groupGore
presented by plasticSarcastic
groupgore.plasticsarcastic.com
vb1.5 Game Manual
The groupGore Team
inarma - sprites, textures, ideas
tie372 - all coding, ideas, voice acting
Basic Controls
WASD - Move
Numbers/Mouse Wheel - Select Weapons (ALT for selecting skills)
MB1 - Shoot (ALT for using skills)
MB2(hold)+MB1 - Melee
R - Reload
Classes
The Brute: The brute is a heavyweight soldier. He carries two weapons with great firepower, and has the most health out of all classes. However, he moves slow, and his slow fire rate can lead to his downfall. The brute works best with other brutes, pushing their way into the enemy's base.
The Engineer: The engineer is a high-tech mechanic wearing a hazard suit into battle. His robots are his specialty, and he has many of them to perform various tasks. He also stole some of the brute's weapon blueprints and has tinkered with them to create his own versions. He moves faster than the brute and has decent health.
The Druid: An unexpected cult of pagan druids has sprouted up, and their magic is incredible. Religious customs do not allow them to wear armor into battle, and thus they can not take as much damage, however they can dish out damage extremely well. Many useful spells are at their disposal, and they can destroy enemies in groups.
The Assassin: A master of stealth and the martial arts, the assassin has many tools to aid her in silently killing foes. She moves extremely fast, and even stole government prototypes for a cloaking device. She has mastered weapons such as the katana, wrist blade, and even the sniper rifle, giving her advantages at stealth killing.
Combat Skills
Each class has 1-3 combat skills that they can use in battle, aiding them in some way. They are activated by holding ALT and clicking the left mouse button. You can select different combat skills by holding ALT and pressing the desired number:
Brute:
1. Dire Strike: If this melee strike finds its target, the brute's fire speed will be tripled for 14 seconds.
2. Adrenaline: A shot of adrenaline gives a boost in all areas of performance, however your health will slowly drop to one, forcing you to find safety quick.
3. Marksman: While activated the brute's damage will be doubled, however he can not move.
Engineer:
1. Defibrulation: If activated next to a robot, the bot's health will drop to one, however the electricity does amazing things to the player for 12 seconds.
2. Sky Sight: The engineer calls upon a scout robot he built to survey the whole map for him, but he must control it, preventing him from moving.
3. EMP: An electromagnetic pulse will disable ALL robots for 10 seconds.
Druid:
1. Illusionist: The next spell cast will travel through walls, allowing for tactical possibilities.
2. Infravision: The druid can see all around him for a set amount of time, and can see cloaked units as well as through walls.
3. Energy Recycle: Cooldown times for all spells are greatly reduced while this is activated.
Assassin:
1. Cloaking: Using her cloaking device she becomes invisible for about eight seconds.
2. Ninja Speed: For about ten seconds the assassin moves faster and reloads weapons faster as well.
3. Hidden Hell: For eight seconds any attacks dealt from behind will cause many times more damage.
Maps
There are four standard maps in groupGore, and plans for a level editor. Each map works with the six gameplay modes:
Deathmatch - The first team to a certain number of kills wins.
Capture the Flag - The first team to capture the 'curestone' a certain number of times wins.
Defense - The purple team attempts to defend all control points from the orange team for the time limit.
Control Points - Each team is trying to capture all control points. The host can set whether these have to be in a certain order or not.
King of the Hill - At the end of the time limit, the team closest to the 'hill' wins. Teams gain bonuses based on kills they get.
Grudge - A grudge is randomly chosen. The grudge is slightly invisible, and has some enhanced abilities. The other players try to kill the grudge. If they do, they become the grudge. Whoever gets the most kills as grudge wins.
And you can play on the following maps:
Industria - An old factory with mazes of metal girders and strange machines. There is a nice combination of large opens spaces and tight winding hallways. Recommended play types: Defense, King of the Hill.
Jungle Carnage - A jungle deep in the rainforest, with many open spaces. Players fight to control the middle temple, while making sure other key points are defended. Recommended play types: Deathmatch, Capture the flag, Control points.
Graveyard Brawl - A large graveyard. There are many different ways to get around, so defense is key. There are many close-quarters opportunities. Recommended play types: Defense, Control points (not ordered), Grudge.
Hall of Death - A dark hallway. This is one of the hardest maps, as there exists only one bottleneck area for attacking. Very dangerous and cut-throat. Recommended play types: Capture the Flag, Control Points, King of the Hill.
Weapon Database
Brute:
Pistol
Required Level: 0
Damage: 10
Firerate: 3/sec
Manual
Reload: 1.5s
Spread: 1
Clip: 10
Ammo: 60
Shotgun
Required Level: 0
Damage: 8
Firerate: 1.15/s
Reload: 4.5s
Spread: 10
Clip: 8
Ammo: 40
Chain Gun
Required Level: 6
Damage: 4
Firerate: Varies
No Reload
Spread: 6
Ammo: 220
Revolver
Required Level: 10
Damage: 35
Firerate: 0.83/s
Reload: 2.4s
Spread: 1
Clip: 6
Ammo: 30
Dual Uzi
Required Level: 13
Damage: 4
Firerate: 7.5/s
Manual
Reload: 1.3s
Spread: 8
Clip: 28
Ammo: 112
Erratic Eric
Required Level: 18
Damage: 3
Firerate: 15/s
Reload: 0.4s
Spread: 16
Clip: 20
Ammo: 200
Sub Machine Gun
Required Level: 20
Damage: 4
Firerate: 6/s
Reload: 2.73s
Spread: 3
Clip: 24
Ammo: 164
AK-47
Required Level: 25
Damage: 10
Firerate: 10/s
Reload: 0.4s
Spread: 7
Clip: 4
Ammo: 140
Canister Rifle
Required Level: 25
Damage: 40
Firerate: 1.67/s
No Reload
Spread: 2
Ammo: 12
Slugger
Required Level: 30
Damage: 36
Firerate: 1.5/s
Manual
Reload: 6s
Spread: 5
Clip: 3
Ammo: 24
Rocket Launcher
Required Level: 36
Damage: 74
Firerate: 0.4/s
Reload: 6s
Spread: 4
Clip: 2
Ammo: 14
Engineer
Bots
Fixed Sentry: A fixed sentry that will shoot at any one that trespasses.
Required Level: 0
Damage: 20
Firerate: 3.75/s
Range: 400
Build time: 20s
Spread: 0
Health: 100
Vision: 180 degrees
Patroller: Patrols between walls, shooting at anything it sees.
Required Level: 5
Damage: 10
Firerate: 6/s
Range: 500
Build time: 10s
Spread: 8
Health: 160
Vision cone: 360 degrees
Detector: Gradually reveals cloaked units and gives nearby robots vision cone and range bonuses.
Required Level: 10
Range: 350
Build time: 13s
Health: 400
Vision cone: 360 degrees
Siege Bot: Fires 3 rockets in succession.
Required Level: 15
Damage: 101
Firerate: 5/s
Range: 3000
Build time: 40s
Reload: 3s
Health: 300
Vision cone: 140 degrees
Medic Droid: Heals all that stand near it.
Required Level: 20
Heal rate: 30/s
Range: 100
Build Time: 15s
Health: 600
Modded Weapons
Modded Pistol
Required Level: 0
Damage: 20
Firerate: 2.14/s
Reload: 2s
Spread: 4
Clip: 10
Ammo: 60
Modded Shotgun
Required Level: 13
Damage: 4
Firerate: 20
Manual
Reload: 9.3s
Spread: 8
Clip: 8
Ammo: 40
Modded Laser: Hold mouse button to charge up energy, release mouse button to fire laser.
Required Level: 23
Max Damage: 225
Charge Up Speed: 1
No Reload
Ammo: 8
Sonos: Fires a concentrated burst of sound that grows in amplitude as time goes on. Bounces off walls. Can damage engineer.
Required Level: 40
Reload: 6s
Lifetime: 15 seconds
Ammo: 25
Druid
Elemental Spells
Leaf Slice: A swarm of leaves slice the enemy.
Damage: 10/leaf
Cooldown: 3.3s if on grass, otherwise 4.3s.
Upgrades: Number of leaves, damage.
Ember Fury: A large meteor hits the ground, releasing dozens of searing embers.
Damage: 32/s for crater, 8/ember
Cooldown: 8.6s
Upgrades: Ember count, cooldown.
Shockwave: Hundreds of electrical particles hover in the air and gain power, then discharge an immense amount of energy.
Damage: 1/particle
Cooldown: 8.5s if on metal, otherwise 10s.
Upgrades: Particle count.
Solar Spear: Concentrated UV rays are directed towards an enemy. The energy escapes in short bursts.
Damage: 135
Cooldown: 12s if not on grass, otherwise 16.6s.
Upgrades: Frequency (time between bursts), damage.
Chain Lightning: A bolt of lightning jumps between targets, doubling its speed and power with each jump.
Damage: 2, doubles with each jump.
Cooldown: 2s/jump
Upgrades: Jumps (this upgrades damage and decreases pause between jumps, but increases cooldown).
Ground Spike: Pillars of earth erupt from the ground in a pyramid formation. The damage steadily increases, only stopping when an obstacle is hit.
Damage: 10*Spikes
Cooldown: 2.6s/level
Upgrades: Damage, Cooldown.
Elemental Fury: A random effect is created based on the location of the caster.
Damage: Varies
Cooldown: 150
Upgrades: Damage, intensity.
Meteor Shower: Fiery asteroids fall from the sky, leaving fire in their wake.
Damage: 50/meteor
Cooldown: Damage done.
Upgrades: Number of meteors, cooldown.
Storm: All life forms in a radius around the druid are severely damaged (including the druid). Damage intensifies as the caster becomes weaker.
Damage: Inverse of caster's health
Cooldown: None
Upgrades: Radius, damage.
Assassin
The assassin's melee weapons have 4 global attributes: Min damage, Max damage, Firerate, and Critical hits. Upgrading one of these will upgrade them for all melee weapons.
Brass Knuckles
Required Level: 0
Damage: 10 - 16
Speed: 3.75/s
Manual
Crit Chance: 5%
Blowdart Gun
Required Level: 0
Damage: 34
Speed: 19
No reload
Spread: 3
Ammo: 16
Dagger
Required Level: 5
Damage: 16 - 30
Speed: 2.14/s
Crit Chance: 20%
Wrist Blade
Required Level: 10
Damage: 1 - 45
Speed: 5/s
Crit Chance: 10%
Throwing Knife
Required Level: 15
Damage: 22
Speed: 1.66/s
No reload
Spread: 2
Ammo: 32
Sniper Rifle: Click to scope. When scoped, use mouse wheel to move view around. Click again to fire.
Required Level: 16
Damage Ratio: 1
Max Range: 1500
Reload: 4s
Clip: 4
Ammo: 16
Sai
Required Level: 20
Damage: 18 - 24
Manual
Speed: 1.5/s
Crit Chance: 85%
Notes: Crit Chance decreases after each strike.
Kama
Required Level: 30
Damage: 18 - 24
Speed: 3.75/s
Crit Chance: 0%
Notes: Crit Chance, Speed, and Damage increase with each successive hit.
Throwing Stars
Required Level: 35
Damage: 10
Firerate: 3/s
No Reload
Spread: 10
Ammo: 99
Notes: Can upgrade to throw 2, 3, and 4 at once.
Katana
Required Level: 36
Damage: 20 - 40
Speed: 1/s
Manual
Crit Chance: 0%
Notes: You can use MB1 and MB2 to do combos, inflicting double and triple crits, injuries, increased damage, and lightning fast speed.