Place the pak9.pk3 file in your quark3\baseq3 directory.
Place the q3teamdm1.config in your quark3\baseq3 directory.
Included are conversions of q2dm1 and q3dm8. Maps are intended for
q3 team deathmatch but dm1 plays well 1v1.
To run maps you MUST first type /sv_pure 0 in the console
Then /map q3teamdm1 or map q3teamdm2. (2 being dm8)
Hit esc and goto add bots. Simple. Now you can kick Xaero's ass
1v1 on dm1.
For those of you running servers I have included q3teamdm.config
1.
To run a q3teamdm dedicated server use the command line:
c:\yourq3dir\quark3.exe +set dedicated 1
Once in the dedicated server console type:
exec q3teamdm.config (Config may be edited with notepad)
2.
To run a non-dedicated server just type:
exec q3teamdm.config in the q3 console.
I have included q3teamdm1.config outside of the pak file. For easier access. Just place it in your baseq3 directory and edit as you please. Simply repeat the steps above using q3teamdm1.config instead of q3teamdm.config
1-1-99
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Changes
*******
Note with com_maxfps 120 you can make most of the jumps in the MH room.
Yellow armor to crate to MH etc.
Play tested the maps for a good 20 hours now. There are several
minor changes that need to be made in order for the maps to be
fully functional.
I noticed the info_player_intermission ent. caused spectators
to get stuck in the wall when first spawning in a team deathmatch
game. This is due to the orginal positioning of it. Moved it
away from the wall and eliminated the problem.
Slowed down lifts. Now performing elevator fakes is possible. Before when you started the lift and tried to jump off you'd hit your head and the lift would come down. This should make the elevator more of a risk. Higher % shots on people trying to escape up the elevator.
1-1-99
**************
Known Problems
**************
Due to difference in q3 player models. Plats will only work if you
are standing in the middle of them. If you keep that in mind while you play there shouldn't be a problem. Also there is an edge you can get
stuck on if you stay to close to the front of the small elevator.
This is a minor problem.
Getting out of the water can sometimes be difficult. Due to the angles
and large brush height. It is still do-able. Just take some time
to get to know that area.
12-31-99
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Changes
*******
Eliminted info_player_start entity. q3 treats that entity the
same as info_player_deathmatch. In other words. Spawning in the
middle of dm1 during a clan match probably wouldn't be all that
much fun.
Fixed several problem respawns. All respawns are exactly the same
as they were in q2. Had to relocate several.
Broken bot spawns were fixed. Bots would get stuck on 2 spawns on dm1
so I set the spawns "nobots" "1" to stop them from using these
spawns. First being the shotgun and second the MH room.
Added more lightning ammo.
Added more armor to help balance q3's more powerfull weapons.
Added bot support. Bots play pretty well if I do say so myself.
Removed bfg on dm2(8) and replaced it with red armor.
Removed several shotguns. Far too many were on the levels
due to q2's shotgun.
Fixed crashes after map changes.
**************
Known Problems
**************
Bots sometimes just stand there looking around. It's pretty rare.