Manual for QW Defusion, v. 1.11

Table of Contents

Overview

Scoring

Client Impulses

Weapon Balance

Team Play

Equipped-Weapon Notice

New Items

New Player Skin

QW Server Settings

New Weapons

Deathmatch 3

Credits

Modules

Maps

Notices

 


Overview

Although Defusion is similar to Capture the Flag, there are many differences that make Defusion stand out from every other Quake Mod package that's out there. There are three new weapons, six new power-ups, three new items, a rad new player skin, 30 new sounds, 17 new models and a broad range of rules and highly customizable features, such different types of team play and Wraithcorp's version of Deathmatch 3.

The most notable aspect of Defusion, however, is the actual game play with superb weapon balance. The point of the game is to find The Bomb and score. In both custom and modified maps you will see bomb-spawning-rings sitting on the floor at various spots. The time-bomb will respawn randomly at one of these spots whenever the timer runs out and it explodes or when someone scores by defusing The Bomb : by throwing it (via an impulse) or carrying it into the defusing goal.

When someone picks up The Bomb, everyone sees a message that says who picked up which bomb (there can be more than one on some maps.) So as soon as you find it , you can bet there will be people on your heels soon.

The Beta version which was debuted at QuakeCon 97 received great reviews, and the amount of email that we received was amazing. Version 1.2 and the QuakeWorld version of Defusion have practically been done for some time now, but we were unable to continue with roll-out because some our core team has been working on the X-Men: Ravages of Apocalypse project (which is going to be one of the best, if not the best, Quake TC's ever made). But now that X-Men: RoA is coming to a close we can focus our attentions on Defusion again.

We've strived to make Defusion highly customizable. Although the defaults have been set to what we like the best, we've also built in a number of impulses, server settings, and made it so level designers can create maps to suit a variety of difference tastes and styles. So play it, love it, and if you have any questions or comments, don't hesitate to send us some email!

Note: a hearty thanks to Zoid for helping cRum with the pecularities of QC so he could implement team enforcement in the QuakeWorld version.


WEAPON BALANCE

One of the things we really missed about Doom was its superb weapon balance. Every weapon was effective, even the pistol in the right hands. But in Quake, the rocket launcher is hands down the weapon of choice. Restoring weapon balance is one of our main goals in Defusion. Try the Super Shotgun now. Remember the pleasure you had in DoomII blowing someone away when they tried to use the BFG on you? Even the nail guns have been improved with explosive nails (does radius damage as well.) Of course, you'll find your own favorite weapon, but every one of them is not an effective dealer of death.

 


NEW ITEMS

The Bomb

Find it or frag the guy who has it and race to the goal before it explodes. The problem is that although the base timer is set by the map maker (server can alter it to long or short), it varies plus or minus 30 seconds. (There is an impulse to throw The Bomb. By default, it's bound to the "9" key.)

Keep in mind that The Bomb has a variable timer. It will vary by plus or minus 30 seconds from the time set by the level designer and the server. By the way, its the 10 second countdown that separates the men from the boys. Will you try to score before it blows or just run as far away as you can? Why run? You'll see.

We've had some requests to alter the damage done when the bomb explodes. This has been implemented in v. 1.10 of the QW version. These new variables are handled via server keys and are detailed in the Bomb Behavior Modifiers subsection of the QW Server Settings section. (Sorry, due to the programming limitations of QuakeC these will not be implemented in the LAN version of Defusion.)

The Eject-ulator

You've been there, done that and even bought the stinking T-shirt: you've only got a shotgun, and here comes a guy with a full backpack and all the weapons. Gets old doesn't it? Well, here's the solution.

This funky guy with the mohawk can turn a seemingly hopeless situation completely around. The first time you press fire after picking it up, everyone anywhere near you will have all of their weapons and ammo ejected in all directions. You keep yours and leave them with just an axe. If you act fast, you can completely turn the tables on them by grabbing up their weapons and ammo before they can.

NOTE: the server can be set where the Eject-ulator does not appear.

 

The Wraith

It's got a present for ya... The Wraith adds a bit of unpredictability to DM play. (It also makes it difficult for someone to run patterns and scoop up all the weapons and other items.) It will on occasion appear in maps and air-drop things like health, ammo, weapons, and even power-ups. Keep an eye out for it, you'll be glad you did.

NOTE: in the QuakeWorld verion, the server can be set so that the Wraith does not appear.

 


NEW WEAPONS

Grapple-Gun

This isn't your granddad's grapple. It's the new hi-tech Rocket Powered Grapple. It costs 1 rocket shell to fire, but it's worth it. Hit someone with it: gib city. To use it, just aim and fire. Continue holding down the fire key until the grapple connects. You will then be pulled towards it.

There's more! It's double ended: one grapple shoots directly ahead and the other directly behind. The 2 grapples are connected by an invisible monofilament line which you can move back and forth on (press the "jump" key to move backwards.)

You can also fire any other weapon at the same time. (If you switch from the grapple to another weapon, you will stay connected to the line until you switch back to the grapple.)

NOTE: since the Grapple-Gun can be abused as a sniper rifle, the server can be set so that being hit with a grapple does not cause any damage.

 

Chain Shotgun

It's deadly, it rocks. Com'on, admit it, you've always wanted one of those South African StreetSweepers for your very own. (And except for the wind-up key, this looks almost exactly like one.) If you've got good aim and plenty of shells, this sweet-heart will chew its way through a room full of the toughest Deathmatchers around. And the thought of having one of the power-up modules is just too gruesome to discuss. Happy hunting. :)

 

 

Tri-Gun

Fires 3 slider grenades; they will slide along walls but stick to floors. Exactly what the doctor prescribes to eliminate those pesty campers who like to hide around corners and in nooks and crannies. Each grenade only does half as much damage as a regular grenade, the slider's ability to crawl across walls and stick to walls more than makes up for it. Of course, if your aim is good, it's like hitting someone with 1.5 regular grenades. :)

 

NOTE: custom impulses have been added so you can bind keys for the new weapons.

 


MODULES

The Defusion player has been given cybernetically enhanced armor. Yeah, it does look good, but that's not the point. On the back you'll find a slot that accepts a computer upgrade board. These modules can be found respawning around the level. There are 6 of them (color coded with symbols silk-screened on the back) which are described, along with pictures of both the front and back views) in table below:

 

 

Name Picture Description
Weapon Strength Upgrade You do double damage. Equipped with this module the shotgun becomes very formidble.
Armor Upgrade You take half damage. When you have this module equipped, just laugh and tell 'em, "That tickles."
Life Force You regain health, but should not be used by anyone with a heart condition. Also, doubles your maximum health.
Weapon Speed Upgrade Doubles your rate of fire. The ChainShotgun and the Nailguns become ferocious with this module.
Shadow You become a shadow with 5 mirror images, one of which fires when you fire.(Disabled in the QuakeWorld version to minimize lag.)
Revenge Pity the fool that frags you when you have this power-up. Upon your death 5 energy balls will be released and hunt him down.

 

NOTE: there are 3 server keys which determines how the modules work. These keys determine whether modules:

 


SCORING

You get 7 points for defusing the bomb (throw or carry it into the defusing goal. In modified BSPs, it is a rotating double bronze ring (left picture.) In custom "made-for-Defusion" maps, you will find an animated goal (picture on the right.) Either walk through the goal or throw the bomb into it.

 

 

Also, your teammates will get 3 points when you score. Kill the guy with the bomb and you get 2 points. Remember, the Bomb is dangerous, getting killed by it will costs you 2 points. And of course, for all other frags you'll get 1 point.

Just remember, the key to winning the game is defusing The Bomb. There will be 3 - 6 spots in a map where The Bomb will respawn. Immediately after the timer runs out and it explodes or after someone scores, The Bomb will respawn. You should learn where these spots are in the map you're playing. These spots are easily identified by the animated bomb-spawning-ring.

 


TEAM PLAY

Tired of team play and want something different from regular Deathmatch? Unlike some Deathmatch mods, Defusion rocks regardless of how many players are in a game. And to add something new to team play we've built several different styles of team play as well as allowing up to a maximum of 6 different teams.

 

In the QuakeWorld version of Defusion there are 2 basic styles: Free-for-All and Teams. In team-play there are 3 types of damage modifiers. These are set by the server as well as the enforce_teams key setting.

 

Free-for-All No teams; every man for himself. Perfect for small groups and net parties. This is the default setting.
Teams Type 1 You can inflict damage on everyone but your teammates.
Teams Type 2 You can inflict damage on everyone, even your teammates.
Teams Type 3 You can inflict damage on everyone, but if you shoot a teammate, you will be hurt. This is inspired by the AVG rules for Doom team tournaments.

 


NEW PLAYER SKIN

Of course, no new mod, especially one designed exclusively for Deathmatch would be complete without a new player skin. Besides looking cool, Defusion's new Cybernetic armor banishes cross-dressing forever. It's obvious a mile away which team you are on: the pants color predominates. On the back, you will notice the slot in which the module boards plug-in to power-up your armor.

 

 


DEATHMATCH 3

Wraithcorp's version of Deathmatch 3 has been included. (Based upon the version created by Avatar at QuakeCon 96). Weapons stay (like in Deathmatch 2) but items respawn in 20 sec (a bit faster than in Deathmatch 1).

 


MAPS

Custom Maps

A number of custom maps are being released separately. You can download them from the Defusion page on Brutality. You will also find a map kit which contains complete instructions plus everything else you need to create custom maps for Defusion. And yes, official Defusion pack releases are planned.

 

Modified Maps

Since clients only need the pak file, the "Modified-for-Defusion" entity files are not included in this release. However, we have modified the entity files for most of id's Quake map. If you will be running a server, you need to download them and then modify the id BSPs. (Sorry, the id maps are copyrighted and cannot be distributed.)

NOTE: if you play Defusion on an unmodified BSP, the modules will appear near DM spawn spots, but the new weapons and The Bomb will not appear.

 There are at least two methods you can employ to use the entity files.

1). ExtractUse a QBSP tool with the "-entsonly" parameter to create "Modified for Defusion" maps.

  1. Extract the BSPs, using a tool like Xpac or Adquedit, from Quake's pak0.pak and pak1.pak. It's in your Quake\id1\subdirectory.
  2. Move the extracted BSPs from your Quake\id1\maps\subdirectory to your Quake\Defusion\maps\subdirectory.
  3. Unzip the zipped archive, ents102a.zip, containing the "Modified-for-Defusion" entity files into your Quake\Defusion\maps\subdirectory.
  4. Use a qbsp with the "-entsonly" parameter to "replace" the entities in each BSPs.

2).The AdQuedit method:

It's a great utility and we recommend it. Use AdQuedit to replace the entities: Defusion uses a number of new ones. AdQuedit can be found on ftp and web sites all across the Net, such as Brutality, as well as the AdQuedit homepage:

Here's what you need to do:

  1. Use AdQuedit to extract maps from Quake's pak0.pak and pak1.pak. It's in your Quake\id1\subdirectory.
  2. Move the extracted BSPs from your Quake\id1\maps\subdirectory to your Quake\Defusion\maps\subdirectory.
  3. Unzip the zipped archive, ents102a.zip, containing the "Modified-for-Defusion" entity files into your Quake\Defusion\maps\subdirectory.
  4. Use AdQuedit to "replace" the entities in each BSPs:

 


CLIENT IMPULSES

1 Toggle: Axe & Grapple-Gun
2 Shotgun
3 Toggle: Super Shotgun & Chain-Shotgun
4 Nailgun
5 Super Nailgun
6 Toggle: Grenade Launcher and Tri-Gun
7 Rocket Launcher
8 Lightning Gun
10 Cycle weapon forward
12 Cycle weapon backward
50 Grapple-Gun
51 Chain-Shotgun
52 Tri-Gun
100 Throw The Bomb (by default bound to the "9" key)
101 Use a Module
102 Discard a Module
107 Toggle Equipped-Weapon Notice above status bar

 


EQUIPPED-WEAPON NOTICE

During beta-testing, we discovered that quite a few players used FOV settings (so the v_models of the weapons are not visible.) Although FOV settings are a controversial issue (some consider it cheating while others just as strongly insist it's just as fair as using a crosshair), we strive to accommodate the tastes of all hard-core Quake fans.

If you use FOV settings, you won't be able to see which weapon you have. So, we added an impulse (107) so that the weapon name appears as text right above the status bar. The spot where it appears is set for the default screen size of 320x200. So, if you use FOV settings with a different screen size, you will need to use one of the impulses listed in the table below so the weapon name will appear on your screen in the appropriate place.

 

Equipped-Weapon Notice Impulses

Impulse Vertical resolution Impulse Vertical resolution
200 200 (default) VQuake VQuake
201 240 207 288
202 350 208 300
203 400 209 384
204 480 210 576
205 680 211 864
206 1024 220 Toggle full-screen and status bar displayed*

*By default, it is assumed that you have the full status bar displayed, so the name of the weapon you have equipped will appear just above the status bar in the left corner. When you switch to full screen mode, using the impulse 200 toggle will move the weapon name to the very bottom left hand corner of the screen.

 


QUAKEWORLD SERVER SETTINGS

In addition to all the standard parameters that are set by a server, there are a number that are custom to Defusion. We've strived to make Defusion as customizable as possible in order to suit all the different tastes and preferences of hard-core Deathmatch fanatics. At the end of this section there is a table which summarizes all the server keys.

 

Team Play Settings

The team play settings in QuakeWorld Defusion are different from standard Quake. There are 4 of them. You set them in the command line or console just as you would standard Quake team play.

 

Custom QuakeWorld Server Settings

There are 4 custom server settings for QuakeWorld Defusion. Since QuakeWorld allows 64k of serverinfo key/value settings, we implemented the following keys for flexibility and customization. Before starting your server for public use, please place each one of the following keys in your server.cfg file, and give them a valid value.

Bomb Behavior Modifiers

Bomb Damage Modifiers

When The Bomb explodes there are 5 "shells" of damage that vary with distance from the center of the explosion. (Distance is measured in standard Quake units.) The table below reflects the default settings.

Default: bomb_radious_mod = 1 & bomb_damage_mod = 1

Diagram

Shell #

Distance from Explosion

Damage

1

< 250

400

2

251 - 400

200

3

401 - 600

50

4

601 - 1085

25

5

1086 - 1500

10

 

There are 2 server keys which modify this: bomb_damage_mod and bomb_radius_mod. These variables can be set to any real number greater than or equal to 0 while the default values are 1. So, if you set bomb_radius_mod to 2 and bomb_damage_mod to 5 then the table above would look like this:

Modified: bomb_radius_mod = 2 & bomb_damage_mod = 5

Diagram

Shell #

Distance from Explosion

Damage

1

< 500

2000

2

501 - 800

1000

3

801 - 1200

250

4

1201 - 2170

125

5

2171 - 3000

50

 

We recommend setting bomb_radius_mod no higher than 3. Causing everyone in the level to take damage when the bomb explodes can seriously undermine game-play.

 

Bomb Timer Length Modifier

The first is the length of The Bomb's timer. The base time is set by the level designer (it has a default of 2 minutes). Note well that there is random element to the length of the timer. Every time The Bomb spawns the timer's base time will altered by plus or minus 30 seconds. The server can alter the base time set by the level designer. By default the server key, fusescale, is set to 1 (no change in the base time). However, if people want to play with a longer or shorter timer length, the server can either double the base time (set it to 2) or cut it in half (set it to 0.5)

 

Module Usage Settings

There are 3 server keys for module usage: modules, modules_usenow and modules_wearoff. By default, modules will appear in the game. When the modules key is set to no, they will not appear in the map. By default, modules are used as soon as they are picked and burn-out 45 seconds later. These parameters can be changed so that you have to use an impulse to activate the module, modules_usenow, and/or they will stay active until death or you use the impulse to discard a module, modules_wearoff.

 

Team Enforcement

The enforce_teams server key determines defines whether people can change teams at will or not. By default enforce_teams is off. When the value of this key is on, players will not be allowed to change teams once they join. The idea being to balance the number of people on each team. The way the server determines which team you are on is as follows: you will be placed on the team with the fewest people. Example: let's say there are 3 teams. Team #1 has 4 members and teams #2 and #3 have only 3 members each. The next person to join will be placed on Team #2.

 

Maximum Number of Teams

Another server key max_teams. It sets the maximum number of teams allowed. The default for max_teams is 2, but you can set the server to allow up to total 6 different teams.

 

Removal of Eject-ulators

The ejectulator key server key effects the spawning of the Eject-ulator. By default, they appear: ejectualtors is set to on. Although we feel the Eject-ulator is a great equalizer, some beta-testers found it annoying so we built in a server setting to prevent its appearance in a game.

 

Disabling Grapple-Gun Gibbing

We fully realized how deadly the Grapple-Gun was deadly, after all it is powered by a rocket shell, but we were surprised to learn that some player were abusing it as a sniper rifle. In close quarters, it's a superb weapon, but we never thought about the campers who like to go hide in dark corners. Well, we've fixed that. The server key, grapplegib, by default is set to on. If set to off, then being hit by a grapple will not cause damage.

 

Removal of TheWraiths

By default, The Wraith will appear in maps in which the level designer has placed it. However, some dislike the degree of unpredictability it adds to the DM equation. You can eliminate its appearances by setting the server key thewraith to off

 

Server Key Usage

In the table below, "Default" is the value used unless you specify otherwise. The "Instant" column indicates whether or not a specific key will take effect immediately or not. If a key is not instant, and you change it while a game is in progress, you must restart or change to a different map for the change to take effect.

QuakeWorld Defusion Server Keys

Key Default Valid Values Instant Purpose

bomb_detonate

N/A

true

Yes

If you set this to "true", all bombs in game will detonate immediately, then respawn and continue normally.

bomb_use

on

on, off

No

If set to "off", all bombs will be removed from the game when it starts. Use this if you just want to play deathmatch or team games with the other Defusion additions.

bomb_damage_mod

1

0 ... <infinity>

Yes

Modify the damage done when The Bomb explodes.

bomb_radius_mod

1

0 ... <infinity>

Yes

Modify the radius of The Bomb's explosion damage shells.

max_teams

2

2, 3, 4, 5, 6

No

Sets the maximum number of teams.

enforce_teams

off

on, off

No

Determines whether team enforcement is on or off

ejectulators

on

on, off

No

Remove Eject-ulators from the game.

fusescale

1

0.5, 1, 2

Yes

Modify The Bomb's base timer.

grapplegib

on

on, off

Yes

Determines if being hit by the Grapple-Gun will do damage.

modules

on

on, off

No

Determines if modules will be in a game or not.

modules_usenow

on

on, off

Yes

Determines whether a module is actived upon pick-up or by impulse.

modules_wearoff

on

on, off

Yes

Determines whether modules burn-out or not.

thewraith

on

on, off

No

Determines if The Wraith will be present in a game.

 


CREDITS

Name Nick Credit Description
Jim Elson H2H Biz, Director, Coproducer, 3D Modeling, Artwork
Josh Martel cRum Coproducer, Lead Programmer, Lead Sound Engineer, Level Design
Chris-John Bryns Bullyboy 3D Modeling
Chris Greenhaw Derelict Artwork
Zach Hall BlendrHed Artwork
Brian Hess Wendigo Level Design, Artwork
Mackey McCandlish Avatar 3D Modeling, Level Design
Scott Parrish Faust Programming, Sound Engineer, Level Design
Kevin Searle Monolith Play-testing
Jimmy Sieben EvlG Initial Concept, Level Design
Jerry Wolski Polish 3D Modeling

 


NOTICES

Quake is a registered trademark of id Software, Inc.
Doom and DoomII are trademarks of id Software, Inc.
AdQuedit is a trademark of Cable Hicks.
The qbsp.exe included is a compiled version for Win32 systems which can be found in idutils.zip on id Software's ftp site and elsewhere.
Xpak is a freeware product and is Copyright © 1996 Tom Wheeley. All rights reserved
Defusion, Wraithcorp, and the stylized "W" are trademarks of Wraith Corporation.
Defusion is Copyright © 1997 Wraith Corporation. All rights reserved.
All trademarks, registered trademarks and copyrights are the property of their respective owners and are implicitly acknowledged.
By installing and/or playing Defusion, you agree to be bound by the terms specified in the d_liscns.txt that accompanies this release.
Defusion is a freeware product. Neither this nor any previous releases nor any future releases may be used on commercial or "play-for-play" servers without the express written consent of Wraith Corporation. Direct correspondence to legal@wraithcorp.com