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CREDITS
PYRO STUDIOS
Original Concept
Ignacio Pérez
Jorge Rosado de Álvaro
Producer
José Manuel García Franco
Lead Designer
Jorge Rosado de Álvaro
Game & Mission Design
Arturo Sánchez Eiras
Juan de Miguel Contreras
Level Design & Gameplay Scripting
Armando Sobrado Cros
Ignacio Valéncia Perello
Miguel Navío Vivó
Víctor Cerezo Olmo
Norvin José Altamirano Ruíz
Production
José Miguel Oliveros Pérez
Luis Fernando Sánchez García
With the collaboration of
Paul Robinson
The Design team would like to thank
César Valéncia, Sofía Manzano Sobrado,
para Montxe, a Carmen Garcia Higueras
y Luis Sanchez Fernandez,
a Ron Gilbert, a mi familia
y a mi novia Ana, Esther Ruiz Gomez,
a Alex, a Blanca, para Ana Cid
Art Directors
Francisco Javier Soler Fas
Juan Benito Garraza Zurbano
Lead Artists
Daniel Estival Hernández
Daniel Olaya Ortiz
Juan Jesús García Galocha
Artists
Pedro Solís García
Javier García-Lajara Herrero
Daniel Moreno Díaz
Omar Antonio Parada Martínez
David Laguens Velasco
José Manuel Pérez de Vries
Antonio José González Benitez
David Melchor Díaz
José Antonio Grandal Souto
José Augusto Rodríguez Sepúlveda
Angel Gabriel Díaz Romero
Diego Gimeno Ostertag
Javier Candeleda García
César Martínez Álvaro
Sergio Matesanz Gutiérrez
Eduardo Oliden Hermida
José F. Bermejo Fernández Salinero
Juan Servera Safon
Jaime Otegui Malo
David Mora Chamorro
Lead Animator
José Manuel Liébana Santamaría
Animators
Iván Lobón Herrera
Santiago García Berrocal
Iván del Río Gómez
The Art team would like to thank
Rafael Moreno, Nelly Casaña,
Gema Gómez, Pilar Usoz,
Paloma Amigo, Palos Colegas,
Tabitha Pocovi,
Concepción Fernandez-Salinero,
Maureen Helen, Virginia Rodriguez Mora,
Eva Margarita,
Alberto Domingo Rodriguez “Nano,”
Alicia García, Sara “PEKE,” Abel García,
Moni, Compañeros “Sierra Madrid,”
“Cascos de Bud,” Laura Barco Candeleda,
Ana Gómez, Laura González,
Pablo Boullosa Calvar, Lino García,
Olga Sanchez Morales, Nicolas Solís,
Mica Whitton, Julia Sanchez Falco,
Maximino Casanova,
a los colegas de Burguillos,
Iván De Andrés González,
Enrique Orrego Franco
Lead Programmer
Víctor Mendiluce Gil de Sagredo
Co-Lead Programmers
Francisco Ismael Raya Roa
Joaquín Martínez Albors
Programming
Daniel García-Arista Delgado
Raúl Chaparro Castellano
Raúl Mellado Arias
Juan José Garrido Gómez
Ángel Luis Cabrero Senderos
José Mª Calvo Iglesias
Cesar Botana Rivera
Gustavo Adolfo Carrazoni García
Rubén Ramos Salvador
Juan Alberto Muñoz González
Enrique José Sainz Navarro
The Programming team
would like to thank
A don Fidel y a Melusina,
para Charlie y para Zahara,
a Bo Fu, Maricarmen García Marco,
José Eduardo Pizarro,
a mi gatita Tygra,
familia García-Arista,
Yolanda Ballesteros,
a mi hermana Cruz
y a mi cuñado Víctor Boluda,
Fuensanta Gómez Giménez,
Rubén Seivane
y a Francisco José González Garrido,
Lolín la loca, María Rosa,
María José Sánchez Calderón,
familia Muñoz González, a Rosa “Peke,”
a Boni y Luis, a Eva (Darkbaby),
para Angewa, para Shua
Lead Tester
Isaac Barrón
A.P.T.C
José Ramón Díaz Martín
Test Department
Joaquín de Prado García
Manuel Mendiluce Gil de Sagredo
Juan Fernández De Simón Pérez
Javier Agenjo Torres
Manuel Martín Usero García
Álvaro Medina Agraz
TEAM DEATHMATCH
Similar to Deathmatch, but players are divided into two teams (Allied
and Axis). Maps are arena-style, kept simple to encourage faster gameplay.
Players spawn randomly on the map. A team wins by reaching the score
limit (100 by default) first or having the most points at the end of the time
limit set in the server for that map (20 minutes by default).
SCORING
❑
The same scoring system is used as in Deathmatch. Killing oneself does
not affect the team score.
❑
The team score (total score of all team members) determines the winner.
SABOTAGE
A variation on Team Deathmatch, in this mode the use of Spies is the key
to winning. The mission's overall objective is to sabotage enemy
installations by first sending in characters to interrogate the opposition in
order to gain a code key to arm the enemy bomb.
The Spies on both sides are the only characters who can interrogate players
on the enemy team. Every time an opponent is killed, he will remain
susceptible to interrogation for a few seconds. During this time a Spy can
interrogate him (by getting close and pressing
F with the crosshair over
the victim until the meter is full). If the opponent is a Spy, he can reveal half
of the code key (3 digits); if not, he can only reveal 1 digit. A Spy has
a longer interrogation time (10 seconds) than the other characters
(5 seconds).
Note: The code key is a 6-digit code.
As soon as a Spy finds out the code key, he can go and sabotage the enemy
base. When a Spy successfully sabotages the enemy base, his side scores.
Maps have two distinct base areas, one for each side, where players spawn
and sabotage.
The first team to reach the score limit or with the most points at the end
of the time limit configured on the server for this map wins.
Note: Each team must have at least one Spy.
SCORING
❑
Players score points by killing or interrogating opponents
(1 individual point).
❑
Team points are awarded for sabotaging the enemy base (1 team point).