===================================== 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.