BLAMMO - The Return of the Shotgun
Version 1.2
By Christopher Wise

Changes since last version.
---------------------------
Players spawn with 50 green armour. This makes a big difference.

Ring of Shadows and Quake Power have had their duration returned
to 30 seconds as in standard quake.

Optimisation of code which gives a small but noticible speedup on 
a listen server.

QuakeWorld version based on version 2.10 source

http://www.geocities.com/TimesSquare/Lair/2242
Email: Christopher.Wise@eng.monash.edu.au

Blammo is a server only mod which features some simple changes 
deathmatch mode to server code to make Quake deathmatch more balanced.

In playing regular Quake deathmatch I find that getting a rocket 
launcher is the highest priority. If you don't have one, you don't 
have much chance of fragging. By boosting the weaker weapons I have 
found that the game is more interesting.  No matter where you start 
on the map, you should be able to find a weapon and start fragging. 
Knowledge of the map layout and weapon locations is less critical, 
allowing new players a lesser disadvantage. Having a greater choice 
of killing weapons also reduces the advantage of camping.

I also found that having red armour was an unfair advantage, allowing 
you to fire a rocket at close range with impunity.  While playing 
blammo you'll find that because the armour is weaker, firing a rocket 
at close range can kill you or at least hurt enough to leave you 
vulnerable.


Instructions
------------
Create a directory called blammo under the quake directory on the 
computer that is to be the server.  Put progs.dat into this directory 
and start quake with the command line switch '-game blammo' in addition
to and other switches that you use. That's it. The client computers 
don't need to load anything.


Details of Changes:
------------------

Weapons
-------
Axe: Let's face it, this is a weapons of desperation. Now you might 
 just get lucky. Double damage
Shotgun: Double damage
Super Shotgun: Double damage
Nail Gun: The nails now hurt more  (9->16).
Super Nail Gun: The nails now hurt more (18->24).
Grenade: Unchanged.
Rocket: Damage is unchanged. Speed is reduced by one third.
Thunderbolt: Unchanged.


Armour
------
When respawning the player now starts with 50 green armour.
The green armour is slightly stronger and yellow and red armour are 
weaker, however the ranking of armours remains the same.

--------------------------------------------------------------
Colour |          Quake           |          Blammo
--------------------------------------------------------------
       | Points X Absorbs = Value | Points X Absorbs = Value 
Green  |   100	   30%	      30  |   100     45%       45
Yellow |   150	   60%	      90  |   100     60%       60
Red    |   200	   80%	     160  |   100     75%       75
--------------------------------------------------------------


Powerups
--------
In light of the increased powers of most weapons the Quake-Power has 
 been reduced from quad-damage to double damage.
Invisibility and Quake-Power have had their durations increased from 
 30 to 40 seconds.


Normal Quake
------------
All ammo and item pickup messages have been removed.
A bit more blood added.
Certain features from quakeworld have been added:
  You won't pick up the lightning gun while in the water.
  Dropping of quake power and ring of shadows if killed has been added.
  Improved spawn code to avoid telefrags when respawning.


Single Player
-------------
This is a deathmatch mod. However, I have not removed the single player
code so you can still play it.  Since the weapons are more powerful,
the game is easier. The weakened armour partially offsets this 
advantage, but probably not enough. Play on a higher difficulty level.


Credits
-------
Obviously iD deserve credit for the quakeC code used as the base
Zoid and the other contributers have to CTF who released their source
code and allowed others an inside look at a superb quakeC modification.
I have only used a few line from the CTF code but I've learnt much more.
Voin, who made VoinQuake which was the inspiration for Blammo.
Matthew Walsh who did the QuakeC for Shrak for some optimisation ideas.