1. introduction
A fairly simple twist on regular death match, in alive your life steadily counts down
while you play. Since all the health items have been stripped from the level, players
are forced to kill each other in order to stay alive. Killing an opponent will reward
you with the precious health needed to stay alive the longest. Taking a cue from mods
like OSP, alive comes packed full of customizable server options that allow the server
operator to modify that gameplay to their liking.
2. installation
- Extract the .zip file directly into your Quake III Arena folder. Play alive. :D
[ NOTE: There is one bind that is used by the game, aliveHelp. This displays the popup
help about the current game mode and can be bound either in the Misc tab of the Bind menu, or
by simply typing 'bind aliveHelp [key]' in the console. ]
- If you wish to use the provided gamespy tab, go the the 'View' menu in gamespy,
select 'Custom Tab', choose 'Import', and point it to the alive.qst file that is
in your quake3\alive directory. I suggest you update your server list after importing the tab
to insure that all the alive servers will be displayed.
- To run a server you can use the provided server .bat file which will create a dedicated
server with our default settings. See the server options information
below if you wish to read more information on the different server settings that can be
customized. Also included with the installation are a few pre-made configs that can be executed
once the game starts to change the game style. Try 'em out!
[ NOTE: it is STRONGLY suggested that server operators edit the server.cfg to at least
change the server name and the rcon password. ]
3. features
- The player's life constantly ticks down, increasing the pace of the game. By default
there is a minimum limit that this reaches, but if you reeeally hate campers, go ahead
and set the min to 0. Two sperate ranges are provided to allow life to drop faster when over
a certain point, and slower when below it.
- To give the player feedback on this, a color-coded life bar has been placed on the
HUD next to the numeric display that shows what region he is in (green for safe, blue
for the lower countdown area, and red for the higer countdown area).
- All life in the level has been removed so that in order to regain health, players are
forced to kill each other. The default mode is set up so that if you kill a player that
is ranked higher then you they drop a 50 health bubble is dropped, lower then you they
drop a 25, and if you kill the leader, he drops a 100.
- An optional mode is provided where instead of the deceased dropping a health bubble,
the killer is automatically rewarded with the health. In this mode, the amount of life
recieved for each type of kill (higher, lower, leader) can be configured by the server.
- By default, the server ranking is based not upon frags, but rather on the average
time that player is able to stay alive. This can be set back to rank by frags if the
server operator so desires.
- Two special bonuses have been added:
1.) killing spree: When a player makes a kill, they have 5 seconds to make another
kill to keep the killing spree counter going. If a player gets 5 frags in a row
in this fashion, they are awarded a regeneration powerup. The duration of this
defaults to 10 seconds, but is configurable by the server.
2.) survivalist: When a player survives for a set amount of time (default of 1 min,
server configurable), they are awarded a temporary bio-suit. The duration of this
defaults to 15 seconds, but is configurable by the server
- The HUD has been modified to provide more screen space to fragging and to display
the relevant information such as their average alive time and frags, in a clear and simple
fashion.
- The scoreboard has been modified to show all the game specific information such
as average time alive and current time alive, as well a few other useful items like
frags-per-minute. This is deathmatch after all :)
- Teamplay alive is fully supported, with the team's average time being the default
method of ranking. In teamplay mode, killing an opponent on the team below you results
in 25 health, and killing an opponent on the team above you results in 50 health.
All powerups still apply. [ NOTE: CTF is available, but not supported in this
release. Feel free to give it a try though and drop us your suggestions :) ]
4. server options
- alive_gameStyle (0/1) : 0 = health bubbles dropped, 1 = health given directly to killer
- alive_rankByTime (0/1) : 0 = rank by frags, 1 = rank by average time alive
- alive_lifeForLeaderKill (0-250, 100) : amount of health gained from killing the leader in alive_gameStyle 1
- alive_lifeForLowerKill (0-250, 25) : amount of health gained from killing a lower player in alive_gameStyle 1
- alive_lifeForUpperKill (0-250, 50) : amount of health gained from killing a higher player in alive_gameStyle 1
- alive_loseNoLifeNum (0-250, 15) : number at which a player's health will stop counting down [green]
- alive_loseLowerLifeNum (0-250, 50) : number at which a player's health will begin counting down by alive_loseLowerLifeAmt [blue]
- alive_loseLowerLifeAmt (0-250, 1) : amount of life lost when in the lower life region [blue]
- alive_loseUpperLifeAmt (0-250, 3) : amount of life lost when in the upper life region [red]
- alive_killingSpreeAmt (1-x, 5) : number of frags in a row before a player is awarded the 'killing spree' bonus
- alive_killingSpreeBonus (0-x, 10) : time in secs that the 'killing spree' regeneration lasts
- alive_killingSpreeDelay (0-x, 5000) : time in ms that a player has between frags to keep up the killing spree counter
- alive_rumpleBonus (0-x, 15) : time in secs that the 'survivalist' bio-suit lasts
- alive_rumpleTime (1-x, 60) : amount of time in secs a player must be alive before they are awarded the 'survivalist' bonus
5. contact and credits
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