Title           : Integral Studios 2000
Author          : Niptlar & Plimus
Filename        : is2k.zip
Date            : 3/26/00

Type of patch   : Quake C
Single Player   : No
Co-op           : There is team DM ...
Deathmatch      : Hell ya!
Server-Side     : Yes (Clients do not need to run the modification)

Basic Description:  This modification has been devised specificly to create a
clean deathmatch environment.  Weapon, item, health, and armor behavior have
been tweaked to suit the demands of the Integral Studios team.  A handicap
option is available for players that would like to give themselves an extra
challenge.


Contents

Weapons
Scoring
Ammo & Pick-Up
Power-Up Behavior
Health
Armor
Handicap
Backwards Weapon Cycling
Misc.
Availability
Legal Stuff
Plans
Suggestions/Bugs


Weapons
 
(1) Axe                 Damage: 50      (100 per second)

(2) Machinegun          Damage: 9       (90 per second)
The Mg is the default weapon and uses the Nailgun model.

(3) Super Shotgun       Damage: 120     (120 per second)
The SS can fire one shell per second and fires with a slighty tighter spread.

(4) Lightning Gun       Damage: 16      (160 per second)
The LG burns cells twice as quickly when the cell count exceeds 40.  All
players killed by a discharge will gib to prevent a client lockup.

(5) Lava Gun            Damage: 21      (210 per second)
The Lava Gun replaces the Super Nailgun and uses cells to fire explosive lava
balls.

(6) Grenade Launcher    Damage: 126     (210 per second)
Uses now take 80% of there own splash damage.  Splash damage now dimishes
quickly with respect to distance.

(7) Rocket Launcher     Damage: 110     (137 per second)
The RL fires slow rockets with weak splash damages.  It will cost two rockets
to fire the Rocket Launcher as long as the rocket count exceeds 10.

When a player dies, he/she drops the weapon he/she holds, not his/her
backpack.  A reasonable about of ammo is left inside each dropped weapon.


Scoring

Frags    : +3
Deaths   : -1
Suicides : -4


Ammo & Pick-Up

A player cannot pick-up the same weapon twice per respawn unless he or she
runs low/out of ammo for that weapon, in which case the ammo level will be
restored to a meager level.  The weapons themselves will respawn every three
seconds to curb weapon hoarding.


Power-Up Behavior

The pentagram cuts damage to holder in half.
The quad only doubles target damage.
The ring cuts weapon reload times in half.


Health

Players start with 140 health after spawning.  The absolute limit is 200.
Rotten health packs add 25 health and strong health packs add 50 health.
While a player's health is greater than 140, the health will rot quickly.


Armor

Red armor: 140
Yellow armor: 80
Green armor: 40

red armor: 2/3 protection
yellow armor: 3/5 protection
green armor: 1/2 protection

A player can "salvage" armor up to the 140 limit.

As players loses armor, its quality drops.


Handicap

By default, each player's handicap is "100."  A player can lower his or her
handicap to reduce his or her firepower damage and limit his or her own health
and armor.  A player merely needs to type "Impulse x", to change his or her
handicap to (x - 100), so "Impulse 170" would set a player's handicap at 70.
The acceptable domain for x is 101 to 200 inclusive.

To view all the players' handicaps (by ranking), enter "Impulse 100".  The
whole list of players can be seen by hitting ~.  This list should give you a
good idea of who ought to be using a handicap.


Backwards Weapon Cycling

If you would like to cycle backwards through your set of weapons, bind the
key you want to use to "impulse 12".  So if you want "q" to be this key, you
would type this line at the console:

bind q "impulse 12"


Misc.

We removed most of the messages players got, such as "you got armor," but we
left all error messages to prevent confusion.  (What, I'm out of cells? =) )
There are also some new obituaries.


Availability

You should be able to find this file at http://www.planetquake.com/integral


Legal Stuff

Sure, you can edit this modification to your heart's content.  If you use this
modification (or a significant fraction thereof) as a base or a part of a
publically available mod, give us credit for what we did, and make sure the
modification is different enough to warrant giving the modification a new
title.  You may not sell this modification or use it for any commercial use
without our expressed consent (and in order to potentially obtain it, you must
come bearing gifts).


Plans

We may tweak attributes as we deem necessary.  Meanwhile, we will continue to
work on Quake 3 mods.


Suggestions/Bugs

We know of no bugs thus far.  If you happen to find any, or if you have some
great ideas that could made this modification better, e-mail us.
