Last Man Standing v1.1
=====================================================================
Crimson Flame Software
http://avarice.telefragged.com/

DESCRIPTION . . .
=====================================================================
	Last Man Standing is a server-side Quake III Arena
modification. The basic idea is that the game runs in rounds, and the
last player alive at the end of the round gets rewarded with extra
frags! There are three types of gameplay based on this idea. They
are:

-- Normal -----------------------------------------------------------

	This is just like normal free for all deathmatch, except that
 the last person alive at the end of the round gets extra points.

-- Round-Only -------------------------------------------------------

	This is like normal free for all deathmatch, except that
players are not rewarded frags for killing other players. Nor are
frags detracted for killing yourself. The only way to get frags is
to win a round.

-- Marathon ---------------------------------------------------------

	At the end of the round, the last player alive gets extra
frags. But the catch is, the winner doesn't respawn for the next
round! They continue into the next round with the same amount of
health, armor, and ammunition. No frags are recieved for killing
other players, only for winning the round. The only way to win is
to win enough consecutive rounds without dying so that you can hit
the fraglimit.

INSTALLATION . . .
=====================================================================
	Just unzip all of the files (with folders) into
C:\Quake3\lastman. You would then run the program with the command
line:

c:\quake3\quake3.exe +sv_pure 0 +set fs_game lastman +map q3dm17

ADMINISTRATION . . .
=====================================================================
	Last Man Standing offers a lot of control to the server
administrator over how the game works. The following console
variables have been implemented to offer as much control as
possible:

(all new console variables begin with the prefix "g_s")

Item Control
--------------
	All of the following variables work kind of wierd, but once
you get the hang of it its pretty easy. Each weapon/item/ammo/powerups
has a number id. You take the id's of all of the weapons/items/
ammos/powerups that you want banned, and you add them together. For
example, if you wanted the shotgun and the grenade launcher to be
banned, you would take their two id's (2 and 4), add them together
(6), and set g_sBannedWeapons to that value. Here are the variables:

g_sBannedWeapons (default: 0)
	1   - Shotgun
	2   - Grenade Launcher
	4   - Rocket Launcher
	8   - Lightning
	16  - Railgun
	32  - Plasma Gun
	64  - BFG

g_sBannedAmmo (default: 0)
	1   - Shells
	2   - Bullets
	4   - Grenades
	8   - Cells
	16  - Lightning
	32  - Rockets
	64  - BFG

g_sBannedItems (default: 0)
	1   - Armor Shards
	2   - Combat Armor
	4   - Body Armor
	8   - Small Health
	16  - Normal Health
	32  - Large Health
	64  - Mega Health
	128 - Holdable Teleporter
	256 - Holbable Medkit

g_sBannedPowerups (default: 0)
	1   - Haste
	2   - Invisibility
	4   - Regeneration
	8   - Flight
	16  - Quad Damage
	32  - Battle Suit

Starting Values
-----------------
	There are three variables which let you control what the game
gives players when they spawn into the game. They are:

g_sStartingWeapons (this works like g_sBanned*, default: 1)
	1   - Machine Gun
	2   - Shotgun
	4   - Grenade Launcher
	8   - Rocket Launcher
	16  - Lightning
	32  - Railgun
	64  - Plasma Gun
	128 - BFG

g_sStartingHealth (default: 100)

g_sStartingArmor (default: 0)

Gameplay Control
------------------
	These control how the game acts and is played...

g_sGameType (default: 1)
	This variable controls which style of Last Man Standing is
being played. The possible values are:
	0 - Marathon
	1 - Normal
	2 - Round-Only

g_sReward (default: 5)
	This variable controls how many frags the winner of a round
recieves.

g_sPlayerSpeedMultiplier (default: 1)
	This variable controls how fast the players move (not weapons,
just players).
	< 1 is slower than normal.
	= 1 is normal game speed.
	> 1 is faster than normal.
	= 0 means they don't move at all, and THAT'S JUST MEAN!! =) I
	    wonder what would happen if you did a negative number?
	    ::runs off to try it out::

g_sWarmup (default: 10)
	This controls the amount of time between rounds. In Marathon,
this variable is very important because it determines how much time the
winning player has to recover for the next round. =)

HISTORY . . .
=====================================================================
1.1b - Fixes:
-->	"Server command overflow." problem fixed. Still don't know
	why this never happened during beta testing...

CREDITS . . .
=====================================================================
	This is a Crimsoft Can o' Whoop Ass mod. For more cool
server-side mods, visit http://avarice.telefragged.com/.

	Thanks to...
... id Software for Quake III Arena (woo hoo!).
... You, for downloading it. =)
... DarkWolf for the original mod idea.
... drakaza for a custom map.
... Proteus for commentation and criticism. =P
... WarZone for helping me fix a few bugs.
... Extortionist and DarkWolf for testing.	
... QuakeStyle for their tutorials.
... the QDeveLS community.
... RaVeN for writing the banning items tutorial.
... anyone else I missed, please don't hurt me. =)

Oh, and I'm SantaClaws, the coder. You can contact me at
santaclaws@telefragged.com with any bugs, comments or questions.

Thanks.

---------------------------------------------------------------------
This mod is Copyright (c) 2000, Crimson Flame Software. Please
contact the mod author before distributing this software on a
purchasable product. Quake III Arena and all related trademarks
are Copyright id Software (www.idsoftware.com).