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groupGore
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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.