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- =====================================
- DaScott's Quake Deathmatch mods v1.6
- =====================================
-
- Author: DaScott
- email dascott@richmond.infi.net
- Testers/Input: Entreri, DaRipper, Lingus, various #quake addicts
-
- Type: Server required only. Rules, server, & weapon mods
- Target Audience: If you want the best deathmatch there is.. this is it
-
-
- ===========
- What's New
- ===========
-
- What's New in 1.6:
-
- ALL "extra" weapons are disabled in deathmatch by setting the skill
- to anything but default 1 now. Oh yeah, and the start map won't change
- the skill on you anymore to make this work. Duh, thought that was already
- fixed. Neccessary to appeal to the purists.
-
- The grappling hook is in. But it's been modified, so listen up. First
- of all, it's no longer a weapon. Hitting a player/monster/whatever will
- just damage them slightly and break the chain. You're better off using
- the axe. If you get hit for a decent amount of damage while using the hook,
- it'll break the chain. If you hang on the ceiling for more than a few
- seconds, you'll fall. On top of that, the actual range of the chain is
- limited now. What I did was, I took a look at how *I* actually used the
- hook, and what I thought it was good for, and then I limited it to just those
- abilities. And, at the same time, elimiated most of the silly camper crap
- associated with it. You can still get to some strange places using the hook
- if you work at it, but face it, if someone wants to camp THAT badly, then
- they'll just figure out another way to do it anyway. If these changes
- are too much for you, then you are a certified Hook Abuser, and you
- should seek help from your local clinic immediately.
-
- The ranking system actually works now. Type "rank" at console. Tracks
- kills, deaths, accidents, and suicides. Kills and deaths are only gained
- by players doing in each other. Accidents include shooting yourself in the
- foot and getting spiked, drowning, etc. Suicides count double towards your
- accidents and include manually typing "kill" at the console or killing a
- teammate. These scores are automatically shown when a client disconnects.
- The "total" rank is 2*kills - deaths - accidents - 2*suicides. Cool part
- is, rank is always dumped to console when the level ends in case you missed
- it.
-
- Added one more way to put out flames: fall far enough that you take
- some damage when you land and that'll be far enough to blow out the fire.
-
- I took out the runes. With the existing weapons beefed up and the addition
- of the bfg, there was just no reason to have the runes, even the weaker
- version I was using.
-
-
- ===========
- Gernal Info
- ===========
-
- Summary: DaScott's Deathmatch patch creates a high-speed camper-unfriendly
- Quake Deathmatch environment. This includes weapon modifications,
- new weapons, server changes, rules changes, and other cool stuff.
-
- Weapons
- -New Weapons: Grapple Hook, Flamethrower and the BFG
- (all disabled by setting skill to anything but 1 [default])
- -Grapple Hook has limited range and hangtime
- Taking damage will break the chain
- Cannot grapple to players
- -Flamethrower flames can be extingiushed by:
- Invulnerability Powerup
- Water
- Falling from a great height (enough to do damage)
- Burning down to 20 health
- -New unique death animations for the BFG
- Rips the flesh off of yer bones..
- Straight outta MK, gotta see it to understand ;>
- BFG takes 30 cells and is unaffected by quad damage
- -Improved Axe, Supershotgun, and Nailguns
- Axe has better range
- Cells can charge the axe
- Supershotgun is 50% more powerful!
- -Take more damage from your own explosions
- Increases rocket suicides; higher rocket jump
-
- Rules
- -"Deathmatch 3" type rules default (weapons stay, items respawn)
- -Can hurt yourself even under Teamplay 1 rules
- Sorry, but walking on your own grenades is ridiculous
- -Teamplay warning if you attack a teammate
- Maybe annoying at times, but better than having all
- of your damn armor shot off out of ignorance
- -Players that reach -20 frags are kicked
- -Powerup items can respawn randomly as any other powerup item
- So what starts out as a quad could become eyes or pentagram
- -Start map exits to the DM levels instead of the End map
- -Exit voting; 30% "majority"
- -Multiple "kill" commands by one player are ignored
- Extras
- -If you die with a backpack full of rockets, you may explode!
- Explosion has extra gibbage and can damage nearby enemies,
- and the backpack loses all of its rockets
- Chance and magnitude of explosion proportional to # of rockets
- -New backpack code to prevent getting a weapon with no ammo
- No more getting stuck with a useless weapon under deathmatch 2
- -Floating camera death view
- Sometimes gives a 3rd person view of your own dying corpse ;>
- -Ranking system tracks your kills/deaths/suicides
- type rank at console, also shown when a client disconnects
- -Respawn telefrag protection
- Servermodules version, seems better than the 1.06 code
- -Updated for Quake 1.06
- Plus John Cash's lightning ammo bug fix
-
- ========
- Weapons Listed in Order of impulse (1-8)
- ========
-
- 1a. Axe: Improved range. You still need to be close, though.
-
- Power Axe: Works automatically; if you have cells, you have
- the power axe. Uses a cell and does random damage, up to double
- the amount of the regular axe. An enemy struck with this axe
- while you are fully submerged in water is zapped with all of your
- cells at once for a sure kill. (not exactly easy, tho ;>)
-
- 1b Grapple Hook: Functions basically the same as the original,
- but it's been modified, so listen up. Hitting a player/monster/
- whatever will just damage them slightly and break the chain.
- You're better off using the axe. If you get hit for a decent amount
- of damage while using the hook, it'll break the chain. If you hang
- on the ceiling for more than about four seconds, you'll fall. On
- top of that, the actual range of the chain is limited now. Still
- a VERY useful tool. Learn how to make it work for you.
-
- 2. Pump shotgun: No change.
-
- 3. Super Shotgun: 50% more damaging than the original, almost lethal at
- close range. Takes longer to reload. Use it.
-
- 4. Nailgun: Damage increased by 1/3rd You don't even have
- to wait to get the supernailgun, you can actually kill
- with this thing now.
-
- 5. Super Nailgun: Even more devestating, with the same habit
- of eating all your nails.
-
- 6a. Grenade Launcher: No change. Watch out for your own grenades,
- they'll hurt.
-
- 6b. Flamethower: Simple and effective. Uses shotgun shells and
- randomly sets the target on fire (and burns until they find water)
- Will not fire underwater. By Steve Bond. Changes from the original:
- Invulnerability will always put out the flames, as will reaching
- 20 health or falling from a great height (and Wedge said you coulden't
- stop, drop, and roll.. ha! ;>)
-
- 7. Rocket Launcher: No change. Just can't pound people at point blank
- range as many times without taking some damage.
-
- 8a. Thunderbolt: No change.
-
- 8b BFG: Oh yes, the king of them all is back. Charges up (taking 30
- cells) and releases the famed ball o'death. Quad damage does
- not effect the BFG. If you are not familiar with the BFG, then
- read the BFG FAQ available in most doom newsgroups. Trust me..
- the BFG is very easy to dodge if you know how, and Quake's
- architecture gives many more possible evasive options. Having
- this weapon in the game forces you to really pay attention and
- adds greatly to the fear factor. A superweapon, yes, but face it,
- with quad damage respawning all the time, it's not as overpowering
- as you would think, and 30 cells is a LOT of lightning gun use.
-
- A player killed by the BFG has his skin burned from his flesh,
- and withers in agony until finally exploding. Yeah, I'm twisted ;>
-
- Changes from DMplus: Damage formula is much closer to doom's. Although
- range is the most important variable, the BFG is still highly random
- because the range factor is being multiplied by anything between 5 and
- 15. The BFG's most effective range is within 640 units, after which
- it's likely to drop below 100 damage. Technically:
-
- Ball damage: 100-800
-
- Cone Damage Range Damage
- < 64 (5-15) * 20
- <=> (5-15) * (21 - range/64)
- > 1280 (5-15)
-
- Orig. by id, made for Quake by Paragon and modified by DaScott
- with permission.
-
-
- ===================
- Rules Modifications:
- ===================
-
- Deathmatch 1 Known as "Deathmatch 3" rules, weapons can only be picked
- up once and they are always available for the taking.
- Health, ammo, and powerups respawn. Just in case,
- the original dm1 rules are available as dm3.
-
- Teamplay Works the same.. only you will damage yourself no matter
- what rules you use. So you won't hurt your teammate
- just like usual, but you can't exactly run around on top
- of your own grenades either. (man that's dumb) Also
- included is a "teamplay warning" message when you shoot
- your own teammate. (some people, believe it or not.
- would never figure it out otherwise)
-
- Random powerups Once a powerup (quad, invisibility, or invulnerability)
- is picked up, it can respawn as any other powerup.
-
- Skill 1 Actually, this is more about NOT setting the skill to 1.
- Anything but skill 1 removes the grapple hook, bfg, and
- flamethrower. Leave it alone if you want the leet weapons.
-
- ====================
- Server/Console Modifications:
- ====================
-
- These are new commands or rules that are made specifically for large
- internet quake servers to make them a better place.
-
-
- Stats command: Type help-server to get a list of server options
- and a sort of quick help look at the more important
- (client-wise) modifications. From Servermodules.
-
- Llama Kicker: A player who reaches -20 frags on a map gets kicked from
- the server with an appropriately embarassing message.
-
- Exit Voter: All players can type vote-exit to democratically decide
- to go to the next map. This is very useful to get
- past the end map or move on to another dm map, but
- can also be nice in a noexit game as well.
- Note however, that voting on exiting the start map doesen't
- work (there's 5 exits), so if you have noexit set on your
- server there still has to be a way to end the map (time or frag
- limit) From ServerModules.
-
- Rank: Type "rank" at console. Tracks kills, deaths, accidents, and
- suicides. Kills and deaths are only gained by players doing
- in each other. Accidents include shooting yourself in the foot
- and getting spiked, drowning, etc. Suicides count double towards
- your accidents and include manually typing "kill" at the console
- or killing a teammate. These scores are automatically shown when
- a client disconnects and when a map changes. (pull down the consle
- at the rankings screen to see them)
-
- The "total" rank is 2*kills - deaths - accidents - 2*suicides.
-
- ==========
- Cool Stuff
- ==========
-
- Adds to the enjoyment of the game without the players actually having
- to do anything.
-
- Volatile Ammo: An id member slipped once and mentioned that killing
- someone with rockets could cause a big bang. (at the
- time, Quake wasn't supposed to have any rockets ;>)
- Well, what happened to that? So here it is.
- Up to 20 rockets, you have only a small chance of exploding
- on death. However, the chance of exploding
- increases greatly with more than 50 rockets. I should
- emphasize here that the explosion only occurs when you die,
- so this doesen't hurt you for having lots of ammo, it just
- makes your death much more.. uh.. visually impressive ;>
-
- Note that a backpack dropped after an explosion loses
- all of its rockets.
-
- Camera Death Uses the familiar chase cam mod for a exterior view of your
- own corpse falling to its death. Happens roughly half the
- time.
-
- Rad suits: Last twice as long.
-
- Map Order: On the start map, the end teleport now takes you to dm1 instead
- of the end map. From ServerModules.
-
-
- =====================
- Thanks/credit goes to:
- =====================
-
- W. Harris aka Paragon for the BFG code found in DMplus10
-
- Rob Albin for the chasecam
-
- Johannes Plaas for ServerModules
- Very cool stuff.
-
- Steve Bond (Wedge) and Choryoth of Quake Command fame for the flamethrower
-
- The BFG FAQ, for the BFG damage stuff
-
- Mike, the morning star dude.
-
- ======================
- Copyrights/Permissions
- ======================
-
- If you are asking to sell this in any way, the answer is NO. This archive
- may not be distributed without the included da_qdm16.txt file in it's
- original form, nor may any other files be added to it.
-