ThunderWalker 3.1
Overview

The ThunderWalker Server (a well modified partial conversion of the 3wave CTF server) is all that remains of the ThunderWalker Clan. While the Clan has had to disband for various reasons, the work they put into the server has not gone to nothing. And development on the server continues by two members:

Panda o' Fire: Marc Rittierodt <marc@pandapro.com>
Fezzik: Robert Hayden<rhayden@geek.net>

Table of Contents
Weapons | A table listing all of the damage-causing weapons available in ThunderWalker CTF.
Runes | A complete listing all the runes available in the server as well as matching pics.
Changes from Original CTF | Several smaller internal changes have been made from the 3wave version of CTF to the TW version.
Impulses | You'll need to know all of the special impulses used by the server.
Scoring | A complete listing of all the actions that will gain you points.

WEAPONS
Weapon | Impulse | Description
Axe | 1 | Your basic diamond-tipped completely-bloody otherwise-hypenated dismemberment tool.
Grappling Harpoon | 22 | Primarily a tool for getting you into hard-to-reach places. Can also be shot into your opponent's chest.
Shotgun | 2 | Groovy.
Double Barreled Shotgun | 3 | Good. Bad. I'm the guy with the gun!
Laser Cannon | 4 | Han Solo would be proud. A bright-red beam will burn your enemies into a well-done carcass.
Nailgun | 5 | While individually the spikes are not very damaging, thei high rate of fire can bring down even the most heavily armored opponent in short order.
Grenade Launcher | 6 | Litter the floor with explosive pineapples for a little fragfest surprise.
Rocket Launcher | 7 | When it absolutely, posotively has to be there overnight.
Sniper Rifle | 8 | One shot. One kill. If you miss, you are a sitting duck though.
Airfist | 47 | Uses a compressed blast of air to blow your enemies away. Also will effect rockets, grenades, backpacks, and runes.
Kamakazi | 170 | Entering Impulse 170 will cause you to explode with great force. The pieces of your body will fly around and then likewise explode. Works one time per 5 lives. Damaged is increased if you are carrying rockets.

RUNES
Name | Description | Screenshot
Rune of Hell Magic | The holder of this magic fires at twice the rate of normal. |
Rune of Black Magic | Your weapons inflict twice the damage of normal. |
Rune of Earth Magic | You are resistant to damage, taking only 1/2 damage from all sources except the sniper, which you take 10% damage from. |
Rune of Elder Magic | You magically regnerate hitpoints up to a maximum of 200. In addition, your health will not "rot" away of you pick up a 100-health box. |
Rune of Protection | This rune offers several benefits: Immunity to "splash" damage (ie, explosions) Immunity to Slime Immunity to Drowning Resistance to Lava |
Rune of Vampirism | A person with this rune will be healed 2/3 the amount of damage they do to a maximum of 200 hitpoints. Health below 200 will not "rot" away. |
Rune of Living Armor | The person's armor is magically brought to life, and will repair itself over time. |
Rune of Cloaking | A person with this rune is invisible, as if they had the Ring of Shadows, except when they fire their weapon or when they are damaged, during which time they become visible. The cloaking will also fail if you fall into water, slime or lava. |

CHANGES FROM ORIGINAL CTF
Grappling Harpoon | The grappling harpoon replaced the grappling hook. The function is about the same, however, the model is a little easier to aim and has a more technological feel to it.
Airfist | A nice defensive weapon that will help to deflect incoming fire and incoming baddies.
Shotgun MkII | The shotgun has been retooled for faster firing. You can pick up a second combat shotgun and wield both of them at once!
Less-Emphasized Rocket Launcher | The rocket launcher's damage has been decreased some to put a greater emphasis on skill, and less on getting a lucky shot.
Regeneration Rune Improved | The regeneration rune now kicks you up to 200 health.
Entity Changes | Several maps have new and improved entities for better compatibility with TW-CTF.
New Sounds | Several new sounds have been added: Grapple firing sound New Rocket sound New Grenade Launcher sound New sound for getting a weapon. Groovy! (It's from Army of Darkness, not Duke Nukem') More sounds during death for larger variety New sound for when you get an enemy flag New sound for when you capture an enemy flag New rune pickup sound New sounds for the various runes Many more!!!
Impulse 180 | Entering this impulse will let you know which rune you are currently carrying as well as giving you a brief description of what the rune does.
Destroy Rune (Impulse 181) | Destroys the rune you are currently carrying, allowing you to pick up another one if you wish. Works one time per life.
Flare (Impulse 160) | Fires a lighted flare that will stick to walls and illuminate an area around itself.
Throw Regen Pack (Impulse 192) | If your health is 100 or greater, you can throw out a health pack at a cost of 20 health. Any person that picks up the pack will be healed for 10 to 20 points, to a maximum of 100. You can do this up to 15 times per life.
Teleport (Impulse 200) | Teleport to a random location. Works one time per life. There is a chance of failure, which will result in your death.
Regen/Toxic Zones | While standing in the vicinity of your teams base, you are slowly healed up to 100 points. When in the vicinity of the enemy base, you will take damage.

SCORING
Action | Score
Killing an Enemy | 1
Capturing the Enemy Flag BONUS: Up to 100 health, up to 50 green armor, flares reloaded, sniper rifle reloaded, teleporter recharged. | 15
Escorting the flag carrier back to your base BONUS: Up to 25 health, 1 sniper round (not to exceed 5), 3 flares (not to exceed 10), teleporter recharged | 8
Bonus to teammates for you capturing the Flag | 2
Recovering the flag (ie, returning your flag to base) | 2
Picking up Enemy Flag | 2
Fragging Enemy Flag Carrier | 5
Fragging someone shooting at your flag carrier | 3
Fragging someone while you are defending the flag carrier | 2
Fragging someone while you are defending your flag base | 3
Assisting in Flag Capture by returning flag followed immediately by capture | 1
Assisting in Flag Capture by Fragging Enemy flag carrier followed immediately by capture | 1
Defending your base when enemy flag is captured | 3