
Jump to: Quick Start General description Menus In-depth Editor
OK... So I've downloaded the game, what do I do now?
Well... you really should read the manual if you would like to have some understanding and control over the game. But, if your house or cat are on fire, then first: I didn't do it, and second:
No probs. First thing is a genreal description.
Space 82 3D combines the ship controlling method of games such as StarControl or Astroids, with the viewpoint of Doom. Additional game concepts were added, such as different game modes - DeathMatch, Hold the flag, and racing. Up to 4 players may play at the same time, on the same computer. Players may demolish eachother using 8 different weapons. An inline track editor is available too.
OK, now that we are over that...
You want is to know your way around the menus. I'll make lots of gameplay explanations in there.
Space
Pickups
Weapons
Frags
AfterMath Screen
Editor
Credits
To go into a section in the main menu, hit enter while highlighting it. Move selection with up/down. Quit with escape or with the menu option. Anyways... here goes:
Going from the main menu inwards...
In-depth information
This menu is handled in a unique way. The top option selects what to start. All that's under it are specific for the thing that you want to start.
The start-what things are: DeathMatch, Hold the Flag, Race, and a track editor. In order to switch between start-whats, press left or right while start-what is highlighted.
Press enter at any time to start start-what (playing a game mode, or starting the editor).
Press left/right to change what's written in the highlighted line (i.e. change the highlighted option)
Objective here is to frag the most enemies first. All weapons are available here. Players respawn in pre-set locations.
Options are:
The goal. If someone has X frags, he wins, and the deathmatch ends.
If no one reaches the frags goal by the time X:XX time passes, the deathmatch ends. Amount of time left is displayed on the top right corner of each player's viewport.
Objective here is to have the flag with you for the accumulated goal time. The flag is that bright star-like thing.
You get your hold on the flag by running it down. When you are fragged, the flag is dropped. As long as the flag is with you, the timer in the top right corner is counting down.
First to reach 0:00 is the winner. The timer does NOT reset every time you lose the flag.
The flag is always displayed on the radar, and a little orange arrow always points at it on the viewport. When you are holding the flag, a little flag icon will appear to the left of your armor bar
Players respawn around the current flag location, looking straight at it. You cannot use the doomsday device in this game mode.
Obviously this sets the time goal...
Goal is to follow the checkpoints as fast as possible, and finish the designated number of laps first.
Checkpoints are those arrow boxes. All arrows point to the next checkpoint, but if you see mostly the red arrow - turn around, yellow - a right angle turn is needed, green - you're on your way.
The next checkpoint is always shown in the radar, and the orange arrow points at it as well.
Number of laps left is shown to the left of armor bar. You cannot use the doomsday device and the sniper gun in this game mode.
This is a two story high selection. First is obviously "Track:", and the second is the current track's name. Pressing left/right here will bring up the track selector.
Top left window shows you the track name by alphabetical order, the bottom left one shows you a preview of the track. The red dot is the starting point, the yellow line is the last track section. If the track is not closed, there's no yellow line.
Enter selects the highlighted track, escape cancels.
Set the number of laps required for victory. If the track is not a closed circuit, this option will not be available, and instead it will say "Grand tour"
Edit tracks for the race mode. Editor description is given later on.
Select the track to edit. Track selector works the same as the race's track selector, except of three things:
Here you assign the players controls. First choose a player, using up/down. Press enter, and there choose the controller this player will use.
Press enter to accept the change and go back to player selection. Press escape to go back to player selection without accepting the change.
If you choose a controller that another player uses, the players switch controls.
This menu is independent since players might want to use different controllers, and this way there's no need to redefine keys and such.
This is the place to add new players (hit enter when highlighting Add a new player, then enter name), and to delete players (press delete while highlighting a player).
Pressing enter while highlighting a player will take you to:
This allows you to change the current player's profile. The info that is set here is personal for each player.
I mean, that if you are editing a player called John Doe, the text "John Doe" will appear as the top option. Hitting enter while highlighting it will allow you to edit the player's name.
"this or that" is one of these two:
This section allows you to define the sizes of the mouse movement area (Active/Neutral X/Y), and lets you decide whether:
In both cases, pushing the mouse cursor into the top active area means forward.
This simply sets the mouse options to default, and the Change Weapon key handling method to "Key changes to next weapon".
This is where you change your controls settings...
Press enter to edit the first keyboard set. Keys are displayed in the bottom window. While you are editing: Enter accept changes and goes back to the top window, escape cancels and returns, left/right lets you re-define the selected key.
Note: If you want to define the right control key, re-press the control key when re-defining, when it says "left control" is the asigned key.
Same as above, just for the second keyset.
This line may say several things, according to your joystick state.
You ain't got any joysticks plugged in... not much to do there.
You have one joystick. You may assign players to both your joystick and your mouse. You can;t do anything here too.
This means the game have found two joysticks, and that you may assign players to both of them. I've never tested this option at work. Press enter to change this to:
This means the second joystick is ingnored, and you may assign players to your first joystick and your mouse. Press enter to use both joysticks.
Just sets the keys back to default.
Ah c'mon... what can this do?
Unfortunately, 4 ships on an infinite space is quite a thin idea. The space in Space 82 3D is round. When you are approaching the edges of the space you are being warned by a blinking "Outer Belt" warning on your viewport.
If you exit the valid space, you are automatically fragged.
Pickups are your resources. Running over a pickup will add ammo to one of your weapons, install you the shield damager, or restore some of your armor.
In DeathMatch or Hold the Flag, pickups are those rotating blue crystals circles. Grab them by running them over. On Race mode, you get your pickups when you pass through checkpoints.
What we all been waiting for...
All weapons cause a certain shock to the ship while firing. That shock effects only the weaponary system. Once the system has recovered, you may fire again. A bar saying "READY" fills up as the system recovers. When the READY bar is full, your system is ready to fire again.
Launches a homing missile. Missile does about 33% damage. The catch is, you have to keep the target inside your crosshair for a whole second, until it turns red. Only then you may fire. Attempting to fire before the lock is gained will reset the locking device, therefore taking more time to lock.
Reload time is quite short.
Drops a mine. This is no ordinary mine. Two seconds after it was dropped, the mine creates a gravitational field, pulling players towards it. 5 seconds later it explodes. It's very hard getting away from it once it pulled you in.
Hold the fire key to charge it. Once the charging bar has passed the red part, you can let go. A radial blue pulse is then emitted all all around you. This will also happen when you cannot charge anymore. Damage varies according to how long it took the pulse to go through the ship. Can kill in one shot.
One of the more powerful weapons around. Firing ejects a sea-mine looking projectile which advances forward. Then it splits up to 5 smaller parts, which spread out, and then each of them split up to even smaller parts that spread out. Those parts fly a bit and then pop. Any part, including the first one, that hits a ship, sticks to it. If you dunk the first one, you've got yourself a sure frag.
This is the only long-long range weapon. Hold the fire key to zoom in, let go to fire. The farther the bullet go, the greater the damage it makes. Can frag in one shot from a far distance. Bullet is faster than the eye, it hits exactly where you aim when you let go. The gun's range is limited however, but is really long. The engine is turned off when you are zoomed in, so you can't move, only rotate.
A machine gun. With one twist. It doesn't fire straight... It spreads the bullets like a garden water sprinkler, from side to side. Very rapid fire, not much damage per bullet.
It's abilities as a weapon are puny, since it produces purple engine products backward, which fade very quickly. It's main function is doubling your maximum speed. Each engine waste hit reduces 25% of your armor.
Kaboom. Sets a device that goes off in 1.6 seconds. A huge multi-leveled implosion sweeps off anyone in it's range. There is no way of surviving it if you are anyway near it. This especially goes to the one who placed the device, he always pops. If you are too far to get into the implosion, you are probably tossed away from the power of the blasts. I suggest you resist this, or you will exit the valid space. In order to gain something out of this one, you need at least two enemies within range.
Not a firing/deploying weapon, but since it's sole purpose is damaging other players, I list it here. Picking this one up installs the shield damager until you are fragged. The shield damager reduces enemy players' armor by bumping into them. Each time you bump into someone, it takes 30% percents off his armor. If your shield damager is installed, you will see a yellow ellipse with the word ON in it, next to your armor bar.
When a player's armor is zero, he is fragged. The player who brought him to zero is the fragger. Every frag you make, your frag count rises by one. If you frag yourself, with a weapon or by wondering off valid space, your frag count is decreased by one. Frags only really matter on the deathmatch, where they are the objective. In hold the flag and racing mode, frags are the means, not the cause.
At the end of a game, comes the aftermath screen. Each game mode has it's own aftermath screen. The titles on the left is the "who", the titles on top and the "to who". Ummm... that's not very clear... so here's a little chart:
_____|_____X_____|_____Y_____|_____Z_____|____Evryone____
X | X frags X | X frags Y | X frags Z | X total frags
Y | Y frags X | Y frags Y | Y frags Z | Y total frags
Z | Z frags X | Z frags Y | Z frags Z | Z total frags
Evry1| X total D | Y total D | Z total D |
Deathmatch shows you mainly the frags.
Hold the flag aftermath also shows you how much longer each player was supposed to hold the flag to win. The match's winner is named on the top of the aftermath screen.
In order to make a new track, you'll need to use the editor. Tracks in Space 82 3D are basically a set of point that a single line runs through them. The editor is from top view, checkpoints are the circles. Checkpoints that were selected by the user are marked in red. The starting point is marked by an S that is under the circle.
If you would like to put your self-made tracks on public, please contact me at [email protected]
Move the crosshair on the screen using the mouse.
Arrow keys move your viewpoint ("camera").
Plus/Minus increases/decreases zoom level times 2.
left/right bracket (i.e. [ ]) or Shift+zoom keys changes the grid's spacing times 2.
G toggles grid.
X centers view on the axis origin.
Z centers view on the first selected checkpoint.
N changes the track's display name.
F changes the actual filename that will be used to save the track to.
T toggles the grand tour option on/off. If on, the user will not be able to select how many laps, instead, he will have to reach from the starting point to the finish point. If off, the track is a closed circuit.
V sets whether new checkpoint will be automatically set as bonus points. A checkpoint that is set as a bonus point will give the player a pickup bonus when he passes through it. Bonus points have a B above them, in editor view.
Limits mouse controlled actions (add/move points) to the crossing between grid lines. A newly added checkpoint will be snapped to the closest [b]+[/b] to the cursor. When moving, the point that is personally dragged by the mouse is snapped. S toggles this option.
Most functions effects only selected checkpoints. You may select checkpoints by the following ways:
To select a single checkpoint, left-click it once.
To select a several checkpoints, left-click and drag, revealing a green rectangle. Anything that is within this rectangle once you've let go of the left button will be selected.
To select the checkpoint that comes right after the selected checkpoint, press >.
To select the one that comes right before the selected checkpoint, press <.
If more than one point is selected, then the effect will be the one that's after the last, or the one that's before the first selected.
Press Space to insert a new checkpoint at where the mouse cursor points. Checkpoint is inserted in line right after the first selected checkpoint. If no point is selected, it is added as the new starting point. This action is affected by grid-snapping.
Pressing Delete/Backspace simply deletes all selected checkpoints. Line order remains.
Hold the right mouse button to drag all selected points. The point that is closest to the mouse cursor will be affected by grid-snapping. All other points will stay in the same position, relative to that point.
B changes all selected points that are bonus points to be no-bonus points, and all no-bonus points to bonus points.
M mirrors all selected point around the X axis.
Shift+M mirrors around Y.
C multiplies the distances between all points by a single factor. After you press C, enter the Factor. Escape/Leaving blank cancels.
Shift+C does the same, but only to selected checkpoints.
R rotates all points by an input factor (given like the scale factor) in degrees, using the axis origin as pivot.
Shift+R does the same, but rotates only selected points.
M moves all points according to an input given (like Scale and Rotate). Input syntax is: "Axis Measure". Meaning, if you want to move the points up by 3200 units, your input should be "Z 3200" or "Y 3200". If you want to move them to the left by 16000 units, you should type "X -16000". Positive directions are obviously up and right.
Shift+M does the same, but affects only selected points.
Roll Starting Point
O (the letter) sets the point that comes right before the current starting point, as the new starting point.
S saves the track to the pre-set filename. If filename is not valid, no error message appears, so remember to name your file, and not leaving the filename area blank.
You can't delete a file from within the editor. To delete a file, go to the edit menu(in Start), enter the track selector, highlight desired filename, and press delete. Answer Y to the prompt, and the file is deleted.
Escape quits back to start menu.
Code & graphics: Avishay Yagoda, AKA Pyros
Homepage: http://www.geocities.com/pyros_82.
Contact me: [email protected]