Title: Pure Quake Arena Author: Pure Imaginary Description: A gameplay mod Date: 2/26/02 - Present E-mail: pureimaginary@provinggrounds.com Website: http://www.planetquake.com/integral Summary: Health Armor Weapons and Ammo Weapon Summary Power-ups Other Credits Log ____________________________________________________________________________________________________ Health: All +50 health balls are now +25 health balls. +5 and +25 health balls respawn every 15 seconds (instead of 35). +5s and MHs are always picked up. ____________________________________________________________________________________________________ Armor: Shards have been replaced by +5s. Red armor spawns with 150 armor and protects at 60%. Grey (originally Yellow) armor spawns with 100 armor and protects at 40%. Armor pick-ups do not "stack." Armor no longer "rots." Armor does not protect against falling damage. ____________________________________________________________________________________________________ Weapons and Ammo: FFA and CTF weapons respawn after 2 seconds. DM 1vs1 weapons respawn after 15 seconds. TDM weapons respawn after 30 seconds. Ammo respawns after 20 seconds. DM 1vs1 and TDM weapon pick-ups add full weapon ammo. FFA and CTF weapon pick-ups do not add extra ammo. Weapons switch instantly. You can pick up ammo you can't hold. ____________________________________________________________________________________________________ Weapon Summary: The Gauntlet is unchanged. The Machinegun: 9 damage bullet per 250 ms Unlimited ammo 50% larger spread radius The Shotgun: 13 6-damage pellets per 800 ms 10 ammo per weapon, 15 ammo per clip, 50 ammo limit Grenade Launcher: 80 damage grenade per 600 ms 5 ammo per weapon, 5 ammo per clip, 25 ammo limit 50% larger blast radius Full self-damage Rocket Launcher: 110 damage rocket per 800 ms 5 ammo per weapon, 5 ammo per clip, 25 ammo limit 50% larger blast radius 33% higher velocity Lightning: 12 damage charge per 50 ms 20 ammo per weapon, 30 ammo per clip, 100 ammo limit Plasmagun: 15 damage bolt per 100 ms, 20 damage against PA, 25 damage against RA 30 ammo per weapon, 40 ammo per clip, 100 ammo limit Nuke Launcher: Replaces Railgun Uses BFG graphics 30 damage blast per 400 ms 10 ammo per weapon, 15 ammo per clip, 50 ammo limit Blast radius 4 times as large as original Rocket Launcher blast radius Full self-damage 50% higher velocity than Grenade Launcher Projectile is affected by gravity. Projectile explodes on first impact. 19.9% effective against Battlesuit. ____________________________________________________________________________________________________ Power-ups Power-ups never appear in 1vs1 or FFA. Quad and Haste respawn every 60 seconds; Regeneration and Battle Suit respawn every 90 seconds. The Haste replaces the Invisibility. The Regeneration replaces the Flight. The Quad Damage damages with a factor of 4. The Battle Suit protects two-thirds damage. Haste increases speed and fire rate by 50%. Regeneration adds 20 health per second up to 110 health and 10 health per second up to 200 health. ____________________________________________________________________________________________________ Other Player knockback is 40% higher for any weapons when full-damage is involved. Players now have CPMA higher air control (thanks arQon and ki11ingtime). Players no longer hear footsteps. Slime damages 5 every 250 ms. Lava damages 20 every 250 ms. Team damage is always ON (including for CTF). ____________________________________________________________________________________________________ HUD /cg_leftHud 0: no display 1: Text-based ammo display (fixed ammo icon size) 2: Text-based ammo display (variable ammo icon size) 3: Gauge-based ammo display (white) 4: Gauge-based ammo display (with color) /cg_bottomHud 0: Remove ammo display from bottom of hud (useful with cg_leftHud > 0) 1: No change to the normal HUD display /cg_selectHud 0: Remove the weapon listings while changing weapons (useful with cg_leftHud > 0) 1: No change to the weapon change display ____________________________________________________________________________________________________ Scoreboard In the scoreboard: 4th - Green 5th - Magenta 6th - Cyan 7th+ - Black/White In the corner scoreboard, the color of the player always corresponds to ranks, not just 1st versus not being 1st. ____________________________________________________________________________________________________ Credits id Software for releasing some of their source code Killingtime for CPMA air control Lots of people for feedback, including those in #promode and #planetquake, and for all the people who have over played Super Quake Arena, either online or offline. ____________________________________________________________________________________________________ Log 9/12 (v0.35) Super Quake Arena renamed to Pure Quake Arena Added cg_leftHud, cg_bottomHud, cg_selectHud Added additional color ranks for 4th - 6th, and the scorecorner reflects the player's position through 6th place. Power-ups removed for 1vs1, FFA Added Documentation Swapped Grey Armor model in place of Purple Armor Fixed & tweaked Smile/Lava Damage Font color adjustment (with Grey/Purple Armor) Mod is always viewed as "Pure" 8/30 (v0.3) TDM/CTF forcemodels: fixed (id error). Team damage is always ON (even for CTF). LG cranked from 11 damage up to 12 damage per hit. Nuke blast radius against BS user: fixed. Description file added. "Give all" fixed (for what it is worth). 8/12 (v0.29) MG damage decreased from 10 to 9. LG damage increased from 9 to 11, but ammo pick-ups are cut in half (20 per weapon, 30 per clip). SG has 15 shells per clip (v/ 20). GL and RL blast radii widened from +25% --> +50% and +20% --> +50% respectively. Nuke does 30 damage instead of 24. Quad and Haste respawn times are 60s (v/ 90s). 7/5 (v0.255) Archived Changelog