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- *==============================================================*
- * TeamFortress v1.0 *
- *==============================================================*
- Introduction
- ------------
-
- TeamFortress is a new QuakeC patch which radically changes
- team games. It provides far more incentive for teams to
- actually work as a team. Each member of the team has unique
- weapons, items, and abilities.
-
- It is most fun to play on a map with two, or more, clearly defined
- team fortresses, or bases. We're a little limited until we
- write a good map for it, but until then, try some of quake's
- levels. Define the team areas, and a goal or two.
- For example, we sometimes play on e1m1. Its not a big map, so
- we play with two teams of 4. One team's base is the room containing
- the end of level slipgate. The other team starts at the bridge
- outside, and has to finish the level. The first team has to
- prevent the other team from finishing the level.
-
- Once you have some clear goals like this, and start using the
- individual class's abilities to complement each other, it's a hell
- of a lot of fun! :)
-
- Oh, and one more thing, I know there are some things in this
- patch, such as pipe-bombs, that are in other patches, but they're
- here because they're good to have. I'd far rather people complain
- about our lack of originality than say "Why the hell didn't they
- put in pipebombs?" :)
-
- Oh yeah, don't bother running.
-
- Player Classes
- --------------
-
- TeamFortress uses multiple player classes. Whenever a new map is loaded,
- all players start as an Undefined class. This class has 1 health, an axe,
- and cannot pick up anything. Once a player class is chosen, you cannot
- change class for the rest of that level. To choose a class, just use the
- appropriate impulse. (See Impulse Summary)
- The classes implemented so far are as follows:
- SCOUT: Fastest moving class. Can only wear a small amount of the
- lowest absorption armor. Limited to the 2 Shotguns and Nailgun.
- Low ammo levels.
- Carries a Motion Detector, 2 grenades, 3 concussion grenades.
-
- SNIPER: Medium speed. Wears only small amount of armor, upto medium
- absorption level. Limited to Nailgun and Sniper's rifle. Medium
- ammo levels.
- Carries 2 grenades.
-
- SOLDIER: Slowest moving class. Wears large amount of armor, at all
- absorption levels. All normal weapons except Grenade Launcher.
- High ammo levels.
- Carries 4 grenades, 4 nail grenades.
-
- DEMOLITION MAN: Medium speed. Wears medium amount of armor, upto medium
- absorption level. Uses the ShotGun and Grenade/Pipebomb Launcher
- Carries 1 DetPack, 6 grenades, 4 Mirv Grenades.
-
- COMBAT MEDIC: Medium speed. Wears medium amount of armor, upto medium
- absorption level. Uses both Shotguns and the Super Nailgun.
- Carries Medikit, 3 grenades, 2 concussion grenades.
- Regenerates slowly.
-
- New Weapons
- -----------
- Sniper Rifle:
- This weapon is used instead of the shotgun by the SNIPER playerclass. It
- uses shotgun shells for ammo, and operates in two modes:
- - Single Shot. With a reload time of 3 seconds, this mode is what
- sniping is all about. One shot from this will kill most players
- except for a heavily armored SOLDIER or DEMOLITION MAN.
- - Auto Shot. Although this fire mode does a lot less damage than
- single shot and uses a lot of ammo, its great for picking off
- a wounded target, or a fast moving SCOUT.
- The other tricky bit about the sniper rifle is that it is a rifle. You
- can't just snap shot from the hip with it. If you're moving too fast,
- the rifle simply won't fire. Besides, you're a sniper, you're not
- supposed to be strafe-fighting with soldiers! :)
-
- Grenades
- --------
- Several new types of grenades now exist, and all classes have access to at
- least one of them. They are not to be confused with the grenades used by
- the grenade launcher.
- Use of these grenades is exactly as one would expect. Pull the pin, throw
- it, and wait. After 3 seconds it goes off. Just make sure you throw it
- _before_ the 3 seconds are up :)
- The grenade types are as follows:
- Normal : Normal grenades simply explode. They are twice as powerful
- as those shot from the grenade launcher.
-
- Concussion : Concussion grenades don't actually hurt anyone, they just
- blow everyone away from the grenade explosion at a high
- speed, and then make them woozy. They're the SCOUT's best
- way of escaping from a roomful of enemies. The ensuing confusion
- usually gives him enough time to run.
-
- Nail : Nail grenades are good in large rooms. Instead of detonating,
- they raise up into the air and hover. They then begin to
- rotate while firing nails. After doing this for a few seconds
- they explode like a normal grenade.
-
- Mirv : Mirv grenades are room-clearers. When one explodes,
- it divides into approximately 15 individual grenades which
- then explode.
-
- New Items
- ---------
- Motion Detector:
- This item is the SCOUT's best friend. The SCOUT can specify an amount of
- cells spent on a scan. The detector displays a list of all enemies/friends
- within a distance around the SCOUT. The more energy spent, the larger
- the detection distance.
- Bear in mind though that the motion detector only detects motion (natch! :)
- So it won't pick up stationary or very slow moving players.
- You can toggle detection of friends and enemies using impulse 1 and 2 after
- the Pre-Impulse. For more information on Pre-Impulses, see the Impulse Summary.
-
- Medikit:
- The COMBAT MEDIC has a medikit which allows him to heal any other member
- of his/her team by hitting them with his axe. Each hit will heal them
- 10 points and reduce the 'ammo' for the medikit by 10. You can see how
- much 'ammo' for the medikit you have by looking at your inventory. If
- the COMBAT MEDIC walks over a health box while at maximum health, the
- health box will be used to replenish the medikit 'ammo'.
-
- Detpack:
- The DEMOLITION MAN has a Detpack. This is a large-scale explosive device.
- When the DEMOLITION MAN places it he is unable to move for 4 seconds
- while he primes it.
- The timer on the Detpack is set by the DEMOLITION MAN. e.g. After the
- Pre-Impulse, an Impulse of 10 sets the timer for 10 seconds. For more
- information on Pre-Impulses, see the Impulse Summary.
-
- New Rules
- ---------
- Reloading:
- All weapons except the Nailgun and Super Nailgun have clips. When all
- the ammo in a clip is spent, the weapon is reloaded. This can take anywhere
- from 1 second for the Shotgun to 5 seconds for the Rocket Launcher. Ammo
- amounts in the clips varies between weapons.
- While reloading, you cannot change weapons.
-
- Impulse Summary
- ---------------
- The most important impulse number is 254. This impulse gives you a list
- of all the impulses in the game. Simply read it.
- The only other thing to mention is Pre-Impulses. A Pre-Impulse is an impulse
- which must be used before another impulse. For example:
- The SCOUT's Motion Detector has a Pre-Impulse of 249. You specify the
- amount of energy you want to spend on the scan with an impulse after it.
- So if you wanted to use 50 energy to scan, you would do Impulse 249
- followed by Impulse 50. The recommended way to do this is to bind
- a key to an alias. In the console, you could do this:
- alias scan_50 "impulse 249; wait; impulse 50"
- bind S scan_50
- This would make 'S' do a scan using 50 energy.
-
- Other Stuff
- -----------
- TeamFortress was written by Robin Walker and John Cook. Various other people
- contributed ideas to it. I can't hope to list them all, but here's some of them:
- Ian Caughley, Peter Wilson, Jason Grant.
-
- Of course, some of out ideas grew out of random musings by other people
- on the net.
- Finally, some of the code for TeamFortress was influenced by other people's.
- They are as follows:
- Mirv Grenade code was influenced by Firewall code from Steve Bond (wedge@nuc.net)
- Pipebomb code was influenced by code from AsmodeusB (tazq@sos.on.ca)
-
- What are we working on now?
- More classes :) Technician, Observer/Referee,
- More items - Personal Teleporter devices, Deployable autocannons(like Aliens :)
- - JumpJets, Personal Shields Generators, Rebounding Shield
- - Armor protecting against specific weapons
- More weapons - BioDiseases,
- More grenades - Shock gren.(get out of the water!), Teleport Grenades
- Skins for each class
- Mdls for all weapons and grenades
- And some maps built specifically for this code.
-
- If you're interested in using some/all of this code for a server,
- then all I ask is one thing: Mail me (address below) and tell me.
- I'd like to know if anyone uses it as a server, simply because I'd like
- to play a server on the net using this code.
- Since I don't have a server...;)
-
- I'm happy to help with any questions about the source you have.
- One thing that we took pains to do was to make almost _everything_ #defined.
- You can 'tweak' 90% the game details just by editing the defs.qc
-
- Robin. (Bro in Quake)
- walker@netspace.net.au