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			M. A. D.
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MAD2/CTF info -- Last updated 3/21/1999

MAD ROCKETS
------------
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 for close, in-your-face combat, or
        for long range harassment.


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 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.  In addition, the player
occasionally churls blood that can infect on contact.
Picking up a regeneration tech or 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, pentagram, or regeneration tech
will.  Players who are infected remain so until cured
or killed.

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 victimto 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, the rebreather, and the resistance
tech 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 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 an 80% 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 a powerful and great pressure weapon,
       especially in levels with little health and
       water.  Not only the blast does high damage,
       but also sets others on fire.  Watch out though,
       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 and his or her flag team,
that is within a 256 radius as the rocket flies by is
zapped by red or 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 without putting your
       friends at risk.  The smart bomb is also useful
       for zapping targets hiding in alcoves.


Weapon 9 -- NUCLEAR BOMB
Within a 1000 radius of ground zero, the nuke inflicts
up to 250 points of damage and can ignite 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:  Although this awesome weapon can severly
       damage or kill your enemies, the nuke does NOT
       discriminate.  Once you and (most of) your
       teammates find cover, let the opposition have
       it!  The nukes have excellent range.  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.  All
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 300 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.  Whenever possible, aim
       at the ceiling so that those who survive the
       black hole blast take incredible falling damage
       in the process.  Be VERY careful, as it is all
       too easy for you or your teammates to get sucked
       in.


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   |  1000  | 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     |   -   |  300   |   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.
* Grapple in Threewave CTF is replaced by the grapple
   in Armourback.



GRAPPLE
--------
This weapon launches a spinning projectile that may
be attached by a cable.  When you launch a grapple,
a cable will follow the grapple until you release the
attack button or the cable is severed by a creature
or obstacle.  Severing the cable does not destroy the
grapple itself.  However, a new grapple will reform in
0.5 seconds, so you can launch another.  If the grapple
strikes a target, the target, if mortal, takes 20 damage.
If a cable is attached to the grapple, then what happens
next depends on the target.  If the target is a
creature, the grapple will embed itself in the target
and inflict 2 damage per frame until the cable is
severed.  In addition, if the target has mass less
than or equal to the attacker's, the target will be
pulled toward to the attacker.  If the target is a
solid wall or some other similar object, the grapple
will stick and pull in its owner.  You can change
weapons while the grapple cable is out.



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 = DF_WEAK_POWER_ARMOR
This tells Q2 to replace all power shield items
on the level with power screen items.

* 131072 = DF_CTF_FORCEJOIN
When a player joins in, this tells Q2 to put the
player into the team with the least number of players.

* 262144 = DF_ARMOR_PROTECT
From CTF, this tells Q2 not to allow friendly fire
to destroy armor.

* 524288 = DF_CTF_TECH
This tells Q2 to enable techs from CTF.  If enabled,
items known as 'techs' can be found on the level.
There are resistance, strength, haste, and regeneration
techs.

* 1048576 = DF_MAP_RANDOM
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.

* 2097152 = DF_FAST_SWITCH
When a player changes weapons, this tells Q2 to
switch weapons instantly by skipping the weapons'
dropping and activation animations.  The only
exception is when you switch from the grapple
to another weapon while you are hooked.

* 4194304 = DF_NO_GRAPPLE
This tells Q2 to disable the grapple.

* 8388608 = DF_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.

* 16777216 = DF_NO_RHINO_SUPPORT
This tells Q2 to use normal player sounds instead of
the extra Rhino sounds for players using the Rhino PPM.

* 33554432 = DF_FREE_NUKE
This tells Q2 to give a spawning player one free nuke.
This dmflag will not work if the "No Nukes" dmflag is
active.

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		T  H  E      E  N  D
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