Ultimate Quad Capture -v1.2 Help File
 
This document also contains all the additional info for version 1.2, please read
even if you have downloaded UQC before
 
 
Menu
 
- About the Author
- Installation
- About Ultimate Quad Capture
- What is Ultimate Quad Capture Classic about ?
- How to use the Option Menu
- UQC's bots
- The 8 alternative game-modes.
- Team-play in UQC
- The secret game-modes !
- Statistics
- How do UQC maps look like ? (+download links)
- How do we build flagpoints ?
- Flagpointing tips
- The in-game quick-game editor
- Known bugs and plans
- Credits
 
 
 
ABOUT THE AUTHOR
 
My name is CocoT (aka Noricoco or Norikoko) and I'm the webmaster of the Neurotic Conversions site.
I have been modding Quake1 for almost three years now and I consider UQC as my best finished mod so far. 
Other released mods by me are Quakability : Bot Arena 2.1, Quad Hunt, Suicide Bomber and the MrGLQuake Fun patch (with the help of Koolio).
Other current projects are PaQman, Arcade, Quakability : Bot Arena 3.1 and Universal Map Loader.
 
INSTALLATION
 
Everything is pretty straightforward, really and, if you read this, I *guess* you've been doing it right. 
All you need to do is unzip the UQC zip into your Quake directory respecting folders
Go then to your Quake directory and launch the game with the "-game UQC -listen 16" command.
Create a multiplayer game (it doesn't matter which map, simply choose the "start" one, for example).
Once inside the map, roll down the console and type "map" + the name of the map you want to play.
Of course you might also play around with the "temp1" variable ... but be sure to read on before doing so, as its uses are explained below.
 
ABOUT ULTIMATE QUAD CAPTURE
 
Ultimate Quad Capture is thus a mod created by myself, CocoT.
It has been especially designed with QExpo 2001 in mind (http://qexpo.condemned.com) and the first version of it (1.0) was released on Thursday the 27th of July 2001, which was QExpo's "Bot Day". This is version 1.2, a quite improved version, released in February 2002.
It all started as a mini-mod, really, but then took bigger proportions and I'm now glad to say that UQC is a mod in its own right. I spent around 4 months working on it, not full time, of course (since I have a job), but from time to time before the first release and as much (if not more) after it, for this current release. This version is the third one to be distributed to the public and, as I will explain later, will probably not be the last.
 
WHAT IS ULTIMATE QUAD CAPTURE CLASSIC ABOUT ? (See Demo1.dem)
 
Note
As the name indicates, UQC is a "capture" mod. I started it as a conversion of one of Nerf Blast Arena's game mode which I later changed.
 
To make things clear, I have to point out that UQC is made up of :
1) one "core" mod - Ultimate Quad Capture Classic (UQCC)
2) "secondary" mods which are togglable via an in-game menu.
 
The "secondary" game-modes were coded after I coded UQCC. What happened is that I realized I could use the entities UQCC used in order to create other fun variations.
What you should remember is that UQCC is really meant to be the more important game-mode of this mod. The other game-modes might be fun, but they are only additions.
I REALLY encourage you to start playing UQCC before trying these game modes, too, otherwise you will quickly get confused. It also strongly advise not to try all the alternative game-modes at once and to read the rules described in this help file VERY carefuly. I can assure you that UQC is a LOT of fun ... but only provided you know what you're doing.
 
Basic Rule :
 
Ok, let's go to the heart of the matter, the rules of the "Ultimate Quad Capture Classic" mode, which is the default mode when you launch the game.
Once spawned on the map, you will see that there are 9 flags scattered on the level (blue, red, yellow, pink, purple, orange, green, brown and white) and 1 quad standing next to each of these flags (except the white one) and having the same color (thus blue, red, yellow, pink, purple, orange, green, brown). You will also see a large red circle floating somewhere in the level with the letter "E" (standing for Expo, by the way) in the middle of it.
The aim of the game is to grab the colored quads and capture them by running through this large red circle, which is called the "arch". Each time you capture one colored quad, it reappears next to its corresponding flag, ready to be taken by you or another player again.
Once you have captured the eight quads, you will hear a sound echoeing in the level, which means that the ninth quad, the white quad, has appeared next to its flag. You then have to grab it and capture it. Once a player capture the nine quads (all colors, thus), the game ends.
 
The arch is the red circle there below ...
 
Note : press "C" to know the number of quads you'r holding and "F" repeatedly to see which quad you did or did not capture.
 
Frag System
 
Except if you decide to change options in the menu (I'll explain later how), the default frag system is based on the following:
- you get frags for capturing quads (with extra frags if you capture all 9)
- you get frags for killing people. This amount of frags depends of the number of quads they hold. The more quads your opponent is holding, the more frags you'll get for killing him/her.
- you get the "usual" frags of the ID game (simple kill, telefraging ... etc)
 
Visual Help
 
There are elements in UQC that help you know exactly what is going on in the game.
 
The Quad is there, grab it !  Player "ONE" has taken the flag
 
The Quad has been dropped !  
 
 
First of all, you'll notice that the flags do not only show the color of the quad standing next to them but also numbers or symbols. These have a meaning.
- If you see a number on a flag, this means that its corresponding quad has been taken by the player wearing that number. So for example, if you're looking for the red quad, you can check the red flag. If you see that the number on the red flag is "5", then it means player 5 is holding the red quad. "All" you have to do is hunt that player down and try to steal that quad from him/her by killing him/her.
- If you see a "X" on the flag, this means that the quad is there for people to take. Look where the quad is supposed to be, it should normaly be there.
- If you sse a "D" on the flag, this means that the corresponding quad has been dropped. In other words, the person who held it died and no one has (yet) picked it up. After a few seconds and provided that no one picks it up, the quad should respawn next to the flag.
 
Example of visual help : the player skin
 
Then, you'll thus also see that players have a number on their shirt. This enables you to know exactly who you're dealing with in a fight.
 
UQC'S BOTS
 
FrikBots (by FrikaC) have been implemented into UQC. They have been taught the rules and can turn into very challenging opponents, depending on the map, waypoint files and, of course, your own skills. They can be added to the game by typing "impulse 100" in the console or simply pressing "b". If you want to remove a bot, then type "impulse 101" in the console.
Since version 1.2, it's the FBX version of FrikBots that are used in UQC. 
Note that Tomaz's Globots also work with UQC. Even though they don't play as well as the built-in bots (they will usually grab quads and walk through the arch by "chance" and concentrate more on fighting than scoring), they don't interfere with the mod at all.
 
Tip : Before playing against bots, it's a good idea to wander around the map to get to know it and, more importantly perhaps, learn the quad and arch locations. Because of their waypoints, bots navigate the map as opponents which know the map inside out and never miss a quad location. So load a map, go around it, capture some quads and check for the arch location and then re-load the map and add some bots ...
 
HOW TO USE THE OPTION MENU
 
These were the basic rules of the core mod. You can already go ahead and play some of the maps supported by UQC (klinsanity, xntrick, dmcloud ... etc. For a some words about maps and the list of all the supported ones, see below). I advise you to play the mod a little bit before going further.
 
Once you are getting the hang of UQC, though, you can start playing around the in-game option menu.
This menu is toggled on/off by pressing the "m" key and enables you to change some simple aspects of UQCC to make it play differently.
Note that you can only access this mode if there are no bot connected, otherwise, it wouldn't be fair (to bots).
 
This is what you should see on your screen ...
 
Okay ... let's go through these options ...
 
1 - Quad Drop Style :  by default, Quads are thrown around and linger a little bit around (before eventualy respawning next to its flag) when a player holding them dies. You can decide not to have them dropped but directly respawned through this menu. This can make the game somewhat slower but also, however, slightly fairer : if you choose to make quad respawn rather than be dropped, you won't see situations in which one player steals loads of quads at once after a kill.
2 - 9th Capture Style : by default, you can grab the white quad as soon as anybody in the level captured the first eight quads. This option enables you to change this somewhat and make sure that only the players that have indeed captured 8 quads are allowed to pick up the white quad. This can be advised during LAN parties, to force people to concentrate on capturing flags, but can be a bit unfair to bots, who  might find it harder to capture the 8 quads first. Note that the default setting (anyone can pick it up) can also be quite fun, as people, by picking the white quad up, can "prevent" the player who already captured 8 quads from finishing the game.
3 - Max Flag Holding : As the name indicates, this option sets the maximum of holdable quads. By default, there is no limit, but you can decide to set it to 1,2 or 3. This makes the game more difficult and last longer.
4 - Weapon Game : by default, all the weapons are available. However, through this option, you can decide that everybody plays with one particular weapon only. All players will be given this weapon as they respawn and no access to other weapons will be possible. The available weapons of this mode are: the rocket launcher, the grenade launcher and the lightning.
5 - Rocket Speed : this is a little tweak for you hardcore gamers out there. By default, the rockets have the "normal" speed, but you can change this speed to "extra" or "insane" through this menu.
6 - Quad / Item Respawn : this lets you set the time Quads remain on the ground after a player is killed. Default time is "normal", but you can set it to "short" or "long". Note that you'll of course need to have set up "Quad Drop Style" to default to see the effects of this option. Another toggable option in this submenu can be set on or off via number four. This will enable you to have items not dissapearing after they are taken, an option many players seem to appreciate.
7 - Scoring system : by default, the scoring system follows the explanation I gave above (see "Frag System"). However, you can also choose to change this. So you can choose to count "unique caps only", which means that you get only frags by capturing a quad for the first time or you can choose to count "caps only", which means that you get frags by capturing quads, whether you captured it before or not. The advantage of option number two ("unique caps only") is, of course, that you can check very precisely where players stand as far as "quad captures" is concerned by simply looking at the scores.
 
And, last but not least ...
 
8 - Alternative game-modes : by default, as I said earlier, this is set to Ultimate Quad Capture Classic. However, you can choose to set it to something else, which means that what you're going to play will not feel at all like UQCC but almost like another, completely new mod. I strongly advise you to be confident with the general feel of my mod before you start playing around with these, because trying them all at once might get you very confused. Once you feel you're ready, then try them, because they are a lot of fun. I will explain below in a special paragraph how they are played. Read it before you try.
 
Note that you should always come back to the general menu (the one with the 8 options listed) before pressing "m" and starting to play. I have noticed some bugs occuring sometimes if you don't do that.
Once you press "m" and the menu is gone, you are ready to play according to your modifications. You can come back to it and change it if you need to by pressing "m" again. Remember, however, that you won't be able to do it if you started spawning bots.
 
THE EIGHT "ALTERNATIVE GAME-MODES" (See Demo3.dem)
 
The idea of building these game-modes was to use the entities of UQCC (flag locations, quad locations and arch location) and do something else with them.
Note that, in some of these alternative game modes, the arch and the white quad are done away with.
Check these out :
 
1 - UQCC (tackled)
 
2 - Holy Quad : in "Holy Quad", the first person to touch a quad becomes a "saint". You'll easily recognize the saint by his/her skin. The saint is the only one able to pick up quads. Once the saint touches a quad, he/she gets one frag. He doesn't need to capture them (as a matter of fact, there is no arch in this mode), simply pick them up. Once the saint manages to grab the 8 quads, he/she gets even more frags and all the quads are respawned again next to their flags. The aim of course is to kill the saint in order to become it. In this game-mode, bots only fight against the saint and so should you.
 
The saint is back ... and it's not happy ...
 
3 - Last Quad Standing : this is last man standing, but with a "quadish" twist. All players start with 150 points. Each time they are killed, they lose points. Now, the amount of points they lose depends on the amount of quads the killer holds AND the amount of quads they hold. In other words, the more quads you're holding, the more points you will make your victim loose, but the more points you will lose if you get yourself killed. For example, if you hold 4 quads and kill a player holding 2, your victim will lose (4+2) points. If you hold 7 quads and are killed by a player holding none, you will lose 7 points. So the more quads you hold, the more "efficient" your kills are, but the more risky it is for you. Each time a player reaches zero, he/she is kicked. The winner is the last player standing in the game.
 
4 - Flag Domination : this is a pretty straightforward one, really, for anyone who knows what "domination" is. This mode works exactly like domination, except that there are 8 capture points (the 8 first flags and their quads) instead of 3 or 4. Touching the quad makes you capture the domination point and, every 30 seconds, the computer checks how many domination points you are currently "holding" and gives you frags according to it. Note that, unlike "classic" domination, you automaticaly loose all your captured points each time you die. This is a fun, but difficult mode, because it almost impossible to secure the majority of the 8 domination points (unlike what can be seen in "regular" domination games) so you'll have to move around the level a lot :-)
 
5 - Quad Hunt Light : this a "light" version of my mod Quad-Hunt.The idea is simple. You have to be able to hold (not capture) the 8 quads of the level. You steal the quads of your opponent each time you kill him/her, so quads go from one person to the next until one eventualy manages to get all 8. One frag is then given and all the quads respawn for another round. Note that you can check at any time how many quads you are holding by pressing "c". No need to do it very often, though, as the mod automatically tells you how many quads you are holding each time the amount changes.
 
6 - Quad AssHole : this is an unbalanced tag game, where one person is given loads of disadvantages while the others are enjoying themselves. Particularly unfair, yes, but oh, so fun :-) The first player to join the game is automaticaly the asshole (hey, it's got to be someone). The asshole, beside the fact that he looks ridiculously dumb in his underwear, is denied access to ALL items of the map and is given a slightly-quicker-than-normal shotgun as weapon. The other players, on the other hand, can access all health and power-up items and all use a rocket-launcher. They also get extra health by grabbing quads and are allowed to reach 250 points of health. The aim for them is of course to always pick on the asshole while the asshole's aim is, of course, to make someone else become the asshole as quickly as possible, which can be achieved by "simply" killing him/her.

The asshole's underwear!

7 - Weapons & Quads : Here comes one of my favourites. In this mode, all players start with an axe. However, each time you touch a quad, you upgrade to a more powerful weapon (shotgun-supershotgun-nailgun-supernailgun-grenadelaucnher-rocketlauncher-lightning). If someone manages to grab the 8 quads, he/she's given Quad damage for a few seconds and all quads are respawned, which means other players can try to upgrade their weapons, too. The frag system works as follow: the more powerful the weapon is, the less frags you get for killing someone and the more powerful your victim's weapon is, the more frags you'll get for killing him/her. For example, if you kill a poor chap holding an axe with the lightning, you'll get one frag. If he kills you, however, he'll get 8 frags. If he had had a rocket launcher, then he would have got only 2. The fun part of this game-mode is that you have to calculate whether or not you are ready to take "risks". Upgrading to a more powerful weapon might make it easier for you to kill people but you have to know that access to health items is denied in this mode so that, at one time or another, you are bound to be killed and that, if you had a powerful weapon, your opponent might get loads of frags. It's hilarious to see people with lightning being killed by bots with axes and, believe me, scores can change very quickly in this mode.
 
8 - Runic Wars (added in version 1.2) : This fun game mode mixes elements of "runes" games and classic UQC. To make it simple, I'd say Runic Wars is about giving the various Quads you have to grab extra, runic powers. Those powers given to the player who grabs them are of the "excessive" kind, which means playing this mode is usually more violent, fast and furious than "just" classic UQC. Here is a description of the various runic powers and the quads attached to them :
 
                - Rune of HEART-BEAT (attached to the blue quad) : This rune will increase your health on a regular basis
                - Rune of PROTECTION (attached to the red quad) : This rune will increase your armor on a regular basis
                - Rune of HELLISH FLAMES (attached to the orange quad) : This rune will make a trail a fire follow you everywhere, hurting your opponents
                - Rune of DECEPTION (attached to the green quad ) : This rune enables you to drop fake colored quads on a regular basis
                - Rune of FIRE-POWER (attached to the pink quad) : This rune makes you fire weapons much faster than usual
                - Rune of INVINCIBILTY (attached to the purple quad) : This rune makes you invinsible on a regular basis
                - Rune of QUAD POWER (attached to the yellow quad) : This rune gives you quad powers on a regular basis
                - Rune of TRANSLOCATION (attached to the brown quad) : This rune enables you, on a regular basis, to translocate yourself if you're in trouble
                - Rune of EPIDEMIC (attached to the white quad) : Each player that you kill will respawn with an illness gradualy taking their health down.
 
Except if you tweak options (e.g : enable one quad -grabbing at a time only), runes are cumulative. Also notice that most of them only work "on a regular basis", which means they are not effective all the time, but only in particular cycles of time, for example, every 10,20 or 30 seconds.
 
 
9 - Skull Collector (added in version 1.2) : This game-mode could be described as a mix of HeadHunters, UQC and Quake3's Overload. Here players can only grab one quad at a time and they can only capture that quad (by walking through the arch) if they also picked up one (or more) enemy skull(s). Skulls are dropped on the floor each time someone is killed. Besides, the arch is given a particular amount of points (300, to be precise) and points are taking off it each time a player walks through it with quads and skulls (the number of points taken off depends on the number of carried skulls). At a particular point in the game, players will hear a siren sound in the level, which means the number of points of the arch is very low and close to zero and the arch is thus close to being destroyed. The player who manages to walk through the arch and make its points go below zero is given extra frags and the game ends. Notice that, if you use an engine supporting transparency (TomazQuake, for example), you will be able to see how low the arch's points are. The more transparent the arch is, the higher its points are, the more visible, the closer you are to the end of the game.
Alright ... I know it sounds complicated, but it's not, believe me. I advise you to reread the paragraph above and have a try at the game, it will all be clearer then :-)
You are free to grab as many heads as you want but you always need at least one enemy head to capture your quad. Walking through the arch with only skulls or only a quad will not do anything. Notice also that you can pick up your own skull and so "save" it from being picked up from another player. To capture a quad, however, you need to carry an enemy skull, not your own. In team-play, teammates can "save" skulls from each other.
 
 
Well ... I think that's all you need to know.
Don't worry if you see that you are being denied access to some features of the menu after you chose a particular alternative game-mode. This is logical stuff, really. For example, quads are respawned in the Quad Hunt mode, so this option is automaticaly toggled to non-default (2) ... etc. If you see a particular option becomes unavailable after you chose a game-mode, don't insist, it probably has a purpose.
 
TEAM-PLAY IN UQC (added in version 1.2 - demo5.dem)
 
One addition found in version 1.2 of UQC is the support of team-play for some game-modes. In order to toggle team-play on/off, you simply need to press the number corresponding to the game-mode in the game-modes menu several times. You will see the menu then cycling through "Norm" (normal) or "Coop" (teamplay). Simply leave it to what you want. If you throw bots in, they will automatically join one team, then the other. Same thing goes for human players. To make it simple, players bearing odd numbers automatically join the blue team, while players bearing uneven numbers join the red team. I will work at a more customized way to join team in the next version of UQC. I just thought it wasn't really necessary right now.
So far, the game-modes supporting team play are : UQC Classic, Runic Wars and Skull Collector. Two of the five secret game modes (see below) also support it.
It seems obvious that other game modes, like Holy Quad (which is already coop, somehow), Quad Asshole or Weapons and Quads, weren't compatible with coop rules.
 
All in all, bots play team-play fairly well. FBX bots have good team-play built-in functions that make them quite enjoyable to play. I will probably work on leader commands (like in UT)  for the next versions of UQC, which should make the whole thing even more fun :-)
 
 
THE SECRET GAME-MODES (added in version 1.2)
 
As in those old good console games, UQC comes with hidden, secret goodies.These goodies are 5 new game-modes, which you'll be able to play provided you can "unlock" them. Basically, you'll always need to do something special in UQC in order for one (or more) of these hidden game-modes to be unlocked. Usually, it demands you playing very well, reaching a very high score or doing something special and spectacular. Also note that playing with less than 5 opponents will make impossible for you to unlock any of them. 
Once you have done that "task", a text box appears on the screen with information about the game-mode you have unlocked and how to be able to play it. Usually, unlocking the game-mode will require playing around with several cvars and impulses, so it's pretty useless trying to cheat. Several anti-cheat tricks have been implemented that make it almost impossible to unlock the messages without doing the right things :-)
 
Now, I bet you wonder what these "tasks" and these "hidden game-modes" are about. In order to know more, you'll either have to play a lot by yourself and hope to be lucky (and good) enough to unlock a game-mode, or you'll have to visit my site every week during the 5 weeks after the release of the mod to get hints on which tasks are required and which hidden game-modes are going to be unlocked. 
Each time secret information will be unveiled about these game-modes, these pages will be updated :
 
                - SECRET ONE - One week after the release
                - SECRET TWO - Two weeks after the release
                - SECRET THREE - Three weeks after the release
                - SECRET FOUR - Four weeks after the release
                - SECRET FIVE - Five weeks after the release
 
STATISTICS
 
You can access statistics about the game at any time by pressing the "s" key and checking the console (this feature has been added in version 1.2). These stats give you information on the game and its players, a myriad of fun little facts about quads and, of course, players.
Note that the stats are also called at the end of maps which do not automatically switch to other maps when completed.
 
HOW DO UQC MAPS LOOK LIKE ?
 
There are no "specific" map for UQC. Well, not yet, anyway. However, you have to be aware that UQC DOES need particular entities in order to run properly. For this release, you have two possibilities: either use maps with hard-coded flagpoints or maps with map-coded flagpoints.
 
Hard-coded flagpoints - UQC will look for these by default (temp1 = 0). In this case, this means the location of the flags, quads and arch has been coded into progs.dat. In other words, all you need to do is launch UQC, load the map and that's it. So far, 35 maps are supported. You can get a list of them by typing "impulse 110" in the console while playing.
 
Supported  maps in this release (1.2) are : 
- alk08dm.bsp (Fileplanet)                                        
- alkdm04.bsp (Fileplanet) (3ddownloads) (or here)                               
- argonaut.bsp (FilePlanet) (or here)                             
- bsdm4.bsp (Fileplanet)                               
- bsdm11.bsp (Here) (or here)                                 
- crdm2.bsp (Get all the download info here)                                    
- croctear.bsp (Fileplanet)
- damaul7.bsp (Fileplanet) (or here)
- dm7.bsp (Fileplanet) (or here) (or here)
- dmcloud.bsp (Fileplanet)
- efdm10.bsp (Fileplanet)
- gmdm1.bsp (Here)
- gs1dm1.bsp (Fileplanet) (or here)
- gs1dm2.bsp (Here)
- gomdm4.bsp (Fileplanet) (or here)
- gomdm5.bsp (Here)
- jaj1dm1.bsp (Fileplanet) (or here)
- jndm6.bsp (or here)
- kdmf.bsp (or here) (or here)
- kikdm5.bsp (Fileplanet)
- klzinsanity.bsp (Here) (or here)
- lacrima.bsp (or here) (or here) (or here)
- lilith.bsp (Fileplanet)
- mgdm2.bsp (3ddownloads)
- misdm8.bsp (Here) (or here)
- north.bsp (or here) (or here)
- persdm1.bsp (Here)
- pope5.bsp (Here)
- pope7.bsp (Here)
- q1edge.bsp (Here)
- sthdm3.bsp (Fileplanet)
- territory.bsp (Here)
- trw.bsp (Fileplanet)
- v2dc.bsp (Fileplanet)
- xntrick.bsp (here) (or here)
 
More will come in the future. I plan to release "updated" progs.dat files with support for more maps as often as I can. I'll add my own "flagpoints" and of course those people will send to me (I'll explain below how to do that). Note that it is highly recommended (almost required, in fact) to build a FrikBot waypoint file together with the "flagpoints". If bots move around the level better, it probably means that they'll also play UQC better. In these waypoints files, you should also make sure that you take flags and arch locations into account.
 
Gomdm4, one of maps with hard-coded support
 
Map-coded flagpoints - UQC will NOT look for these by default. You'll have to type "temp1 1" in the console before loading the map for these to be taken into account. In this case, this means that the flag, quad and arch locations are contained in the map, not the code. The advantage is here that you don't need to wait for a UQC update to play on any map you want, since you can add the needed entities yourself to maps.
 
The entities are the following:
For the flags : quad_flag1, quad_flag2, quad_flag3, quad_flag4, quad_flag5, quad_flag6, quad_flag7, quad_flag8, quad_flag9
For the quads : quad1_spot, quad2_spot, quad3_spot, quad4_spot, quad5_spot, quad6_spot, quad7_spot, quad8_spot, quad9_spot
For the arch : arch
 
Add these to any map you want, and you should be able to play UQC after setting "temp1" to 1. I decided not to include any of them in the UQC release because I didn't want to go to the trouble of asking all mappers for authorization, however, I did zip a UQC and non-UQC version of strafin5.bsp as well as elfdm4 for QExpo 2001 to give you guys examples. You can download them if you want from my booth, on QExpo's site. (Version 1.2 addition : be aware that I haven't (yet) waypointed these maps, which means they will run so and so with this version. If you're a mapper and want to hard-code flag, arch and quad location into your UQC map, be sure to include a FBX waypoint with your map)
 
HOW DO WE BUILD FLAGPOINTS ? (See Demo4.dem)
 
Ultimate Quad Capture comes with a built-in flagpoints editor which makes the flagpointing business a piece of cake.
Note that there are two ways to use it. Either you are a mapper and you can keep the log file resulting from using the editor to simply add the UQC entities to your maps (via a program like Quark, for example) or you are not willing to map-code the entities and will send me the log file so that I can hard-code the flag/quad/arch locations.
Well ... anyway ... I'm gonna show you know how to use the editor.
 
First of all, load up Quake with the "-condebug" command.
After launching Quake, you need to set "temp1" to "2". So, before loading the map you want to flagpoint, type "temp1 2" in the console, then load it.
Once you have spawned, you'll see a menu. 
 
The Flagpoint Editor Menu
 
This menu gives you info on the important keys of the editor. Let's start with the following, first:
 
[F5] - This will spawn a flag where you are and print its location info in the console.
[F6] - This will spawn a quad where you are and print its location info in the console
[F7] - This adds 22.5 degree to the angle of the next flag you are going to spawn.
[F8] - This sets the angle of the next flag back to zero.
[G] - Sends you to the next spawnpoint.
 
As you can see, you can spawn as many flags/quads as you want, it doesn't matter. They all dissapear after a few seconds. They are intended as "previews", if you want.
 
You have to follow the part of the menu that is under the keys description. So, for example, when you start, it tells you that the BLUE FLAG is the first entity you should find a location for. So, move around, find a good location, press [F5] a few times and [F7]/[F8] to set the right angle. When the last flag you spawned looks ok to you, press [F10] as asked. This will print a message in the console log and make the editor move to the next entity, the BLUE QUAD.
Do with the blue quad what you have done for the blue flag, except that you have to use [F6] and not care about angles. You last flag should still be there (hurry before it dissapears), so stand close to it, try a few locations by typing [F6] and, once you're happy with the last blue quad location, press [F10].
You'll then see that the editor moves to the RED FLAG ... well ... just find another location for that one and follows the exact same steps as above, not forgetting to press [F10] when you're satisfied with the position and angle (in the case of flags) of the entity.
When you finally come to setting up the "arch" location, act as if you were setting up the location of a quad ([F6]). You'll get a message when you're done.
 
Then, close Quake and check the qconsole.log file in your UQC directory. You'll see that you can now spot all needed locations very easily.
If you're a mapper, just print these and add the entities to your map via a program like Quark.
If you're not, paste the log into a mail window and send it over to me. Do NOT send me the log. COPY-PASTE it. Any mail with attached logs will be automatically thrown in the bin. Sorry about that ... this is my paranoïd side. One other thing: send a FBX waypoint file together with it, please (same thing, copy paste it into the mail window) and be sure that that waypoint file takes the quad and arch locations into account. You have way more chance to see your map being supported in the next version of UQC if you send me that waypoint file.
I'll do the best I can to include support for newer maps in the next versions of UQC and sending me your logs and waypoints could help me doing just that, so don't hesitate!
No need to say that if you are a mapper and if you're working on a UQC map, I'd love to hear about you, too ... :-)
 
FLAGPOINTING TIPS
 
Here are some tips you should try to follow to build the best and most efficient flagpoints out there.
 
1-  Make sure that you put the arch in an obvious location, preferably one that has free space around it and which people can access easily. This is mainly for bot games. Bots have a harder time to navigate through levels and if you put the arch in an area that they have difficulties to reach, this will turn botmatches very unfair and eventualy boring for you.
2 - Place the white Quad far from the arch but not too far. This is again with bots in mind. If you put the arch at one end of the level and the white quad at the other end of that level, chances are that bots will have a harder time to take it and bring it to the arch on their own. Of course there are other ways to pick up quads (e.g killing someone), but still. On the other hand, you shouldn't put it too close to the arch so that it is not too easy for you to pick it up and capture it.
3 - Try not to place quads really too close to the arch. You have to keep in mind that in UQCC, captured quads are respawned. If you put a quad next to an arch, it could be easy for anyone to pick up and capture quads several times on a row in a couple of seconds. You don't want that to happen.
 
IN-GAME QUICK-GAME EDITOR ... Wh00t ! (See Demo2.dem)
 
Hehe ... this is the "secret" feature I was teasing q1dom developers over on #qexpo and you'll see that, while it's really, really simple, it is very effective and very cool.
 
So what is this thing, mmm ?
Well, the quick-game editor, as the name suggests, enables players to quickly set up a UQC game (or any of the alternative game-modes) on ANY map they want, even if they are neither hard- nor map-coded. That means you don't have to worry about anything, just load the map, do a few things and you are set. 
 
Simplicity in all its glory
 
Here is how it works :
 
First, you need to tell UQC you are going to switch to that mode. So, in the console, type "temp1 3" and then load the map you want to play.
You are going to see a menu on the screen telling you to press [F10] to set the BLUE FLAG location.
Go to a good place, where you think that point would look good, stand still and press [F10]. You are then going to be asked to do the same thing for all the other points (red, yellow, pink, purple, orange, green, brown and white) and at last, the arch. When you're done with setting the position for the arch, bang!, you're respawned and all flags, quads and arch are there ... you're ready to play. Yehaaaa!
 
That's it ... explaining what the in-game editor is was like coding it: both darn simple and darn effective :-) ...
 
One last note, though: it's a good idea to use this editor before you submit log files with flagpoints to me. I mean, play around with it, experiment different locations, see how bots react and then get the info for the best locations in the flagpoint editor ("temp1 2").
Also note, of course, that, while the in-game editor enables you to quickly play UQC on any map you want, it doesn't save anything. All location information will be lost as soon as you exit the map. So, think about building a proper flagpoint log file (as explained above) if you're playing the same map over and over again and submit it to me, so that it can make it to an updated progs.dat release.
 
Update : Version 1.2 of UQC has brought some changes to the way bots move around maps and, while these changes are for the better on "officially supported" maps, they mean slightly less effectiveness on maps flagpointed via the quick-game in-game editor. It's not that it won't be fun, though ... it simply won't be as fun as it should. A good tip if you want to make the best of it: use a map you have a waypoint file for (check Quest's FrikBot Waypoint Depot or FrikBot Ressource Depot), check how the bots navigate using the bot camera (impulse 103) and then choose locations which bots obviously walk in frequently. 
 
Known bugs and plans
 
Known Bugs
 
However "cool" UQC is (or well ... looks to me ;-)) ... I have to admit it's a coding disaster. As I like to say, I'm sure FrikaC would get a heart-attack looking just at 5% of its code. If there were tutorials to show newbies how NOT to code, then I'm sure I could write a lot of them.
I'm not a great coder, but I do try hard to achieve the effects I want to achieve. Unfortunately, the price to pay is often very "heavy" or redundant code and - yes, I have to say it - loads of very, very ugly hacks. That's one of the reasons why I scrambled the code ... because any other modder looking at it would banish me from his/her view afterwards.
On the whole, though, I must say I have been pretty careful in not trying to overload the mod with features, tracking bugs and correcting them the best I could. I have succeeded, I think ... with some rare exceptions ...
 
- First of all, you might notice some problems in newer engines with quad glows, sometimes. They flicker, at times. This is a result of a hack I HAD to implement. I'll try to look into the problem, but don't expect it to be solved very soon, because it would imply re-writing an important part of the quad-related code. Anyway, it's not that bad, really and it doesn't happen with all the quads. Things will be fine in GLQuake and Winquake, of course, since these don't have colored glows (doh).
- Quads sometimes fall out of the level when the person holding them is fragged. This usually happens when the killed player is very close to a wall and the dropping quad is thrown far away. The reason why this happens is that I pushed the dropping curb a bit too far. Oh well ... the Quad will respawn correctly, don't worry.
- Alternative game-modes can get strangely mixed-up if you do not make sure that you come back to the main menu when you're using the in-game options. If this happens, restart the game and it should be fine.
 
Plans
 
I'm pretty satisfied of UQC as a base. I'm also satisfied about the addition made for this 1.2 version. I mean, as far as my tests could tell, this is a pretty stable mod. However, I'm still gonna be VERY careful when I'll be adding new features to it, because I don't want to screw it all up. Four of the five goals listed in the older help file of UQC have been more or less reached : support for additional maps, additional game-modes, fbx support and, with some tweaks, glowing and transparency effects.
 
But the story of UQC is not over yet, and there are still a couple of things I would like to look into :
 
1 - Add support for more maps. Nothing to add here.
2 - Add game-modes. I'll be looking at two directions here. First, the "usual", toggable game-modes like the ones UQC currently has. The advantage of those is that they are playable on every map. Finding truly fresh ideas of game modes using the UQC entities will probably slowly become hard, though and I don't want to bore players with variations of the same old stuff again and again. Only expect that adddition if I find a truly good idea, thus. Then, I would really like to work on various map-specific game-modes. What I have in mind in particular is the use of some single-player map for assault-like game-modes using the UQC entities and the use of TF (Quake1 and Half-Life (via TomazQuake)) maps for team-fortress-inspired game-modes using the UQC entities as well. These game modes will be toggled on automatically at launch start and will be, I hope, quite exciting to play.
3 - Tweak team AI. This will of course be needed for the game-modes described above. Some additions, however, will probably also be usable in the "regular" team-play modes (UQCC coop, Runic Wars coop, Skull Collector coop and hidden game-modes coop)
4 - Triers. Like in Quake3, UT or what version 3.1 of Quakability should have been. Go from map to map in a ladder system and fight increasingly difficult matches. Maybe.
5 - UMLQuake Implementation. It might as well be used for something, right ?
6 - UQC engine. Not excluded, but it's not a priority for the moment.
 
Credits
 
Here is a list of the people I'd like to thank :
- Myself ... Muahahahahaaaa ... I mean ... come on ... I have worked hard on this thing and, quite frankly, I do deserve a "thank you" for the time spent on it :-)
- Akuma for providing me with secret information on the q1dom mod.
- FrikaC for FBX. Great bot ... there is nothing you can say against it, it's simply the best plug-in bot out there. 
- FrikaC (again) for being so helpful on #qc. Thank you for helping me fix a couple of bugs and make my life easier.
- Electro for also being helpful on #qc. Hopefuly his scheduled team-play mods won't crush UQC down :-P
- Tomaz for TomazQuake. Without it, you'd have no nice glowing and transparency effects in UQC. Your engine is the best out there, Tomaz, and I hope you'll keep the good work going!
- Tomaz (again) for coding help and suggestions ... I can't really remember what he told me that helped me with my UQC qc code, but I do remember he helped, so thanks, Tomaz.
- All the various mappers who made the maps now and soon supported by UQC. I mean, I chose the easy way by making flagpoints hardcoded and using external maps rather than maps I did on my own ... All the credits for these maps of course go to the original mappers. Keep on rocking, guys!
- Quest and the all the FrikBot waypointers. While the UQC bot now has his own waypoints, other waypoints can still be used for games using the quick-game in-game editor
- The saint skin is not mine, so credits go to the original skinner.
- Golgotha for the track01 music of the introduction demo.
- By the way, I was just kidding about Akuma providing me with q1dom secrets ... I did tried, but he remained silent as a tomb :-)