# Defusion

> You can use these shortcuts to go directly to certain parts of this page Foreword Overview Teamplay Gameplay Enhancements Gameplay - Modules Gameplay - The Wraith Gameplay - The Ejectulator Gameplay - Weapons Details

Foreword

> Have you ever played one of the various Capture the Flag patches and thought to yourself, "There's something missing..."? Well, so did we - the excitement. That feeling you get when you know that something is about to hit the fan, and you're holding on to it. Originally a brain-child of Jimmy Sieben, a.k.a. EvilGenius, Defusion has now become even more amazing that we had first conceived.
> Our main goal for Defusion was to create a high-quality, original patch - while at the same time keep the download size to a minimum. Downloading from a Quakeworld server should even be a relatively painless process*.

Overview

> "...real men play with bombs..."

> Imagine what Capture the Flag would be like if the flag was a timebomb. Take that idea to a higher level and you've got Defusion. Don't expect to be able to get the "flag" and hang from the ceiling while you eat your sandwich - if you don't hustle to a base, you're going to end up in pieces.

> Defusion takes place in an alternate Quake world, in which feuding clans and freelance teams of people meet on a common battleground to engage in a sport of sorts, in hopes to win fame and glory. Players who wish to participate in Defusion must first undergo a complicated surgical procedure. After they emerge from the surgery, they are equipped with bio-mechanical implants that make it possible to physically enhance themselves using modules that are placed at strategic locations about the play field. It also means that players can carry much more ammo at one time than before. (The available modules and their purposes are listed below.)

> All of the elements in Defusion are well thought-out and implemented carefully. When the bomb explodes, you know it. When time is running short, you not only know who has the bomb, but how many precious seconds they have left. Some more points of interest are: the larger-than-life wall of flame that eminates from the explosion; the earth-shaking aftershocks that actually shake up everyone on the level (which can make it difficult to walk straight for a moment or stay on narrow ledges if you aren't careful); the skillfully and professionally constructed artwork; and all the sounds in Defusion have been built with two major ideals in mind - consistancy and quality. We engineered the sounds using a large library of professional sound effects.

> Teamplay

> There are several ways to play the game; the person who maintains the server decides which mode his or her clients would prefer. Following are the three basic ways to set it up:

> 1. Everyone for themselves - in this mode, there are no teams. Works great for small groups (i.e. small LAN parties).
> 2. Standard Teamplay - this is basically standard Quake teamplay, except for the damage modifiers listed below.
> 3. Strict Teamplay - all rules of Standard Teamplay are followed, but you cannot change teams during play.

> And here are the teamplay damage modifiers:

> - Type 1 - you can inflict damage on yourself, but not your teammates
> - Type 2 - you can inflict damage on everyone, including yourself
> - Type 3 - you can inflict damage on yourself; but if you shoot a teammate, you will be hurt

> Defusion levels can be set up several different ways, which depends on how the person who creates the map decides would be best for his or her level. A "standard" setup would include one bomb (with a two-minute fuse), one base and two teams. The levels that we are making available for Defusion are configured in this manner. However, the map-maker has complete freedom in many different areas when making Defusion maps. There can be a virtually unlimited number of bombs and bases - each of which can be designated to a particular team only - and a maximum of six teams.
> We encourage people to compose their own Defusion maps and distribute them as they feel appropriate.

> Gameplay Enhancements

> We have not only tweaked certain parts of Quake for serious deathmatch, we have added new elements that will keep everyone on their toes.

> - Modules
>   M odules are small electronic devices that players can pick up in order to enhance their weapons and bodies. There are six types of modules:
>   1. Weapon Strength Upgrade module - doubles the amount of damage done by your weapons.
>   2. Weapon Speed Upgrade module - doubles the firing rate of all your weapons.
>   3. Armor Upgrade module - halves the amount of damage you receive.
>   4. Life Force module - not only do you regenerate health over time, but your maximum health value is doubled.
>   5. Shadow module - when the Combat Shadows are activated, there are five mirror images of yourself that follow every motion you make. One of the shadows attacks what you do with the same weapon you are using, and all five of you look exactly the same.
>   6. Revenge module - use this module and the person who kills you next will have a not-so-nice suprise waiting for him...

>   You can only use one module at a time, and depending on how the game is configured, modules may wear off after a while. If you wish, you can discard a module in order to pick up another. There are four ways to configure the use of modules:

>   1. Modules become active as soon as they are picked up, and last until the level ends or you die.
>   2. Modules become active as soon as they are picked up, but wear off after 45 seconds.
>   3. You may activate a module at any time by pressing a key; wears off 45 seconds after.
>   4. No modules.
> - The Wraith
>   The Wraith is a neutral device that randomly appears in certain parts of a level and drops items behind it. It may be a health pack, possibly a full backpack or red armor. Or if you are lucky it may be a weapon or powerup (like a pentagram or quad damage).
> - The Ejectulator
>   This little ball of sweetness can turn a seemingly hopeless situation completely around. The first time you press fire after picking it up, everyone that is anywhere near you (you need not be looking at them, or even be able to see them), will have all of their weapons and ammo ejected in all directions - leaving them with an axe. And if you're quick enough, you can get their weapons before they get a chance to reclaim them.
> - Weapon enhancements
>   We thought that the standard Quake arsenal was somewhat unbalanced, with the rocket launcher being the most used weapon. So, in order to restore some sort of balance, we have tweaked and enhanced some of the standard weapons. We have also added three new weapons. Weapons are listed in the order that they appear in Quake:
>   1. Grapple Launcher - this weapon is similar to the popular grappling hook, except that it requires a rocket to use. Also, the arm-mounted Grapple Launcher has been endowed with two hooks. One fires foreward, and the other backward. This allows you to move back and forth on the monofillament line that connects the two hooks, while at the same time fire any weapon you want.
>   2. Axe - the trusty old peice of steel. You can swing it a bit faster thanks to your new mechanical innards, but that's about it.
>   3. Single Barrel Shotgun - the next-to-last resort. If you have to use this weapon, you can be a little less afraid than before. It shoots a bit faster and does a bit more damage - In the right hands it can be deadly
>   4. Double Barrel Shotgun - what happend to this monster of a weapon between Doom and Quake? Well, we have restored it to its full glory. One shot in the face will kill someone without armor, and two will do in just about anyone. By the way, it takes longer to reload now - so be careful.
>   5. Chain Shotgun - when you want to share something with that special someone, this is the death-dealer you're looking for. The name says it all...
>   6. Nailgun and Super Nailgun - the weapons themselves have not been altered, but all the nail ammo has been replaced with new exploding nails. While only a small explosion, they still do a considerable amount of damage.
>   7. Grenade Launcher - the same familiar death-pumping tube, but due to the new grenade ammo, the fuse has been shortend a little.
>   8. Rocket Launcher - this all-time favorite is completely untouched. If it isn't broken, don't fix it.
>   9. Slider Gun - this bad boy totes three barrels, and shoots some of the deadliest grenades you've ever seen. The grenades aren't quite normal, though. Shoot them at a wall and they will slide along it until they hit another wall - or whatever happens to be in the way. Getting those bank shots just right can be very fruitful. You have to see it in action to really get a feel for how it works.
>   10. Thunderbolt - again, if it isn't broken, don't fix it. But you might find it more useful now, because you get three times the normal ammount of ammo when you pick it up.