Fantasy vs. Future

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Fantasy vs. Future or FVF is a modification for Quake made by Richard Cheung (Hap) on November 25, 1996. This modification features a class-based system whereby fantasy derived characters face off against characters from science fiction. Classes are defined and changed by altering the team (pants) color of the player; classes will only be updated at the start of the next level, so it cannot be changed mid-level.

This modification did not include any custom sounds or models. This was intentionally done to allow anyone to join FVF servers without the need to set up custom files, especially due to the fact that novices would be unlikely to know how to set it up correctly.

Every eight colors are the same class; this means 0 and 8 are the same, as are 1 and 9.

In addition to the aforementioned classes below, there is also the Quake Soldier, which is left unaltered for people who would rather remain as Ranger. The Quake Soldier is considered part of the Future faction. The Quake Soldier can be chosen with color 0.

Enforcer Soldier
The Enforcer Soldier is a class based on the Enforcer, meaning it relies heavily on laser based weaponry. The Grenade Launcher and Rocket Launcher are entirely unaltered. Part of the future faction, it can be chosen with color 1.

Most of the Weapons of the Enforcer Soldier cost Cells outside of the unaltered explosives. It is rare to run out of Ammo, however, since the Enforcer Soldier regenerates 1 Cell per second. The regeneration speed can be increased if the Enforcer Soldier picks up Shells or Nails, each of the two aforementioned types of Ammo allow for two additional Cells per second at the cost of two of said retrospective Ammo.

While various projectiles can have a wide spread or be extremely powerful, the Enforcer Soldier fires at a slower velocity than other classes. This means that the Enforcer Soldier can struggle to hit fast moving opponents, especially in Deathmatch. Also note that most Weapons fire the same laser projectiles and thus cause a similar level of damage (the same as an Enforcer, 15 per laser).


 * Laser Rifle - The Shotgun fires a single laser projectile that cost 1 Cell.
 * Spread Laser Rifle - The Double-Barrelled Shotgun fires four laser projectiles that cost 4 Cells in a tight spread.
 * Super Spread Laser Rifle - The Nailgun fires eight laser projectiles that cost 8 Cells in a tight spread.
 * Laser Chain Gun - The Super Nailgun fires two laser projectiles that cost 1 Cell. It can fire at a much faster rate than other laser projectile weaponry.
 * BFG - The Thunderbolt is replaced with the BFG. This weapon fires a single Lavaball projectile that causes a monumental amount of damage. It is quite possible to kill Shub-Niggurath in 1-2 hits, plus it can clear an entire room of foes. The main strength of the Enforcer Soldier class, it requires 40 Cells per shot.

Fighter
The Fighter is a melee only class, meaning it relies entirely on an Axe that swings at an extremely fast rate and causes 75 damage per hit. This class is noted to be a class made for more skilled players; it is not easy to play due to the lack of ranged attacks. Part of the fantasy faction, it can be chosen with color 2.

In addition to normal healing, the Fighter can regenerate through a power known as Paladin Healing. This allows the player to heal 1 hit point every half second at the cost of 1 Shell; they will not heal if they lack Shells. Note that the Fighter can pick up all types of Ammo, but only has a use for Shells. The Fighter also has the ability to fire Paladin Soul Flares, which are flares derived from the player's soul, by pressing the button usually intended for the Shotgun. These flares will temporarily light up a room and behave in a manner identical to other modifications such as Quake Flares. Since it takes a bit of the player's soul, it removes a single health point, plus will also prevent the player from being able to attack for two seconds. It should not be a massive limitation, but it is recommended to not fire too many flares at one time. The damage of the projectile is next to nothing, it mostly can be used either as a flare or to hit Shootable Buttons that could otherwise not be reached.

There are no additional Weapons for the Fighter to use, but they can increase their Axe abilities by acquiring more of the arsenal. By using any Weapon button that is not the Shotgun, the player can see the status of the Axe. Note that the Thunderbolt is entirely useless for this class. While weak initially, the Fighter can become extremely powerful through these abilities, eventually reaching a point where they can effortlessly kill anything they can reach.

The Double-Barrelled Shotgun increases the Paladin Healing ability, meaning that the player heals 2 health every half second. The Nailgun and Super Nailgun increase the range of the Axe up to a maximum of x3 the original distance; the player will still hit even if it appears that the Axe will not reach, meaning there might be a learning curve for the distance the player can get away with. The Grenade Launcher and Rocket Launcher increase damage, each by an additional 75, to a maximum of 225 per hit.

Mage
The Mage is a class that relies upon spells; unlike all other classes there is no visible Weapon when using this class. A more conventional class than the Fighter, it is the fantasy alternative for the Quake Soldier. It can be chosen with color 3.

The main limitation of the Mage class is that there are no rapid-fire attacks; even the most powerful tools in the Mage's arsenal requires the player to continually attack in semi-automatic fashion.


 * Lightning Bolt - The Shotgun has been replaced with a lightning bolt like the Thunderbolt, this comes with the additional benefit of more damage per shot. Note however that the fire rate remains the same as a Shotgun.
 * Chain Lightning - The Double-Barrelled Shotgun is much like the normal Lightning Bolt, except that the cost is still 2 Shells. It also gains the slight power of being able to bounce off surfaces, though controlling what it hits may prove a challenge.
 * Cloudkill - The Nailgun has been replaced with two Vore looking projectiles that behave much like Scrag projectiles. They merge into a central point, meaning it is best to fire this from a distance.
 * Hap's Acidrain - The Super Nailgun fires four Scrag projectiles, one from each side of the screen. Much like Cloudkill, it is recommended to fire this from a distance as the projectiles move to a central point.
 * Delayed Fireball - Replaces the Grenade Launcher. Like the Instant Fireball, but fires much slower than a normal Rocket Launcher. Little purpose if the player has Instant Fireball.
 * Instant Fireball - The Rocket Launcher has been replaced with a Death Knight fireball that is silent to fire. It fires at an extremely fast velocity, faster than a Rocket Launcher, whilst being as powerful as one.
 * Raison's Batch Spell - The Thunderbolt has been replaced with this spell. The player fires Chain Lightning, Hap's Acidrain, and Delayed Fireball at the same time. This attack costs a single Cell, making it quite powerful.

Sniper
The Sniper is a class that relies entirely on a sniper rifle. It is similar in mentality to the Fighter and can be seen as the polar opposite to said class. Part of the future faction, it can be chosen with color 4.

The Sniper starts with one of the most powerful starting Weapons, since the sniper rifle starts out with 50 damage per attack, yet is not limited by distance like the Fighter. Unlike the Weapons of the other custom classes, the Sniper uses a hitscan Weapon that is not limited by velocity. The biggest weaknesses of the Sniper is that the fire rate is extremely slow, taking two seconds per each shot, and that the Sniper is limited to a maximum of 15 Shells.

Due to the extreme reliance on Shells, the Sniper has a unique ability where every Ammo they pick up will be automatically be converted to Shells. This means that they are inhibited by a small carry capacity, but can easily get more Ammo.

Much like the Fighter, the Sniper does not gain additional Weapons, but can gain upgrades through additional Weapons. The Thunderbolt is useless for this class. Trying to select any Weapon shall show the current state of the Sniper's rifle. When fully upgraded, the Sniper gets a Weapon slightly more lethal than a Rocket Launcher whilst also being hitscan.

The Ammo limit can be increased to 30 when the player acquires the Double-Barrelled Shotgun. The Nailgun and Super Nailgun improve the fire rate, at 3x a maxed out Sniper rifle will fire at a similar rate to a Shotgun. The Grenade Launcher and Rocket Launcher both increase damage by an additional 50 to a maximum of 150 per shot.