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Text File
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1996-10-09
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3KB
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71 lines
Title : Extra Deathmatch Modes Module
Filename : edm-v099.zip
Version : 0.99
Date : 10 Oct 96
Author : Andrew Dowsey
Email : secretkeeper@hants.demon.co.uk
Credits : Me & id
Type of Mod
-----------
Quake C : yes, (ver 1.06)
Sound : no
MDL : no
Format of QuakeC
----------------
unified diff : no
context diff : no
.qc files : yes
progs.dat : no
To run this patch just copy the items.qc in with the id original qc files
and run qcc. Then create an EDM directory under your quake directory and
type 'quake -game edm' to play.
note: This patch was designed to work with the Server Modules patch. Just
overwrite the items.qc when the instuctions ask you to put the v106 qc files
in with the Server Modules files. Then use patch & qcc.
Description of the Modification
-------------------------------
For some circumstances the deathmatch modes id give (1, 2 & 3) you arn't
satisfactory. For instance, whn your playing 16 deathmatch on DM4. This
patch aims to rectify that and gives you 5 new deathmatch modes.
Just type in 'deathmatch n' at the console where n is the new mode:
4) Nightmare deathmatch 2. Many people think that there isn't enough ammo
on deathmatch 2. This mode gives you x2 ammo with each weapon you pick
up apart from the Super Shotgun which gives you x4. Apart from that its
exactly like deathmatch 2.
5) Alternative deathmatch 1. This mode is exactly like deathmatch 1, except
it only allows you to pick up each weapon once. This was done to stop
campers waiting for the weapon to respawn. The main use of this mode
hasn't been implemented yet - I will put in a player coefficient so that
the more players enter the game, the quicker all the items respawn.
Obviously, this would mean camper field day, which is why this mode was
developed.
6) Respawning deathmatch 2. Weapons stay around like deathmatch 2 but
everything else respawns.
7) Nohealth deathmatch 1. Just like deathmatch 1 except health does not
respawn. Created because my friends are getting increasingly annoyed
when they blow someonw to within 1% of their life and then their opponent
runs away and collects health.
8) Nohealth Respawning deathmatch 2. Self explanatory. I recommend this
mode.
Todo
----
Monsters I suppose for completness.
Player coeffiecient so that the more players enter, the quicker respawning
becomes. No more 15 players with shotguns and 1 with everything.
Any other modes people request.
Please email any suggestions & bug reports to secretkeeper@hants.demon.co.uk