA Ten_prick!
Level design
Mapping
Texturing

MadAlien 
Texture Artist
music

Eric Pierce
Character animation

Rick Newton AKA Neuro toxin
Modeling
Skinning
Texturing

Goatman
Modeling

Thanks to
SumFuka, AssKicka, and Chris Hilton
for their code tutorials 


THANK YOU:
ID Software, for supporting and creating the mod community!  

Thank you to Planetquake.com, your support has helped spread the word, and get people interested.  The crew at Planetquake was also always polite and helpful. ^_^  

Thank you to everyone on the team, this was a huge task, but you all stayed with it!   I made some friends over the past years and learned a lot with you guys.  Hopefully we can work together again in the future, or visit each other while traveling.  

We all had a great time making the game and we hope that you enjoy playing it.    

copywrite MECHANICAL BUTTERFLY STUDIOS 2002





 