Difference between revisions of "Deathmatch"
*>AlexMax (wrong respawn timers :P) |
m (Fixed errors in respawn timers for Armor and Mega) |
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! Item !! Time until respawn | ! Item !! Time until respawn | ||
|- | |- | ||
− | | Armor || | + | | Armor || 20 seconds |
|- | |- | ||
| Health || 20 seconds | | Health || 20 seconds | ||
|- | |- | ||
− | | Ammunition || | + | | Ammunition || 15 seconds in deathmatch 3, 30 seconds in deathmatch 1 |
|- | |- | ||
| Weapons || 30 seconds | | Weapons || 30 seconds | ||
|- | |- | ||
− | | [[Mega Health]] || 20 seconds after health <= 100 | + | | [[Mega Health]] || 20 seconds after health <= 100, minimum 25 seconds |
|- | |- | ||
| [[Quad Damage]] || 60 seconds | | [[Quad Damage]] || 60 seconds |
Latest revision as of 11:45, 14 June 2021
Deathmatch is the catch-all name for combat in Quakeworld. Play usually consists of trying to score kills, or "frags" against your opponent. A frag is subtracted for suicides. The match usually ends when a certian timelimit or fraglimit has been reached.
Deathmatch Modes
There are many different variations of deathmatch rules. These are all controlled through the deathmatch variable.
Deathmatch Mode 0
Technically not a real deathmatch mode. When the deathmatch variable is set to 0, cooperative play is enabled.
Deathmatch Mode 1
In this mode, all items disappear after being picked up, and respawn after a certian amount of time. This is most commonly used for some forms of Team Deathmatch. This mode has been in Quakeworld from the begining.
Deathmatch Mode 2
In this mode, weapons do not disappear after being picked up, however health, ammunition and powerups disappear after being picked up and do not reappear until the match has ended. This mode is not used for any modern gametypes, and is a holdover from Doom 2 where such settings were the standard for duels. This mode has been in Quakeworld from the begining.
Deathmatch Mode 3
This mode is a comprimise between Deathmatch modes 1 and 2. Similar to Deathmatch Mode 2, weapons do not disappear after being picked up, but health, ammunition and powerups all disappear after being picked up. However, like Deathmatch Mode 1, all items that disappear after being picked up eventually respawn. This is the most common form of deathmatch played, and is used in Duels, Free For All, and some forms of Team Deathmatch. This mode has been in Quakeworld from the begining.
Deathmatch Mode 4
This mode is quite unlike any of the above modes. In this mode, both players start with a full loadout of health and ammo. Any items that happen to be in the arena do not respawn after being taken. This mode is mainly used for practice in specially constructed arena maps, such as amphi and povdmm4, and is also used in the "midair" gametype on maps such as midair and endif. This mode was introduced with the Kombat Teams modification.
Deathmatch Mode 5
This mode was introduced with the KTPro modification. It is absent from KTX.
Deathmatch Mode 6
This mode was introduced with the KTPro modification. It is absent from KTX.
Deathmatch Mode 7
This mode was introduced with the KTPro modification. It is absent from KTX.
Deathmatch Mode 8
This mode was introduced with the KTPro modification. It is absent from KTX.
Respawn Timers
In some of the deathmatch modes listed above, there are respawn timers associated with certian items. Unless otherwise noted, these are the default respawn timers for the specified items:
Item | Time until respawn |
---|---|
Armor | 20 seconds |
Health | 20 seconds |
Ammunition | 15 seconds in deathmatch 3, 30 seconds in deathmatch 1 |
Weapons | 30 seconds |
Mega Health | 20 seconds after health <= 100, minimum 25 seconds |
Quad Damage | 60 seconds |
Ring of Shadows | 5 minutes |
Pentagram of Protection | 5 minutes |