MAD2 info -- Last updated 5/7/1998

WEAPONS
--------
Weapon 2 -- BLAST BOMB I
Rocket does maximum of 40 damage (1/3 of normal Quake rocket damage)
but releases a blast wave that pushes things around.  This is
ideal for rocket-jumping.  The rocket itself flies VERY fast;
speed is 2000.

Tips:  Use it for rocket-jumping, for close, in-your-face combat,
        or for long range chipping.


Weapon 3 -- BLAST BOMB II
Rocket does maximum of 120 damage (normal Quake rocket damage).
Blast radius is 160, and speed is 1000; just like in Quake1.
Blast power is twice that of Blast bomb type 1; things are
flung at super high velocities.  You start with this selected.

Tips:  Good basic weapon.  Use for super-high rocket jumps
       or to push away opponents.


Weapon 4 -- POISON GAS BOMB
Rocket inflicts 30-40 damage on a direct hit.  On impact, rocket
releases a cloud of green gas that inflicts 8 damage per frame.
Cloud lasts 2 seconds.  Firing more poison gas into the cloud
will extend the cloud's duration and increase its killing
power by one point.  The cloud can inflict a maximum of 160
points of damage.  Armor does not protect against damage from
gas.  Gas can harm players hiding behind walls, but it will only
inflict 25% damage per frame.  Any player wearing a breather takes
half damage.  Any player protected by a suit or invulnerability
is immune to gas.  Cloud radius is 128, slightly bigger than
a normal rocket blast radius.  

Tips:  Use to kill or weaken heavily armored opponents or
       opponents hiding behind obstacles.  You can also set
       up cloud traps at teleporter exits for easy (or cheap)
       frags.


Weapon 5 -- SPORE CLOUD BOMB
Rocket inflicts 30-40 damage on a direct hit.  On impact, rocket
releases a cloud of purple gas that infects a player with a
disease that steadily drains 1 hp per second.  While infected,
the player's screen gains a purplish tint.  Picking up health
that gives at least 10 health (i.e., 2% stimpacks do not help),
or activating an invulnerability purges the sickness immediately.
Gas radius is 128, and duration is 2 seconds.  Firing more germs
into the cloud will extend the cloud's duration.  Obstacles
will not protect the player, but a suit or pentagram will.
Players who are infected remain so until cured or killed.
Monsters who are infected are automatically cured after 2 minutes.

Tips:  Use to put pressure on opponents or to kill critically
       wounded opponents.  This rocket is very powerful in
       levels with little or no health.  As with poison gas,
       you can also set up gas traps.


Weapon 6 -- MIND GAS BOMB
Rocket inflicts 30-40 damage on a direct hit.  On impact, rocket
releases a cloud of blue gas that confuses any player for up to
15 seconds.  During this time, the player's vision will change
colors and angles, which really makes it difficult for the victim
to run in a straight line or aim precisely.  Activating an
invulnerability, or picking up an adrenaline or megahealth will
cure the player immediately.  Gas radius is 128, and duration is
2 seconds.  As with other gas weapons, firing more mind gas into
the cloud will extend the duration.  Walls and the rebreather can
reduce the effects of the gas, and a suit or invulnerability will
block the gas completely.

Tips:  This weapon is great for disabling attackers.  After
       an opponent is disabled, follow up with a very damaging
       rocket such as poison gas or napalm.  Like the other gas
       weapons, you can set up gas traps.


Weapon 7 -- NAPALM BOMB
This rocket, which has the explosive power of a normal Quake2 rocket,
will explode into a fiery cloud on impact.  Anyone within the blast
radius is set on fire.  Anyone set on fire suffers 6-15 damage per
second while the fire is burning.  While burning, the fire can be
spread to others, though all frags resulting from this goes to the
person who started or last extended the blaze.  The fire is
extinguished when the player picks up health worth at least 10%,
when a player activates an invulnerability, or when the player
dives into deep water (that includes slime or even lava).  The
flaming cloud can rain fire that inflicts extra damage and ignite.
Some items do offer protection against fire.  A bio-suit will
provide a 75% chance immunity to fire splash damage and igniting.
Power armor negates the chance of igniting.  Invulnerability will,
of course, stop all fire damage.

Tips:  This is powerful and great pressure weapon, especially in
       levels with little health and water.  Not only the blast
       does high damage, but also set others on fire.  Watch out
       though, since it is easy to set yourself on fire.  Using
       this weapon in close combat is NOT recommended.


Weapon 8 -- SMART BOMB
This rocket is like a miniature BFG-shot.  Anything, except the
rocket's owner, that is within a 256 radius as the rocket flies
by is zapped by blue lasers that inflict five points of damage
per frame.  Upon impact, the rocket explodes for normal explosion
damage then damages all targets within a radius of 1000 for up
to 50 points of damage.

Tips:  This an excellent rocket that will level single opponents and
       crowds alike.  Use this weapon like you would with the BFG.


Weapon 9 -- NUCLEAR BOMB
Within a 500 radius of ground zero, the nuke inflicts up to 250
points of damage and ignites targets.  Several flames will rain
down from the explosion.  In essence, a pumped-up version of the
napalm bomb.  The nuke will also destroy projectiles
and clouds that are visible to the explosion.  

Tips:  Unless you are fighting in tight areas, once you get your
       hands on nukes, use them!  The nukes have excellent range
       and deal out severe damage.  You can also use the nuke as
       defense -- to negate others' rockets.


Weapon 10 -- BLACK HOLE BOMB
Upon impact, this rocket creates a black hole.  Any targets
and projectiles within a 500 radius are sucked into the hole.
Anything drawn within a distance of 100 to the hole takes up
to 20 damage per frame.  The hole lasts for 1.5 seconds.
After that, an large explosion will erupt and inflict up to
250 damage within a 500 radius.  The blast will also fling
any survivors at extremely high velocities, and extra falling
damage is possible.

Tips:  This is the weapon you use if your targets must die NOW!
       The awesome damage potential of this weapon makes it
       highly unlikely for anyone to survive the black hole,
       especially if the targets take falling damage after
       the blast.  Whenever possible, aim at the ceiling so
       that those who survive the black hole blast take incredible
       falling damage in the process.  Of course, with all this
       power comes great responsibility -- if you yourself gets
       caught in the black hole, you are probably as good as
       dead.  Be careful.


Weapon      | Speed | MaxDmg | Radius | Special        |  Cost
---------------------------------------------------------------------------
BLAST I     | 2000  |   40   |   120  | blast wave     | 1 Blast
BLAST II    | 1000  |  120   |   160  | blast wave     | 2 Blast
POISON GAS  |  650  |   40   |    80  | none           | 1 Chem
  cloud     |   -   |  160   |   128  | anti-armor     |
SPORE CLOUD |  650  |   40   |    80  | none           | 1 Bio
  cloud     |   -   |   20   |   128  | infect 1/sec.  |
MIND GAS    |  650  |   40   |    80  | none           | 1 Chem + 1 Bio
  cloud     |   -   |    0   |   128  | confuse        |
NAPALM      |  650  |  120   |   120  | ignite         | 1 Blast + 1 Chem
  fire      |   -   |   15   |    80  | burn 6-15/sec. |
SMART       |  550  |  120   |   120  | none           | 1 Blast + 15 Cells
  laser     |   -   |    5   |   256  | energy damage  |
  magic     |   -   |   50   |  1000  | energy damage  |
NUKE        |  550  |  250   |   500  | flash & ignite | 1 Nuke
  fire      |   -   |   15   |    80  | burn 6-15/sec. |
BLACK HOLE  |  550  |  120   |   120  | blackout       | 1 Nuke + 50 Cells
  hole      |   -   |  300   |   500  | gravity        |
  blast     |   -   |  250   |   500  | blast wave     |



AMMO
-----
   Type        | Ammo/Box | Limit |     Box Description
--------------------------------------------------------------------
Blast rockets  |    10    |  100  |  Wooden with black explosion
Chem rockets   |     5    |   50  |  Wooden with skull & crossbones
Bio rockets    |     5    |   50  |  Grey with biohazard symbol
Nukes          |     1    |   10  |  Metal with radiation symbol



ITEM REPLACEMENTS IN MAD
-------------------------
* Quad damage and silencer are replaced by the super coolant
   powerup.  Super coolant doubles the firing rate of the rocket
   launcher while it lasts.  It has no effect on the blaster or
   grenades.
* Bandolier is replaced by ammo pack.
* All weapons except BFG10K are replaced by ammo.
* BFG10K is replaced by quad damage.



RESPAWN INVULNERABILITY
------------------------
Each time a player respawns in DM, the player is protected
by free invulnerability for about three seconds.  This
means attackers cannot camp near spawn points or set gas
traps at the spawn points and get easy frags.



SERVER INFORMATION
-------------------
* MOTD (message of the day)
MAD can display a message at the start of each DM level.
By default, MAD looks for a file 'motd.txt' in the MAD
game directory.  If the file does not exist, no MOTD is
displayed.  To change the MOTD file referenced, go to the
console and type:  file_motd <filename>.  Do not type the
filename extension -- it will only look for .txt files.
If the file does not exist, no MOTD is displayed.  Hence,
you can disable the MOTD by typing the following at the
console:  file_motd "".

The MOTD will accept a maximum of 500 characters.
In addition, up to 16 lines can be displayed, and
each line can hold up to 36 characters.


* MAP CYCLING
MAD also has configurable map cycling.  At the end of
a DM level, MAD looks for a file 'maps.txt' in the MAD
game directory.  If the file does not exist, MAD's map
cycling is not used.  If the file exists, MAD tells Q2
to search for the name's filename (without extension)
in the maps file.  If found, the map below it, or the
first map if the current map is the last, is selected.
If the current map does not exist in the maps file, Q2
will proceed normally.  To change the maps file referenced,
go to the console and type:  file_maps <filename>.   Again,
do not type the filename extension -- it will only look for
.txt files.  If the file does not exist, map cycling will
be disabled.

The map cycler will accept up to a 100 maps.  Anymore
than this is ignored.

WARNING:  The names of the maps must exist in the baseq2
directory or in the MAD game directory.  Any errors in the
map file may shutdown the server (as if the 'killserver'
command was typed in the console) and disconnect all the
players if any.



NEW DMFLAGS
------------
* 65536 - RANDOM MAP SELECTION
This tells Q2 to randomly select a map from MAD's
map list instead of cycling.  See MAP CYCLING above
for how the map list works.

* 131072 - NO NUKES
This tells Q2 to replace all nukes with blast rockets,
and start each player with weapons only from 1-8 when
the level is started.  If the player somehow acquires
weapons 9 or 0, those two weapons will jam and not fire
if the player tries to launch a nuke.

If the DM flag is changed during a level, the side-effects
that occur depend on the following:

Nukes enabled at the start then disabled --
The nuke boxes remain, but they are useless now because
weapons 9 and 0 jam.  Players that respawn after the flag
change lose weapons 9 and 0.

Nukes disabled at the start then enabled --
The nukes that were replaced do NOT reappear, which means
no nukes are on the level unless an ammo pack exists.
Weapons 9 and 0 are usable, but all the players will not
get them until they die and respawn.

In any event, the side-effects last until the end ends
or the flags get changed back.



NEW SERVER CONSOLE COMMANDS
----------------------------
sv rndmaps = This will toggle on or off random map cycling.
sv nukes = This will toggle on or off nukes.  See above for side effects.
