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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.
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This text was written by A Storm.
Please mail improvements or additions to me.
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