by Primal Clarity Productions, 2003

CONTENTS:

1) About
2) Installation
3) Quick start
4) The Spawning Grid
5) Clone Descriptions
6) Controls
7) Playing tips
8) Arenas
9) Credits

 

1) About

Make no mistake - this is the spectacle of accelerated evolution. Take your place at the front-line, for yours is the chance to succeed where others will surely fail. No matter the pain, no matter the odds, stand firm - glory awaits those that master themselves. Ready?

Features:

- Kanonball is an intense 1st person futuristic sports simulation of the most brutal contact sport ever devised.

- In true sporting fashion, Kanonball offers players a unique team-play environment that rewards skill and cunning, team-work and communication.

- Play as a clone representing the Hive-Pavlov Wetware or the Vigo Petrochemical corporation.

- Players can leap, back flip, lunge, slide, charge and hurl in their quest to become the Champions of the Kanonball League.

- Play in several stunning arenas, each offering exciting game-play variations.

- Presented through an Interactive Cinematic Aesthetic that crystallises drama for an intense gaming experience.

 

2) Installation

Unzip the contents of the file into your Half-Life directory (make sure the directory structure remains intact). Then run Half-Life and follow the instructions below(3).  Or create a shortcut to your desktop add "-game Kanonball" to the Half-Life command line, in properties.  Now run the shortcut.

3) Quick start

-Run Half-Life

-When the main menu activates, click on 'custom game'

-Select 'Kanonball' and then click 'Activate' and then click 'Done'

-Select 'Multiplayer'

-Select ‘Internet’ or ‘LAN’

-Select Create Game

-Select a map

-Select OK

 

4) Spawning Grid

When you enter a Kanonball server, you will automatically be placed in spectator mode, and you will be presented with the Spawning Grid.

The Spawning Grid has been designed to let payers know at a glance how many players are on each team, what body type they are, and what position they are playing. 

The top most point of the Grid shows the Ruck, the bottom most the Goal Defender, and the four points in between on either side are the forward and rear Flanks.

Upon joining the server, you will have a selection of positions available, represented on the Spawning Grid as coloured circles with numbers in them.  When a position is taken, it will be replaced by an icon on the grid, and you will not be able to select it.

When you switch positions using 1-6, your viewpoint will change, showing you your new location in relation to the ball launcher.  Your position on the Spawning Grid is depicted by a flashing icon, showing you the position on the field you have been assigned.  

The shape of the icon on the Spawning Grid tells you the clone type you have currently selected.

DIAMOND - Ectomorph

SQUARE  - Mesomorph

STAR    - Ubermorph

The default is Square - the Mesomorph. 

To change your body-type, simply push 7 for Ectomorph, 8 for Mesomorph, and 9 for Ubermorph.  You will see the icon change shape as you change body-types.  

TO CHANGE TEAMS

To swap teams, simply push JUMP, and you will see your new Grid options.  Remember, you loose your spot on the other team when you do this, so be careful!

TO ENTER THE GAME

When you're ready to jump into the game, simply push ATTACK1 and you will spawn into the game in progress!

THE SCOREBOARD

Another way to see what team other players on the servers have chosen is to hold down the "TAB" key to bring up the Scoreboard. 

The Scoreboard will show you that players have already joined the server, which team they have joined, as well as what Body Type and Position they are playing. 

The Scoreboard can be brought up at any time by pushing the TAB key and holding it.

 

5) Clone Descriptions

ECTOMORPH

Description - The Ectomorph is the fastest and most agile of the clones, but also the most delicate.  His tremendous running speed and his amazing powerjumps come at the expense of weight and muscle mass, which means the ectomorph is susceptible to collision damage, and a comparatively weak throwing arm.

Speed – EXTREME
Powerjump Height – EXTREME
Fumble – OFTEN
Damage – WEAK
Resistance – WEAK
Catching Radius – LARGE
Throwing Speed – MODERATE
Aftertouch – MILD

MESOMORPH

Description - The well-rounded Mesomorph is the pinnacle of clone design, offering superlative performance with few tradeoffs, able to easily outrun Ubermorphs, and hit harder than Ectomorphs. The Mesomorph provides the statistical baseline that all deviations between body types are measured from.

Speed – NORMAL
Powerjump Height – NORMAL
Fumble – NORMAL
Damage – MODERATE
Resistance - MODERATE
Catching Radius – NORMAL
Throwing Speed – MODERATE
Aftertouch – MODERATE

UBERMORPH

Description - Hard-hitting and strong, the hulking Ubermorph is capable of specialized offensive and defensive plays.  His ability to hit hard in a collision and throw the ball far is only offset by his slowness on the ground and in the air. 

Speed – SLOW
Powerjump Height – SHORT
Fumble – RARE
Damage – SEVERE
Resistance – EXTREME 
Catching Radius – SHORT
Throwing Speed – FAST
Aftertouch – SEVERE

 

6) Controls

Player controls can be set up in the Kanonball controls menu. The default control set-up is as follows.

Run Forward: W
Run backward: S
Strafe left: A
Strafe right: D
Jump: SPACE
Duck: CTRL
Throw / Catch: MOUSE1
Dive Attack: MOUSE2
Pass / Shoulder Charge: F or MOUSE3
Ball-lock: E

 

7) Playing tips

General:

Despite the fact that Kanonball is a 'mod' for Half-Life, the player controls are different (in some ways) to all other FPS styled games. To make the most out of playing Kanonball, players are well advised to spend a few minutes getting familiar with the control set up. Several keys have different functions, depending on the situation and relative control input. For example - the throw key is the same as the catch key and the pass key also doubles as the charge key. Because there are certain actions you can perform when in possession of the ball and visa versa, there are various functions that some keys can perform. 

Before expecting to become Kanonball champions, players should at least teach themselves the basics of throwing, catching and moving. Kanonball allows players to perform many actions and knowing the full compliment of moves empowers players to employ a diverse range of possible moves, attacks, defenses and playing strategies. It is possible to develop most individual actions by practicing within a single player game.

It is highly recommended that players practice moving around and experimenting with throwing and catching functions. Practicing by throwing a ball against a wall and catching when it rebounds is a great way to learn throwing and catching techniques. Practice catching the ball in mid air, both in normal jumps and power-jumps to acquire an advanced feel for the controls.  

Movement:

The control interface of Kanonball is unique, due to the complexity of some of the moves the athletic clones can perform. For the most part, Kanonball employs a standard first-person-shooter style movement set up, although several actions will cause the view camera to cut to a cinematic style 3rd person perspective. 

The transitions to 3rd person are brief, and will generally occur when the player performs an action that causes them to loose a certain amount of movement control. Player control, however, has not been fully taken away from the player. It is possible to catch during mid-backflips, dive-rolls, slide kicks and dodge flips. These functions operate in 3rd person transitions in much the same way they (will) operate in exclusive 3rd person playing perspectives. 

Teamwork:

Teamwork is imperative for success in Kanonball - like any sport; games are won by controlling the ball. The fastest way to foster teamwork within the team is to use the pass key (often) to move the ball between teammates. Pass throws will automatically pass the ball towards the nearest team-mate (closest to center of view), and they can be performed any time that the player is in possession of the ball. Passing is the fastest way to receive a ball and get it to your teammates. 

Catching:

Remember the first time someone threw a ball at you and asked you to catch it? It hit you on the chest and dropped to the ground... right? The same thing will happen to you in Kanonball, unless you actually attempt to catch the ball when it gets close enough for you to grab. And unlike your early years in Primary school, Kanonball uses a solid steel ball - so we suggest you learn to use the catch function ASAP, because otherwise it will knock you down.

The catch key is the same as the throwing key (mouse1 by default). When you don't have the ball, you can catch. When you acquire the ball, the same key will throw it. Upon catching the ball, however, the throw / catch key must be released before the ball can be thrown again. Passing, on the other hand can be done as soon as you catch the ball. You will note a successful catch / grab with a quick flash across the screen, which will be tinted with the same color of the team you are playing.  

Throwing:

Throwing (as opposed to passing) can produce more deliberately aimed throws, and is the best way to perform long throws or shoot for goal. It is possible for the player to throw the ball at variable distances and speeds. This is done by holding down the 'throw' key, and releasing it when the player is ready to throw it. The longer the player holds down the throw key, the further and faster the ball will travel (approx 1 second for full charge). Your target is your goal which is the same color as your team.

 

Dive attack:

The dive-attack has swiftly proven to become the most popular of all Kanonball special attacks. Upon performing this move, the player will launch themselves forward in a leaping dive roll. This move enables players to move forward quickly and knock opponents down, and it is also possible to catch the ball during mid-roll. Indeed, this is a great way to steal the ball from under your opponents nose. To perform the forward dive, run forwards and press 'attack2'.

Slide attack:

The slide attack is harder to perform than the dive attack, but successfully doing so ensures that your targets will drop the ball. It is also possible to pick up the ball mid-slide. To perform the slide attack, run forward, press duck and 'attack2'.

Backflip:

The backflip has swiftly earn it's reputation in the Kanonball arsenal of counter-measures. By performing a backflip, it is possible for players to backflip right over the top of their opponents. This move can be be surprisingly valuable in many situations.  To backflip, simply push attack2 while running backwards.


Side-dodge:

Clones can also perform a swift dodging manuever that can be useful in several circumstances. Like other special moves, this can be performed while in possession of the ball, and it is also possible to catch the ball during mid-dodge flips.  To dodge, simply push attack2 while strafing.

Shoulder Charging

Shoulder charging is powerful attack that knock players down.  To activate this move you need to pick up some speed and then press 'F' or mouse3.  The clone will brace it shoulder and accelerate.  But be careful, once in the charge, there is no way to stop nor turn, so take you time to aim.

Blocking

While not moving and holding down the Shoulder Charge key, you are in a braced stance.  You are protected from all sides, in which no player can run you down.  When we say from all sides, we mean from all sides, but not up.  Players can still knock you down from above.  Also while blocking, you can not move nor perform any other action.  

Super-moves:

Clones can also perform several 'super moves', that can be handy when used appropriately. Clones can perform the following super-moves:

- Powerjump: Crouch, look where you want to jump, then jump!

- Super backflip: Crouch, then backflip

Ball-Lock:

There are times that the player will wish to know the exact location of the ball immediately - typically when getting up after being knocked down. By pressing the ball-snap key the player's view perspective will ping and center to the ball. This function is particularly handy for players who lose sight of the ball, or are using the keyboard or console controller to control the player's movements.

Feign Throw:

Your clone also has the ability to feign a throw - he'll pretend to throw the ball.  To feign, simply charge up a throw, but instead of releasing it, push PASS (default F when you have the ball).  You can also use this to cancel a powerthrow you may have charged.

Kanonball power up:

A team in total command of the ball can eventually command the ball's behavior. If one team manages to continue to successfully throw / pass and intercept the ball 3 times consecutively without letting it hit the ground or a wall, the player who receives the ball on the 3rd pass will have the ability to throw a Kanonball. By charging up the ball (in the same way as charging it up for a long throw) the ball can throw the ball like a missile, and any player who attempts to intercept it will be knocked out. However, take make your aim fast or else the ball will overload and shock you.

8) Arenas

The arenas are a little more complicated than most conventional sports. To score, each map is loaded with different challenges. Some maps will require to hit a button with the ball, while other will have moving goals.  Teams must have study the maps before hand so they will not get lost in the middle of the game.  If don't know how to score, then give the ball to someone else to watch and learn.  Remember, your team's goal is your color and you score into your own goal.

Map Name: kb_melbourne.bsp
Location: Melbourne, Australia
Crowd Capacity: 25,000
Recommended Players: Six per side
Ball Launcher Style: Vertical
Distance Between Goals:200 metres
Goal Distance From Floor: 5 metres & 20 metres
Description: The arena is massive. Jump pads are in place to aid in movement across this arena. Each team has two goals to choose from, which makes defense key.

Map Name: kb_newyork.bsp
Location: New York City, United States
Crowd Capacity: 8,000
Recommended Players: Five per side
Ball Launcher Style: Vertical
Distance Between Goals: 100 metres
Goal Distance From Floor: 20 metres
Description: This basketball-themed arena, the Clones may only score by shooting the ball through the top of the hoop. Use the ramp as an advantage!

Map Name: kb_tokyo.bsp
Author: ?
Location: Tokyo, Japan
Crowd Capacity: 15,000
Recommended Players: Six per side
Ball Launcher Style: Vertical
Distance Between Goals: ?? metres
Goal Distance From Floor: Variable
Description: An arena set in a "Z" formation, where the goal's position will alternate every few seconds between 3 points on the goal area.

Map Name: kb_moscow.bsp
Author: ?
Location: Moscow, Russia
Crowd Capacity: 12,000
Recommended Players: Six per side
Ball Launcher Style: Vertical
Distance Between Goals: ?? metres
Goal Distance From Floor: ? metres
Description: A typical arena. The clones must open the goal's door by hitting the upper switch with the ball.

Map Name: kb_berlin.bsp
Author: ?
Location: Berlin, Germany
Crowd Capacity: 8,000
Recommended Players: Three per side
Ball Launcher Style: Variable
Distance Between Goals: ?? metres
Goal Distance From Floor: ?? metres
Description: A small cylindrical-shaped arena, where there are three goals per team, however, only one goal is available at any time, two gates are always closed, while one is always open. The gates alternate positions every few seconds. Timing is essential to score in this arena!

Map Name: kb_london.bsp
Author: ?
Location: London, England
Crowd Capacity: 15,000
Recommended Players: Six per side
Ball Launcher Style: Variable
Distance Between Goals: ?? metres
Goal Distance From Floor: ?? metres
Description: A dual-level arena, with jumppads that assist Clones to get to the upper level. Each team's goal must be opened by throwing the ball at the panel directly below the goal on the lower level.

9) Credits

www.planethalflife.com/kanonball/

 

Enjoy the game!

Manual 1.0c for KB 1.0