===================================== DaScott's Quake Deathmatch mods v2.3 ===================================== Author: DaScott email: dascott@infi.net other: find me on efnet #quake Testers/Input/Thanks: Entreri, DaRipper, DemonEatr, Myrkul, DaKiller, TheGriffn, Avatar for pushing for qw deathmatch 3, various #quake regulars.. Type: QuakeC/Server required only QuakeC Version: 1.06 Where to find this patch (and updates): da_qdm23.zip on ftp.cdrom.com or ftp.stomped.com under pub/quake/quakec/deathmatch or http://www.iupui.edu/~mcox/ (DemonEatr's homepage) http://www.frag.com Summary: DaScott's Deathmatch patch creates a high-speed camper-unfriendly Quake Deathmatch environment by using deathmatch 3 rules and rebalancing Quake's weapons and items. This is NOT a "combo" patch, nor is it needlessly complicated or full of useless features. This simply reflects what I feel is the best possible game of quake deathmatch. =========== Gernal Info =========== Weapon Modifications -Improved the Shotguns, Nailguns, and the Axe -Variable armor penetration Shotguns are 30% more effective against armor Nailguns are 50% more effective -Rockets launcher's radius is slightly weaker, but you aren't protected from your own explosions -Armor amount is scaled by armor strength Rules -"Deathmatch 3" type rules default (weapons stay, items respawn) Old rules available as deathmatch 3 -Powerup items can respawn randomly as any other powerup item -Teamplay 1 does not protect your own health Old rules available as teamplay 3 -Random Map option (samelevel -1) Chooses from 24 of the better registered quake maps Customizable (w/ source code) -Time remaining and frag limit shown when you die -Multiple rapid "kill" commands are ignored -Start map exits to the DM levels instead of the End map Extras -The DEATH CAM Gives a 3rd person controllable view of your corpse when you die Toggle on/off by typing "deathcam" at the console -If you die with a backpack full of rockets, you may explode! Explosion has extra gibbage, uses up rockets but does no damage Chance of explosion proportional to # of rockets -Backpacks never include empty weapons in 'leave weapon' dm modes -Redundant item pickup messages removed -Respawn telefrag reduction code from Servermodules ======== Weapons Listed in Order of impulse (1-8) ======== 1. Axe: Improved range and damage. You still need to be pretty close, though. 2. Pump shotgun: Increased to max 35 damage. 15% armor penetration 3. Super Shotgun: 50% more damaging than the original, lethal at close range. Use it. 75 max damage, 15% armor penetration 4. Nailgun: Damage increased, nails travel faster. 12 damage, 25% armor penetration 5. Super Nailgun: Only costs 1 nail to fire. However, the nails travel slower than normal. Damage: 18 25% armor penetration 6. Grenade Launcher: 100 Radius damage. Be wary of stepping on your own grenades. 7. Rocket Launcher: Hitting yourself does more damage. The radius damage has been decreased in favor of direct hits. Direct damage: 100 Radius damage: 90 8. Thunderbolt: No change. Armor penetration Lightning, Rockets, and grenades are fully affected by armor. (yellow armor, which gives 50% protection, will reduce rocket damage by 50%) Nailguns reduce the effectiveness of armor by 50% and shotguns by 30%. (so yellow armor will reduce shotgun damage by 35%, and nail damage by only 25%) =================== Weapon Damage Chart =================== Armor Weapon Normal Green(30) Yellow(50) Red(70) Axe 70 49 35 21 Shotgun + 35* 28 23 18 Double Shotgun + 75* 60 49 39 Nailgun ++ 12 11 9 8 Super Nailgun ++ 18 16 14 12 Grenade 100* 70 50 30 Rocket (direct) 100 70 50 30 Rocket (radius) 90* 63 45 27 Lightning 30 21 15 9 * Damage varies, damage noted is maximum possible damage + Weakens armor by 30% ++ Weakens armor by 50% With the armor penetration added, armor only makes a dramatic difference with rockets, grenades, and lightning - the most powerful and most used weapons. =================== 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. Ammo when you pick up a weapon is increased as well. Deathmatch 2 No Change. Deathmatch 3 Original deathmatch 1 The balanced weapons really show their true colors in respawn mode, however I still would rather play dm3 rules. Teamplay Works the same.. only you will damage yourself under the default rules now. Teamplay 2 is unchanged, teamplay 3 will get you the original teamplay rules. Random powerups Once a powerup (quad, invisibility, or invulnerability) is picked up, it can respawn as any other powerup. Confusing at first but adds needed variety to "Capture the Quad" maps like start or dm2. Items are more likely to be quad or eyes than the pentagram. "kill" command Modified so that a player can only "kill" (suicide) once every minute- they get a friendly message telling them to wait. Random Maps With samelevel -1, the next map is chosen randomly from sets of 24 maps until they have all been used, and then the process is repeated. Avoids most of the "lame" dm maps. Can be edited and recompiled. By Stefan Schwoon ========== Cool Stuff ========== Death Cam Uses the familiar chase cam mod for a exterior view of your own corpse falling to its death. The camera will zoom back pretty far if it has the room. Type deathcam to toggle the camera on/off. Exploding Ammo: The more rockets you carry, the greater chance they have of exploding when you are killed. The explosion causes no damage other than wiping out all your rocket ammo. Essentially, this helps takes backpacks with huge amounts of rockets out of the game. Map Order: On the start map, the end teleport now takes you to dm1 instead of the end map. Server operators beware: you MUST have some kind of fraglimit or timelimit set if your server ever allows players to reach the start map. ie, timelimit 120, fraglimit 100. Or fraglimit 50, timelimit 30, noexit 2. etc. Scaled Armor: The premise is simple: The stronger the armor, the less of it you get. ie, red armor gives you 120, yellow 150, and green 200 armor points. This was a game balance issue that needed to be addressed. Red armor is no longer a ticket to immortaility. ============= What's New / Version Notes ============= Deathcam is off by default, but now the deathcam status is saved across levels so you only have to toggle it once. Ammo spawns faster. (20 secs) Nailguns are different now. Super nails only cost 1 nail but are slower, and regular nails are sped up some. Super nails back to default damage. Reduced rocket and grenade damage. It feels perfect now, as only a direct hit with the rocket launcher can cause instant-death at full health. Bumped up the pump shotgun strength a bit to make it a workable long distance weapon. Scaled armor power by effecitveness. ie, red armor you get 120 armor, yellow 150, and green 200. Redid the code (again) to be less ugly. Many things can be controlled from qdm.qc, however a lot of the little tweaks and things are completely uncommented. ===================== Other Credit goes to: ===================== Myrkul, for the interest in QDM and adding my ideas to Expert DM/Teamplay. Rob Albin for the chasecam Johannes Plaas for Telefrag code Stefan Schwoon for random map code (ssch0098@rz.uni-hildesheim.de) ====================== 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_qdm23.txt file in it's original form, nor may any other files be added to it.