====================================
DaScott's Quake Deathmatch mods v1.0
====================================

by DaScott  (on #quake)
dascott@richnet.com and
entreri@richmond.infi.net

Type: Server required only
Target: Deathmatch!
Source: Not included; Coming soon!

Summary: This changes everything that needs to be changed for Quake
         deathmatch.  There are two key words there.. "needs" and
         "deathmatch"  That means these changes won't really do
         much for single play (except for the weapons) but these changes
         are also neccessary to enjoy Quake deathmatch.  In other words,
         these are the changes that people really want.  That said, here
         goes..

         This patch enhances Quake in a few key areas to help refine
         the deathmatch environment.  This includes weapon modifications,
         new weapons, server (or console) changes, rules changes,
         and other cool stuff.  The list, in no particular order:

         -New Weapons: Flamethrower and the BFG4000
         -Improved Axe, Shotguns, and Nailguns
         -NO KEYS TO BIND!  Isn't that nice?
         -Deathmatch 3 rules
         -Can hurt yourself even under Teamplay 1
         -Llama kicker
         -Exploding ammo! Make that rocket hoarder go BOOM

          From ServerModules:
         -Exit voting
         -Exit to DM maps instead of End map
         -Ranking system tracks your deaths/suicides
         -Helpful server messages
         -Respawn telefrags reduced

         As complicated as this sounds, I assure you this is the easiest
         of any of the full featured mods to use.  Read on.. 


Note: This replaces the not as well thought out das_dm10 ;>

====================
Weapon modifications:
====================

The attempt here is to make every single weapon worth getting, which
should make things much more interesting.  (and that red armor much
more valuable)

1.  Axe:  Extra range (98), Damage (25)

    Power Axe: Doubles Range (128), Doubles Damage (40)
    Works automatically; if you have cells, you have
    the power axe.  An enemy struck with this axe while
    you are fully submerged in water is zapped for 10*cells
    damage if you have 5 or more cells.
     
    Overall the axe is made into a more feasible weapon,
    especially with the improved range.  If it looks like
    you should be able to hit it you probably can.

2.  Pump shotgun: Damage increased very slightly and refire slowed.

    Useful if people insist on using deathmatch 1. (blech)

3.  Super Shotgun: Damage increased by 1.5x, slightly slower refire.

    The supershotgun is now deadly in two good shots- still significantly
    weaker than in doom2 but much more effective now.

4.  Nailgun: Damage increased by 1/3rd (12 damage per nail)

    The nailgun is no longer weaker than the starting shotgun and is
    quite deadly.  Don't be afraid to use it.

5.  Super Nailgun: Damage is now 20 (slight change) to compliment
    the nailgun changes.  (otherwise it'd be a waste of ammo)

6.  Grenade Launcher: No change

    Flamethower: Simple and effective.  Uses shotgun shells and
    randomly sets the target on fire (and burns until they find water)
    Will not fire underwater.  Only change from original (Wedge) version
    is slightly improved damage (12 per ball) to compliment shotgun
    damage changes.  By Steve Bond.

    Press 6 a second time or use the cycle weaopn command to choose the
    flamethower.

7.  Rocket Launcher: No change.

8.  Thunderbolt: No change.

    BFG4000: Oh yes, the king of them all is back.  Charges up (taking 20
    cells) and releases the famed ball o'death (which is really just a
    timing device to a pro)  Significant changes from the dmplus 1.0 version
    by Paragon however.  The ball itself does 100 + random()*700 damage
    now (that's 100-800, doom damage)  The blast cone damage is now
    based on range.  This is to emulate the effect of having 20 seperate
    trace lines as in doom.  The damage is x * (5 + random() * 10),
    where x = 20 - (1 per 128 units when range > 128). 

    So a cone hit on a target right up in your face (units < 128) will
    do 20 * (5-15) damage (100-300), and at the BFG's maximum range > 2560
    only 5-15 damage.  This is as close as I've come so far to
    emulating the doom bfg, and while it's definatly good enough
    I'm still uncertain about the scaling of the damage.  After all,
    in Quake we are using a real cone and not just a bunch of lines ;>

    Orig. by Paragon and modified by DaScott.

    Press 8 a second time or use the cycle weapon command to choose the BFG.

===================
Rules Modifications:
===================

Deathmatch 3  Should be considered the ONLY way to play Quake Deathmatch.
              Weapons stay but everything else respawns like deathmatch 1.

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)


====================
Server/Console Modifications:
====================

This is the base that everything else is built on.  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 types "kill" twice in two minutes or
                 reaches -10 frags on a map gets kicked from the
                 server with an appropriately embarassing message.

                 This is to encourage players who either have ridiculously
                 bad pings or those who have no intention of actually
                 playing the game to go elsewhere. 

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:  The ranking system from ServerModules.  Useful if you want
       to know just how many kills/deaths/suicides you've had.
       Type rank at the console.

==========
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, thus destroying your backpack and weapons (and
               possibly some bystanders)  However, the chance of exploding
               increases greatly with more than 20 rockets.  Once you hit 50,
               you are at 60%.  Any more than 80 rockets and you are 75%
               likely to turn into a gib shower when you die.  The explosion
               is scaled by the amount of rockets involved.  I should
               emphasize here that the explosion only occurs when you die,
               so this doesen't hurt you for having lots of ammo.  

               The biggest impact this has on gameplay is when the super
               camper dweeb type with 100 rockets gets killed, his
               unbalancing load of ammo will probably go with him.

Rad suits:    Last twice as long.  Just needed to be done.

Map Order:   On the start map, the end teleport now takes you to dm1 instead
             of the end map.  From ServerModules.

Telefrag protect: The game tries to prevent players from respawning
                  onto other players.  From ServerModules.


Thanks/credit goes to:

W. Harris aka Paragon for the BFG code found in DMplus10

Johannes Plaas  for ServerModules
   Very cool stuff.  I butchered it as bad as I did because I wanted
   something more focused and simple, but I left some of the hooks
   to Servermods in there. 

Steve Bond (Wedge) and co. of Quake Command fame
   Love the Flame thrower and the axe, and the overall attitude
   towards making Cool New Stuff.  I could fill your rant page
   daily ;>

The BFG FAQ, for the BFG damage stuff

Hey where is...?

Multiskin: Nope, don't have it.  Multiskin is screaming for an updated version
           and until then I won't bother supporting it.

Enforced team modes: Coming.  Maybe.  Not sure if I like it

The super turbo kill everything bombs exploding everywhere gun:
                  If I see another one of these I'll friggin puke.

Source Code: Not going to release it yet.  There have been too many reports
             of jerks running modified patches where they build in
             cheats and such for their own use.  That's just total bullshit,
             and I do NOT want any patch with my name on it used in this way.
             If you like this patch and would like to see something changed
             or added, email me.

             Exception: I'll gladly send the source to other QuakeC
             editors, especially if I've used some of your stuff in here ;>


Copyrights/Permissions

If you are asking to distribute this on shareware CD-ROM or sell it in any
way, the answer is NO.  


