News
Clan Information
Clan Members
Information on our server
* If you want to play us...
What is TeamFortress?
Download section
Other places worth visting

News - Info - Members - Server Info - Challenge - Match Reports - TeamFortress - Files - Links

Match-Rules for TF-Quake

Environment

Quake instead of Quakeworld
"What? But QW is much better!", you will think. Well, we think that, too. But our clan consists of Amiga fans, so some of us are playing with their Amiga. We wish we had QW for Amiga, but we don't. So we are restricted to play TF with standard Quake. This text will explain the differences between Quake and Quakeworld, and how we are trying to work around some disadvantages.
Two legs
The match will last 2x30 minutes. The clans change sides (colors) in the second leg.
Server
The first leg is played on one clan's server, the second at the other clan's server. If a clan has no server of their own they have to suggest another server and take the necessary measure to ensure an undisturbed match (especially if using a server that is normally open to the public).
Both legs may be played on the same server if the combatting Clans so wish.
Meeting place
At times before the match, between the two halfs and after the match, both clans should meet on an IRC channel mutually agreed upon, ideally on one that was founded for this purpose and is open only to the members of either Clan. Both Clans may choose to open a second channel that is only open to Clan members in order to dicuss their strategy, etc.

Differences between Quake and Quakeworld

Old grenades
In TF-Quake, there is no possibility to enable new grenades (except to recompile the progs.dat). The scout has caltrops as secondary grenades.
Hallucinogenic/Concussion
The spy's hallucinogenic grenades will not alter any graphics colors, instead it will trigger many sound and graphics events, like teleports, screams, weapon sounds, messages.
The concussion grenade will not cause the graphics being warped by altering the FOV, the player will stumble around in random directions instead.
No prematch
TF-Quake has no prematch time. To work around this, the console admin can restart the level, clearing sentries and players' positions.
No smooth lasersight
A sniper's lasersight (aka "red dot" ;) ) is not so smooth as it is in QW. In fact, it is rather "jumpy". This is probably annoying to QW-snipers, so you better practise on that. Use strafing to aim precisely.
No saved score on drops
If a player drops out of the game for some reason, there is no way of saving his score until he reconnects. This is the main reason why FULLTEAMSCORE should be enabled (see below).
Unwanted players
In QW, players could enter passwords to make sure the server is private for the match. But there is no password option in Quake. So, the server IP should be unknown to other players.
Another possibility would be to set the "listen" variable to zero, forbidding anyone to connect, but this is not a good solution because clan members should have the possibility to reconnect.
Proxies
Proxy programs like Qizmo or Cheapo don't work with Quake 1. They only work with Quakeworld. So it's a good idea to prepare your keys with the most important locations ;)
TF 2.8 or 2.81
TF 2.9 is available for QW only, the latest non-QW TF version is 2.81. This is the "progs.dat" for LAN use only, while the latest internet-"progs.dat" is TF 2.8.

Server settings

A restart starts the match
As already mentioned, there is no prematch feature in Quake. It is suggested that a restart of the level ("restart" command) starts the match. This will kill all positions and sentries. If players get dropped by the restart, the game can be restarted again if prior to the match both clans have agreed on this procedure.
Settings agreement
Both clans should agree on their match settings several days before the match actually starts. It is often confusing and it may harm the friendly atmosphere if settings are still unclear few minutes before the match.
Map choice
Of course, both clans must agree on a map the match is to be held on. Note that there might be several versions of a map (e.g. well6 has two versions, and 2fort5 has lots of different versions), so it is important to agree on which version of a map the match is to be played.
FULLTEAMSCORE
As mentioned above, the FULLTEAMSCORE setting should be enabled. This will cause all players of a team to have the same score. There are no individual scores -- each frag or cap will count for the whole team. On agreement, this setting can be disabled. In this case, please take note that if a player loses his connection, his score is GONE! For this reason the FULLTEAMSCORE setting is strongly recommended.
Timelimit 30
The match is broken down into two legs (no pun intended) of 30 minutes each, with a short break in between (5-15 minutes).
Fraglimit 0
Of course, there is no fraglimit :-)
Autoteam OFF
This is another obvious setting.
Other settings
All other settings must be known and mutually agreed upon by both clans before the match. Here is a quick checklist with suggestions:
  • Teamkill, Mirror/Area damage
  • Spy invisible (off)
  • sys_ticrate (0.1 relaxes modem players, and 0.05 is fine with ISDN/LAN players, which is the default. With 0.1, pings are noticeably lower than with 0.05 but the movements might look slower than with 0.05.)
  • sv_gravity (800 = default, use 700 if sys_ticrate is 0.1) (NB: since ticrate 0.1 will lower the rocket-/grenadejumping height, a gravity of less than 800 is suggested for compensation) Note that sv_gravity is reset to its default value if a new map is started! You can create a match.cfg with the lines "changelevel well6" and "sv_gravity 700" which will start the match and set its gravity as desired.
  • Team-equalization (off)
Suggested autoexec.cfg
temp1 15363, teamplay 2709, deathmatch 3, pausable 0, hostname "Console", sys_ticrate 0.1, sv_gravity 700, timelimit 30, fraglimit 0

Ingame rules

Cross-dressing
Cross-dressing is forbidden (blue/red or red/blue colors). On the first offense the cross-dressing player will receive a warning (he might have done it by accident, after all). On the second offense or if the player does not correct his shirt color within a reasonable amount of time (about half a minute), he will be kicked.
Shirt color
Players are allowed to change their shirt color, except to the color of the opposing clan (see above).
Ethic behaviour
  • Don't insult the opponent or accuse them of cheating. They might be better ;)
  • Don't build sentries in enemy respawn rooms.
  • Don't camp in/at the enemy respawn rooms (especially snipers).
  • Don't play unbreakable defense, e.g. 5 engineers or 4 snipers.
  • Give some smiles, it creates friendly atmosphere.
  • Play the game seriously. If you think the game is lost, or the fun is gone, better stop it immediately instead of playing jerky.
Number of players
Matches must be played with equal teams. Since the maximum number of players in Quake is 16, a team should not have more than 8 players. If a player loses connection during the match, he must reconnect as quickly as possible. The game is not halted when a player loses his connection, unless both clans mutually agree upon this before the match actually starts.
Bots
Do not use any kind of bots! This sounds obvious, but it must be mentioned.

Click here to return to the top of the page.
This text was written by A Storm. Please mail improvements or additions to me.