((Inspired by the story of Tednugent the Orc Hunter and his adventures at Pants on Head Productions))
You find yourself at the entrance of E1M1. You don't know how you got here and you don't remember taking any slipgates or portals that lead to this location, not for a long long time anyway. You are Ray, a veteran military ranger that once single-handedly stopped the invasion of Quake. You had thought those days behind you once you killed Shub Niggurath, but as you survay the surroundings of this familier area, you realize that maybe that was too much to hope for. You inspect yourself.
Character
You are at 100 health.
You have 0 armor
You are equipped with your shotgun
Inventory
(1) badly-bloodied hand axe
(1) 20 gauge pump shotgun
(25) shells (20ga)
(1) stimpak
Satisfied that you aren't (yet) on the brink of death, you take a step forward and prepair to shoot the Grunt that usually waits for you out here...except there's no Grunt. Hm...ooohhh, maybe you're playing multiplayer. Well, in that case, you steel your courage as you prepair to get owned by some camper with an RL. You examine your surroundings.
Behind you is the Slipgate used to enter the map
To your right is a wall with an Oddly-Flashing Light
Straight ahead is a Ramp
Ahead to your left is a Small Hallway.
>
__________________________________________________ ______________________________________________
__________________________________________________ ______________________________________________
How to Play:
Welcome to "You Find Yourself In E1M1", an interactive Quake story. To play, guide and control Ray using text commands known as "impulses". To create an impulse, simply type a command following a right arrow (for example, ">eat a delicious cookie, then build a sand castle"). You can enter more than one impulse per post if you desire. You can also enter multiple actions in one impulse, such as the one above. If Ray is capable of acting on the impulse, he will do so in an elaborate story-like explaination. If Ray is unable to accomplish a task given by an impulse, there will most likely be a good explaination why. In the rare occasion that an impulse is not recognized by the game's CPU (if I think it doesn't fit in with the game or is just completely and utterly stupid and/or inappropriate) DOS will respond with "Bad Command or File Name." Ray can do all sorts of things, even things that don't exactly tie into the current situation. If in the middle of a difficult situation you feel like breaking out into dance, then Ray will do just that! Some useful impulses:
>Character -will display your current health, armor, equipped weapon and the status of any current tech (like your console)
>Inventory -shows what all your carrying and how much of each item.
>Companion -Displays the above stats for your current companion
>Status -Displays all of the above stats
>Map Info -Tells you where you currently are. Just in case you get lost
>Log -*usually* tells you what current goals you're trying to accomplish
-Health and Wellbeing-
Ray can and will be hurt along the way. When he gets to certain points in his health, he will suffer various degrees of crippling injuries. They are as follows:
< 60 = Partially Crippled. Ray is beginning to show signs of fatigue and agony. His response time, agility, strength and combat ability will be some-what hampered.
< 40 = Badly Crippled. Ray is in some pretty serious pain. His limbs are weak and his aim will begin to get unreliable. This may result in extra ammunition wasted.
< 20 = Critically Crippled. Ray will barely be able to move in this condition. Dodging, running, jumping, and melee combat will be neigh impossible in this state. Seek health immediately!
As in Quake, your health has a maximum of 100. When Ray takes damage, he can heal it by using Stimpaks, Medikits, Megahealths, or Medic's Bags.
Stimpaks are syringes filled with a mixture of healing agents and pain killers designed to aid in the healing of grievous wounds as well as help dull pain so that a wounded soldier can get back to battle quickly. They heal for 15 health each.
Medikits are small packs containing a Stimpak syringe as well as a dose of steroids meant to act as a catalyst for rapid healing and strength renewal. These heal for 25 health each.
Medic's Bags contain medicines and medical tools used to patch up wounds, sew holes, and replenish lost vitality. When used, they will bring a wounded soldier back up to full health.
Megahealths are large packs that contain vials of drinkable fluids, pills, and injections that not only heal wounds, but provide additional vitality. They will add 100 health to your current health count. Any health over 100 will gradually fade.
Health does not regenerate automatically with time. Ray is mortal and doesn't have time to sit around and recover...
-Armor-
There are 3 kinds of normal armor, Riot Armor [Green], Combat Armor [Yellow], and Warrior Armor [Red]. Their values are the same as in Quake, however when armor is scavenged, is can have less armor count. They also reduce damage taken the same way they do in Quake, but I'm far too lazy to do the math involved in that. So it'll all be random numbers. In addition to normal armor, there is also the addition of Soul Armor in this game. Where normal armor will reduce physical damage taken by conventional means, Soul Armor (which can be aquired by locating various Shadow Armors that are usually found on dead enemies) will reduce damage taken from the various dark attacks from enemy Shadows.
-Inventory and Armaments-
Unlike in Quake, all items found will be kept in Ray's inventory satchel and can be used when needed. Ray's inventory does not have a set limit, but keep in mind that he can't carry an infinite supply of stuff. Narration will decide when he has too much crap and can't take on anymore. He's strong, but not that strong.
Throughout the course of the game, Ray will not find all eight of the original weapons of Quake. He will, however find, receive and even create all new weapons.
-Mortality-
Ray probably won't die. Narration will probably prevent that...but Ray doesn't know that. If he finds himself in a situation where he's about to get fragged, he might opt to go against your impulses and act on his own, if necessary. Help Ray out and try and keep him from getting killed as best as possible.
Submit all questions to Death Knight directly.
Have fun!
You find yourself at the entrance of E1M1. You don't know how you got here and you don't remember taking any slipgates or portals that lead to this location, not for a long long time anyway. You are Ray, a veteran military ranger that once single-handedly stopped the invasion of Quake. You had thought those days behind you once you killed Shub Niggurath, but as you survay the surroundings of this familier area, you realize that maybe that was too much to hope for. You inspect yourself.
Character
You are at 100 health.
You have 0 armor
You are equipped with your shotgun
Inventory
(1) badly-bloodied hand axe
(1) 20 gauge pump shotgun
(25) shells (20ga)
(1) stimpak
Satisfied that you aren't (yet) on the brink of death, you take a step forward and prepair to shoot the Grunt that usually waits for you out here...except there's no Grunt. Hm...ooohhh, maybe you're playing multiplayer. Well, in that case, you steel your courage as you prepair to get owned by some camper with an RL. You examine your surroundings.
Behind you is the Slipgate used to enter the map
To your right is a wall with an Oddly-Flashing Light
Straight ahead is a Ramp
Ahead to your left is a Small Hallway.
>
__________________________________________________ ______________________________________________
__________________________________________________ ______________________________________________
How to Play:
Welcome to "You Find Yourself In E1M1", an interactive Quake story. To play, guide and control Ray using text commands known as "impulses". To create an impulse, simply type a command following a right arrow (for example, ">eat a delicious cookie, then build a sand castle"). You can enter more than one impulse per post if you desire. You can also enter multiple actions in one impulse, such as the one above. If Ray is capable of acting on the impulse, he will do so in an elaborate story-like explaination. If Ray is unable to accomplish a task given by an impulse, there will most likely be a good explaination why. In the rare occasion that an impulse is not recognized by the game's CPU (if I think it doesn't fit in with the game or is just completely and utterly stupid and/or inappropriate) DOS will respond with "Bad Command or File Name." Ray can do all sorts of things, even things that don't exactly tie into the current situation. If in the middle of a difficult situation you feel like breaking out into dance, then Ray will do just that! Some useful impulses:
>Character -will display your current health, armor, equipped weapon and the status of any current tech (like your console)
>Inventory -shows what all your carrying and how much of each item.
>Companion -Displays the above stats for your current companion
>Status -Displays all of the above stats
>Map Info -Tells you where you currently are. Just in case you get lost
>Log -*usually* tells you what current goals you're trying to accomplish
-Health and Wellbeing-
Ray can and will be hurt along the way. When he gets to certain points in his health, he will suffer various degrees of crippling injuries. They are as follows:
< 60 = Partially Crippled. Ray is beginning to show signs of fatigue and agony. His response time, agility, strength and combat ability will be some-what hampered.
< 40 = Badly Crippled. Ray is in some pretty serious pain. His limbs are weak and his aim will begin to get unreliable. This may result in extra ammunition wasted.
< 20 = Critically Crippled. Ray will barely be able to move in this condition. Dodging, running, jumping, and melee combat will be neigh impossible in this state. Seek health immediately!
As in Quake, your health has a maximum of 100. When Ray takes damage, he can heal it by using Stimpaks, Medikits, Megahealths, or Medic's Bags.
Stimpaks are syringes filled with a mixture of healing agents and pain killers designed to aid in the healing of grievous wounds as well as help dull pain so that a wounded soldier can get back to battle quickly. They heal for 15 health each.
Medikits are small packs containing a Stimpak syringe as well as a dose of steroids meant to act as a catalyst for rapid healing and strength renewal. These heal for 25 health each.
Medic's Bags contain medicines and medical tools used to patch up wounds, sew holes, and replenish lost vitality. When used, they will bring a wounded soldier back up to full health.
Megahealths are large packs that contain vials of drinkable fluids, pills, and injections that not only heal wounds, but provide additional vitality. They will add 100 health to your current health count. Any health over 100 will gradually fade.
Health does not regenerate automatically with time. Ray is mortal and doesn't have time to sit around and recover...
-Armor-
There are 3 kinds of normal armor, Riot Armor [Green], Combat Armor [Yellow], and Warrior Armor [Red]. Their values are the same as in Quake, however when armor is scavenged, is can have less armor count. They also reduce damage taken the same way they do in Quake, but I'm far too lazy to do the math involved in that. So it'll all be random numbers. In addition to normal armor, there is also the addition of Soul Armor in this game. Where normal armor will reduce physical damage taken by conventional means, Soul Armor (which can be aquired by locating various Shadow Armors that are usually found on dead enemies) will reduce damage taken from the various dark attacks from enemy Shadows.
-Inventory and Armaments-
Unlike in Quake, all items found will be kept in Ray's inventory satchel and can be used when needed. Ray's inventory does not have a set limit, but keep in mind that he can't carry an infinite supply of stuff. Narration will decide when he has too much crap and can't take on anymore. He's strong, but not that strong.
Throughout the course of the game, Ray will not find all eight of the original weapons of Quake. He will, however find, receive and even create all new weapons.
-Mortality-
Ray probably won't die. Narration will probably prevent that...but Ray doesn't know that. If he finds himself in a situation where he's about to get fragged, he might opt to go against your impulses and act on his own, if necessary. Help Ray out and try and keep him from getting killed as best as possible.
Submit all questions to Death Knight directly.
Have fun!
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