=====================================
DaScott's Quake Deathmatch mods v2.3
=====================================

Author:               DaScott 
email:                dascott@infi.net
other:                find me on efnet #quake

Testers/Input/Thanks: Entreri, DaRipper,  DemonEatr, Myrkul, DaKiller,
                      TheGriffn, Avatar for pushing for qw deathmatch 3,
                      various #quake regulars..

Type:                 QuakeC/Server required only  
QuakeC Version:       1.06

Where to find this patch (and updates):

da_qdm23.zip on ftp.cdrom.com or ftp.stomped.com
under pub/quake/quakec/deathmatch
or http://www.iupui.edu/~mcox/   (DemonEatr's homepage)
   http://www.frag.com


Summary: DaScott's Deathmatch patch creates a high-speed camper-unfriendly
         Quake Deathmatch environment by using deathmatch 3 rules and
         rebalancing Quake's weapons and items.  This is NOT a "combo" patch,
         nor is it needlessly complicated or full of useless features.  This
         simply reflects what I feel is the best possible game of quake
         deathmatch.


===========
Gernal Info
===========

Weapon Modifications

         -Improved the Shotguns, Nailguns, and the Axe
         -Variable armor penetration
           Shotguns are 30% more effective against armor
           Nailguns are 50% more effective
         -Rockets launcher's radius is slightly weaker, but
           you aren't protected from your own explosions
         -Armor amount is scaled by armor strength

Rules
         -"Deathmatch 3" type rules default (weapons stay, items respawn)
           Old rules available as deathmatch 3
         -Powerup items can respawn randomly as any other powerup item
         -Teamplay 1 does not protect your own health
           Old rules available as teamplay 3
         -Random Map option (samelevel -1)
           Chooses from 24 of the better registered quake maps
           Customizable (w/ source code)
         -Time remaining and frag limit shown when you die
         -Multiple rapid "kill" commands are ignored
         -Start map exits to the DM levels instead of the End map

Extras
         -The DEATH CAM
           Gives a 3rd person controllable view of your corpse when you die
           Toggle on/off by typing "deathcam" at the console
         -If you die with a backpack full of rockets, you may explode!
           Explosion has extra gibbage, uses up rockets but does no damage
           Chance of explosion proportional to # of rockets
         -Backpacks never include empty weapons in 'leave weapon' dm modes
         -Redundant item pickup messages removed
         -Respawn telefrag reduction code from Servermodules

========
Weapons    Listed in Order of impulse (1-8)
========

1. Axe:  Improved range and damage. You still need to be
         pretty close, though.

2.  Pump shotgun: Increased to max 35 damage. 15% armor penetration

3.  Super Shotgun: 50% more damaging than the original, lethal at
    close range.  Use it.  75 max damage, 15% armor penetration

4.  Nailgun: Damage increased, nails travel faster.
    12 damage, 25% armor penetration

5.  Super Nailgun:  Only costs 1 nail to fire.  However, the nails travel
    slower than normal.
    Damage: 18  25% armor penetration

6.  Grenade Launcher: 100 Radius damage.  Be wary of stepping on your own
    grenades.

7.  Rocket Launcher: Hitting yourself does more damage.  The radius
    damage has been decreased in favor of direct hits.
    Direct damage: 100  Radius damage: 90

8.  Thunderbolt: No change.


Armor penetration  Lightning, Rockets, and grenades are fully affected
                   by armor.  (yellow armor, which gives 50% protection,
                   will reduce rocket damage by 50%)  Nailguns reduce the
                   effectiveness of armor by 50% and shotguns by 30%. (so
                   yellow armor will reduce shotgun damage by 35%, and
                   nail damage by only 25%)

===================
Weapon Damage Chart
===================

                                          Armor
Weapon              Normal     Green(30)  Yellow(50)  Red(70)
Axe                  70           49         35        21
Shotgun +            35*          28         23        18
Double Shotgun +     75*          60         49        39
Nailgun ++           12           11          9         8
Super Nailgun ++     18           16         14        12
Grenade             100*          70         50        30
Rocket (direct)     100           70         50        30
Rocket (radius)      90*          63         45        27
Lightning            30           21         15         9

* Damage varies, damage noted is maximum possible damage
+ Weakens armor by 30%
++ Weakens armor by 50%

With the armor penetration added, armor only makes a dramatic difference
with rockets, grenades, and lightning - the most powerful and most used
weapons.

===================
Rules Modifications:
===================

Deathmatch 1  Known as "Deathmatch 3" rules, weapons can only be picked
              up once and they are always available for the taking.
              Health, ammo, and powerups respawn.  Ammo when you
              pick up a weapon is increased as well.

Deathmatch 2  No Change.

Deathmatch 3  Original deathmatch 1  The balanced weapons really show
              their true colors in respawn mode, however I still would
              rather play dm3 rules.

Teamplay      Works the same.. only you will damage yourself under the
              default rules now.  Teamplay 2 is unchanged, teamplay 3 will get you the
              original teamplay rules.

Random powerups  Once a powerup (quad, invisibility, or invulnerability)
                 is picked up, it can respawn as any other powerup. 
                 Confusing at first but adds needed variety to "Capture
                 the Quad" maps like start or dm2. Items are more likely
                 to be quad or eyes than the pentagram.

"kill" command  Modified so that a player can only "kill" (suicide)
                once every minute- they get a friendly message telling
                them to wait.

Random Maps  With samelevel -1, the next map is chosen randomly from sets of
             24 maps until they have all been used, and then the process is
             repeated.  Avoids most of the "lame" dm maps.  Can be edited
             and recompiled.     By Stefan Schwoon


==========
Cool Stuff
==========


Death Cam      Uses the familiar chase cam mod for a exterior view of your
               own corpse falling to its death.  The camera will zoom back
               pretty far if it has the room.  Type deathcam to toggle the
               camera on/off.

Exploding Ammo:  The more rockets you carry, the greater chance they have
                 of exploding when you are killed.  The explosion causes
                 no damage other than wiping out all your rocket ammo.
                 Essentially, this helps takes backpacks with huge amounts
                 of rockets out of the game.

Map Order:   On the start map, the end teleport now takes you to dm1 instead
             of the end map.  Server operators beware: you MUST have some
             kind of fraglimit or timelimit set if your server ever allows
             players to reach the start map.  ie, timelimit 120,
             fraglimit 100.  Or fraglimit 50, timelimit 30, noexit 2.  etc.

Scaled Armor:  The premise is simple: The stronger the armor, the less
               of it you get.  ie, red armor gives you 120, yellow 150, and
               green 200 armor points.  This was a game balance issue that
               needed to be addressed.  Red armor is no longer a ticket to
               immortaility.

=============
What's New /
Version Notes
=============

Deathcam is off by default, but now the deathcam status is saved across
levels so you only have to toggle it once.

Ammo spawns faster. (20 secs)

Nailguns are different now.  Super nails only cost 1 nail but are slower,
and regular nails are sped up some.  Super nails back to default damage.

Reduced rocket and grenade damage.  It feels perfect now, as only a direct
hit with the rocket launcher can cause instant-death at full health.

Bumped up the pump shotgun strength a bit to make it a workable long distance
weapon. 

Scaled armor power by effecitveness.  ie, red armor you get 120 armor,
yellow 150, and green 200. 

Redid the code (again) to be less ugly.  Many things can be controlled from
qdm.qc, however a lot of the little tweaks and things are completely
uncommented.

=====================
Other Credit goes to:
=====================

Myrkul, for the interest in QDM and adding my ideas to Expert DM/Teamplay.

Rob Albin for the chasecam

Johannes Plaas for Telefrag code

Stefan Schwoon for random map code (ssch0098@rz.uni-hildesheim.de)

======================
Copyrights/Permissions
======================

If you are asking to sell this in any way, the answer is NO.  This archive
may not be distributed without the included da_qdm23.txt file in it's
original form, nor may any other files be added to it.