Gloom Gameplay Info

About Gloom

Gloom is a Quake II modification that blends fast paced action and strategy to create a unique gameplay expierience that will take many years to master. Featuring 16 classes, each with their own unique abilities and tactics, over 300 custom-made Gloom maps and rock solid servers, it's no wonder Gloom is one of the most popular Quake II mods still played today.

This document will help you familiarize yourself with the Gloom gameplay features, classes and some basic strategies. Gloom is a very complex mod and will take quite a while to learn all the class-specific abilities, optimal building locations and many more things you will eventually discover. Don't be put off if it all seems confusing at first and you don't seem to be able to get anywhere, with practice and time you will eventually learn which playing style best suits you or even if a specific class will be something you want to try and master.

About the sides

The teamplay mode of Gloom features two teams: Aliens and Humans. Each side has it's own set of classes and it's own playing style. The aliens are mostly short ranged, melee attacks. Most are very quick and have enhanced jumping and movement abilities. The humans are the masters of technology, and have a wide array of weapons and explosives at their disposal. They specialize in long range attacks and are vulnerable up close against aliens.

Goals

The goal of each game is to exterminate the other team. To do this, you must eliminate all the opposing players and all of their spawn spots, so they cannot respawn. When a side is totally eliminated, the other team wins. For humans, they spawn from teleporters. Aliens spawn from eggs, which regrow after an alien emerges. Each side has one class which can build new spawns, create defenses and possibly repair friendly units. This class is the engineer for the humans and the Breeder for the aliens. There is a limit on how many structures you can build in a single game - the number on the top right side of the screen is how many build points your team has left to build. Some maps have different objectives that need to be fulfilled in order to win, these will usually be explained when you first enter the level at the introduction area.

When you start the game, you will only be able to pick two classes - the 'builder class' and the 'base class' (engineer, grunt or breeder, hatchling). Choosing the better classes costs frags. Them more frags you have, the better classes you will be able to choose. You will not earn any frags as the Stalker or Mech except for killing an enemy Stalker/Mech or enemy spawn. Every enemy player you kill otherwise will earn you one frag, regardless of which class either of you are.

New Game Elements

Gloom has taken advantage of the +use key for most classes, so you will need to bind this to a key (example: bind q +use). All players on the human side have a flashlight which enables them to see in the dark and track difficult to see aliens. To toggle the flashlight, use 'cmd flashlight' (example: bind f cmd flashlight). Most human classes also start with a health pack which will restore up to 80 health. In addition, they have a number of clips and some have grenades and explosives. All weapons, items, and armor are given on startup (there are none in the levels), so check your inventory. To restore your inventory, you will need to get an Engineer to tend to you or find an ammo depot. Aliens will need to find a healer to restore their inventory.

Essential Binds

The information below refers to the USE, ATTACK and SPECIAL keys. These must be set by you to whatever your preference. To change your controls, open the file gloom/autoexec.cfg in a text editor such as Notepad. Example:

bind q "+use"          //This is the USE key.
bind MOUSE1 "+attack"  //This is the ATTACK key.
bind 1 "use primary"   //This will use your primary weapon.
bind 2 "use secondary" //This will use your secondary weapon.
bind v "use special"   //This is the SPECIAL key.

Where appropriate, the key bindings for various items is shown below in brackets, eg "1 health pack (use health)" would mean to bind a key to use the health pack, you would write for example:

bind e "use health"

Menu System

Gloom uses a menu for team and class selection as well as building structures. To navigate the menu you will need to bind a key to invprev for moving the cursor up, invnext for moving the cursor down and invuse for selecting the current item. By default, these binds are [ for invprev, ] for invnext and ENTER for invuse.

Humans

All human classes have a flashlight (cmd flashlight). Most of the classes also have one or more health packs, which heal up to 80 health. The humans are probably the easiest team to learn how to play as most of their attacks are ranged weapons fire similar which you will be familiar with from standard deathmatch. Read on for more information about the unique abilities of each class.

EngineerEngineer

Cost
0 Frags
Description Weak utility unit. Can repair armor, restore inventory and build structures. The ATTACK button is your repair button. When you place a teleporter or turret, you will need to repair it before it is functional. Detectors and tripwires are instant.

Building things takes build points. This number is listed in the upper right side of the screen. To get more build points, there might be map objectives to complete or when a player reaches 10 frags, any additional frags are converted to build points. However you are usually limited to however many you start with. When items are destroyed, their points value is refunded.

The USE button brings up your build menu.

Repair armor: You can also repair marines' armor and give them ammo with the ATTACK key. A beep will sound when armor repair is complete. Inventory restoration is instantaneous for most classes.
Building
Teleporter
Can only be destroyed by a strong attack. This is where humans spawn. 40 build points.
Turret
An automatic defense turret. 60 build points.
MG Turret
Machinegun turret to deal out damage to the smaller classes. 40 build points.
Detector
A cheap item which sounds a unique alarm whenever an enemy passes into a radius near it, and makes the enemy light up. When 'painted', enemies are easier for the turrets to track and may take additional damage. 20 build points.
Tripwire
Explosive device which can be placed on walls or floors. Triggers when an enemy passes through the laser. Keep in mind only the 'bomb' portion does damage, not the actual laser itself. 30 build points.
Depot
Marines can refill their inventory by touching this structure. Does not repair armor though. 60 build points.
Primary Weapon
None, although "poking" aliens with ATTACK will cause minor damage.
Secondary Weapon
None.
Accessories
None.
Stats 75 health and 30 power armor.

GruntGrunt

Cost
0 Frags
Description
Standard light attack unit. The grunt is the backbone of the human team. Costing 0 frags, you can always spawn grunt and with the rapid fire autogun, killing low class aliens is your primary objective.
Primary Weapon Autogun, 30 rounds per clip.
Secondary Weapon Pistol, 13 rounds per clip.
Accessories 1 health pack (use health).
Stats
100 health and 25 light armor.

Shock TrooperShock Trooper

Cost
1 Frag
Description
The ST is a close quarters combat unit armed with a powerful shotgun. Due to a protective suit he wears, the ST is immune to infestations, gas and is more resistant to poison. With the explosive shell clip, the ST is a threat to even high level alien classes.
Primary Weapon Shotgun, 5 shots per clip.
Secondary Weapon Pistol, 13 rounds per clip.
Accessories 1 health pack (use health), 1 clip of explosive shells (use special), 2 smoke grenades (cmd grenade).
Stats
100 health and 25 light armor.

BiotechBiotech

Cost
1 Frag
Description
The biotech is a lightly armored medic, providing healing and support to other classes. The USE key will heal anyone in front of you, restoring full health and replenishing health packs immediately. If no one is in front of you, holding USE will heal friendly players around you but is slower and does not give out health pack refills.

Equipped with IR goggles, the biotech can see alien classes much more easily and is the only human class able to spot cloaked guardians. A cloaked guardian will appear as a shadow of red on the ground or wall immediately around it. To expose it for other humans to see, simply shoot it or throw a flare.

When the biotech is aiming at an enemy class it will glow, allowing other humans to see it easier. She is also equipped with a flash grenade which will shock and disorientate any aliens caught in the blast. The biotech is able to self-heal automatically over time.
Primary Weapon Scattergun, 12 shots.
Secondary Weapon Pistol, 13 rounds per clip.
Accessories 1 health pack (use health), 1 flash grenade (cmd grenade), 4 flares (use special).
Stats
100 health and 30 light armor.

Heavy TrooperHeavy Trooper

Cost
2 Frags
Description
The heavy trooper is the artillery of the human team. Armed with a huge rocket launcher, he is able to destroy structures and aliens with ease. However the rocket launcher is slow and difficult to fire, requiring that the HT be crouching and holding ATTACK for 3 beeps until it launches. During this time the HT is very vulnerable to attack and if disrupted, the rocket launcher will not fire. Firing from a standing position, while possible, is not recommended due to the heavy recoil.
Primary Weapon Heavy rocket launcher, 3 warheads.
Secondary Weapon Pistol, 13 rounds per clip.
Accessories 2 health packs (use health).
Stats
180 health and 100 heavy armor.

CommandoCommando

Cost
3 Frags
Description
The commando is a silent and deadly attacker. He is able to walk and jump without a sound and when remaning still, will not show up on alien's IR vision. With a wide array of weapons, the commando is dangerous threat if he makes it near the enemy base. Equipped with 2 grenades, these are used to destroy enemy structures quickly and efficiently.

Planting C4 explosive is possible with the commando. To do this, press the SPECIAL bind to prime the C4 and again to drop it. C4 takes about 3 seconds to arm and while armed, the commando is unable to fire his weapon. Be careful though, as if damaged, the commando will drop any C4 he has armed, so make sure you are well clear of the human base before priming it!
Primary Weapon Silenced submachinegun, 50 rounds per clip.
Secondary Weapon Magnum BD, 8 rounds per clip. Able to kill eggs.
Accessories 2 health packs (use health), 2 grenades (cmd grenade), C4 explosive (use special).
Stats
200 health and 50 medium armor.

ExterminatorExterminator

Cost
4 Frags
Description
An armored suit provides the human user with a large range of abilities. The exterminator is able to use a jetpack by holding JUMP, allowing him to reach otherwise inaccessible areas. All of the exterminators energy comes from a cell pack that refills automatically. Using the jetpack will drain it completely and firing your weapon will slowly deplete it. If the cell pack is overworked, it will overheat and take 10+ seconds to cool down, during which you will be unable to shoot or jetjump.

The exterminator is also able to use power armor to augment the suit armor. This shares the energy of the cell pack, so if you take damage, you will lose cells. Engaging the power armor will drain 45 cells immediately and while active, the exterminator cannot use the jetpack.

In dire situations, the exterminator can press the USE key to overload his weapon and discharge the cell pack in one burst. This powerful blast is very damaging to aliens and can kill eggs, but it damages the exterminator and leaves him vulnerable to attack as the cell pack has to cool for 25 seconds. There is also a risk of permanently damaging the cell pack from discharging too much.
Primary Weapon Laser pulse rifle, unlimited ammo. The Stinger is immune to the laser due to its cell structure.
Secondary Weapon None.
Accessories 2 health packs (use health), 4 grenades (cmd grenade).
Stats
200 health and 50 medium armor.

MechMech1

Cost
5 Frags
Description
The mech is a hugely armored killing machine with twin autocannons. Able to kill aliens and structures with similar ease, the mech will not receive any frags for any kills except for eggs and stalkers. The main weakness of the mech is the limited ammo and his huge size makes him an easy target for alien attacks. However no other class comes close to the amount of damage a mech can absorb and still keep going.

Due to it's huge size, the mech is unable to jump. Pressing the JUMP key will instead electrify the hull, zapping any aliens touching you.
Primary Weapon Twin autocannon, 150 rounds.
Secondary Weapon None.
Accessories None.
Stats
120 health and 550 heavy armor.

Aliens

Specializing in melee attacks, aliens rely on stealth and surprise in order to kill. Each class tends to have substantially different methods of attacking so be sure you know how to actually use your chosen class before jumping into the game!

BreederBreeder

Cost
0 Frags
Description
The breeder is the core of the alien team, responsible for creating and maintaning a nest with appropriate defense. The USE key will bring up the build menu. Holding the ATTACK key and running into structures will allow you to 'nudge' them into position.
Building
Egg
Can only be destroyed by a strong attack. This is where aliens spawn. 40 build points.
Obstacle
A static defense, obstacles are very tough and deal immense damage to any humans foolish enough to run into them. Very effective for slowing mechs down. 20 build points.
Spiker
Plant/animal genetically created to defend the nest. When a foriegn form enters it's range of perception, it fires a shower of spikes in it's direction. Very lethal to the lower human classes, but easily killed by grenades or other explosives. 30 build points.
Healer
A blob of genetic material that replenishes alien health and inventory. Easily killed but essential for any nest. 50 build points.
Gasser
A tiny plant-like structure that emits clouds of blinding, poisonous gas to deter the weaker human classes and blind the higher ones.
Primary Ability None, can use the 'breeder nudge' though to do minor damage.
Secondary Ability None.
Accessories None.
Stats
150 health.

HatchlingHatchling1

Cost
0 Frags
Description
Fast, small and deadly. The base alien class is easily killed in just one bullet but has excellent movement and stealth skills. The ATTACK key will launch a grappling-like thread you can use to hook onto surfaces. Following and jumping onto unsuspecting humans is the primary method of attack. Using double jumps the hatchling can attain great speeds allowing it to cover distances far quicker than humans.
Primary Ability Grappling-thread.
Secondary Ability None.
Accessories None.
Stats
20 health.

DroneDrone

Cost
1 Frag
Description
Able to jump to extreme heights, the drone is a dangerous 1 frag class. With the ability to produce sticky spit, the drone can easily immobolize weaker humans and jump onto their head to finish them off.
Primary Ability Melee slash.
Secondary Ability Sticky spit (USE key)
Accessories None.
Stats
100 health, 25 light armor.

WraithWraith1

Cost
1 Frag
Description
A sub-species developed from the same genetic strain as the drone, the wraith has developed wings instead of a thicker armor and leg muscles. Flying around and spitting acid, the wraith is primarily a support class to distract and weaken humans. The wraith is unable to kill teleporters, however the acid spit is effective against all other structures.

To fly, hold down the JUMP key. You will be unable to fly if damaged, however the wraith regenerates health over time.
Primary Ability Melee slash.
Secondary Ability Acid spit (USE key)
Accessories None.
Stats
75 health.

KamikazeKami

Cost
2 Frags
Description
A version of the hatchling that boasts an explosive abdomen. Hitting the USE key will cause you to detonate, causing widespread damage to structures and humans. However the kamikaze is only slightly less vulnerable than the hatchling and a few bullets can easily kill it. Beware when near a dead kamikaze as the body will explode with a weak explosion when shot.
Primary Ability Grappling-thread.
Secondary Ability Kamikaze explosion (USE key)
Accessories None.
Stats
20 health, 5 light armor.

StingerStinger

Cost
3 Frags
Description
The stinger is the alien's primary attack unit. With the ability to breathe fire combined with a powerul tail slash and resistance to turrets, the stinger is a good all-round attack unit. Due to its unique cell structure, the stinger is immune to the exterminator's laser.
Primary Ability Breathe fire (10 shots, auto refilling)
Secondary Ability Melee tail slash.
Accessories 2 gas spores (cmd grenade) that damage humans and structures (except teleporters).
Stats
200 health.

GuardianGuardian

Cost
4 Frags
Description
Designed for nest defense, the guardian has two massive claws mounted on it's back that have a long range and powerful attack. When motionless, the guardian can bend light in order to make itself invisible to the naked eye. This light bending technique also allows it to pass through laser tripwires without setting them off, however the guardian is more vulnerable to the laser-based weapons of the exterminator and turret. When invisible, the guardian will regenerate armor.

The guardian can also infest human corpses, implanting an alien creature that will damage any nearby unprotected humans (USE key). The USE key can also be used to eat C4 explosive planted by a commando, saving the nest from destruction. The two spike grenades the guardian is equipped with will stick to any surface and explode into a shower of spikes if a human gets too close. These spikes will remain on the ground for a short period making the area impassable for humans.
Primary Ability Dual melee claw attack.
Secondary Ability Infest corpses, eat C4 (USE key).
Accessories 2 spike proxy spores (cmd grenade).
Stats
200 health, 30 medium armor.

StalkerStalker1

Cost
5 Frags
Description
The largest of the alien classes, the stalker has a huge ripping claws that can shred apart armor and structures in seconds. With a strong carapace, the stalker is the most heavily armored alien and will not get frags except for killing mechs and teleporters. 20 shoulder-mounted spikes allow the stalker to attack targets from a distance, a unique change from the mostly melee attacks of other classes.

Due to the heavy mass, the stalker's legs do not permit it to jump very high, instead focussing on speed (use the JUMP key repeatedly whilst moving to gain speed as a stalker)
Primary Ability Heavy melee slash.
Secondary Ability Shoulder mounted spikes (USE key), fire in pairs.
Accessories 3 spike spores (cmd grenade) that explode into a blast of spikes.
Stats
200 health, 250 light armor.

One of the best ways to learn techniques and strategies is to use the observer mode to spectate other players. If you have any other questions, feel free to post on the forums or try asking in-game, but remember that some people are busy playing and may not have time to answer you. Gloom is a challenging and rewarding mod once you begin to get into it, so again, don't be put off if at first you are finding it difficult to get anywhere - just give it some time and practice!

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