RTS Quake 3 v1.1

    Overview:

The idea behind RTS Quake is to add the resource gathering and unit upgrading concepts found in games like Warcraft to Quake 3.  Instead of all of the players on both teams being fighters, some members of each team are weak laborers whose job it is to collect money, bring it back to a collection point, and build and repair buildings.  The combat portion of the team begins as simple fighters with short range weapons, but more options become available as the workers gather more money.  Team communication is important, so that the workers know what upgrade goal(s) the team is working toward next.  As the game progresses, each team will have different capabilities based on which upgrades their workers have made.
 

    Contact Information:

Web address: http://www.planetquake.com/oz/rtsquake

Coder: dgray@widomaker.com

Models: zenares@hotmail.com

Test Server: games.3gi.com:27961
 

    Installation:

Unzip into your main Quake3 directory. Make sure you have "Use folder names" checked in WinZip when you extract it. A new folder called "rtsquake" will be created in your Quake3 directory.
 

   Rules

Any Quake 3 map can be used, but larger ones meant for CTF or Team DM are best.  On CTF maps, the Flags are removed by default, making the game purely RTS-like.  However, if the g_useFlags cvar is set, the flags will be there, and can be captured for points toward victory.

Teams also earn points toward victory:

Money Spheres appear wherever ammo boxes or weapons are found on the map.  They can only be picked up by Workers and Monks, and respawn after ten seconds.  Apart from the usual points given to players for frags, players also score points for: Several classes have special abilities.  To use them, press the Use Item key (bound to +button2), which is the same key you use in regular Quake 3: Arena to use the Medikit or Personal Teleporter.  For example, Workers build buildings by aiming at the floor nearby and pressing the key bound to +button2.  They also repair and upgrade buildings in the same way.

Teams that have fewer people get a money collection bonus.  If your team is outnumbered, here is what each money sphere is worth:

    Victory Conditions:


Victory is attained through either:

    The Classes:

There are ten different classes in RTS Quake 3, each appearing as a different player model in the game.  The Requirement statistic lists the Building the team must have for that class to be available to the team members.  All weapons have unlimited ammo, unless noted.

Worker
Health:       60
Armor:        0
Model:        Crash
Weapon:       Gauntlet (25 damage)
Abilities:    Pick up Money Spheres and carry them back to a Building (one at a time)
              +button2 builds the next building in the construction sequence if aimed at empty floor
              +button2 repairs a Building if the cursor is aimed at a damaged building at 60 Health/second
              +button2 transfers 100 Money from the team's pool towards the next upgrade at that building,
                   if the cursor is aimed at an undamaged building
Requirement:  none
Comments:     Workers are the backbone of any team.  They build, repair, and upgrade buildings, and can gain
                   the ability to create health powerups for the team.

Soldier
Health:       120
Armor:        40
Model:        Grunt
Weapon:       Lightning Gun (40 damage per second, 256 unit range)
Abilities:    none
Requirement:  Smith
Comments:     Soldiers are the first fighting force that teams get.  Their short range lightning shaft can be
                    enhanced with floating Defense Crystals through upgrades, making them a potent defense unit
                    after their usefulness as offense has been eclipsed by more powerful classes.

Archer
Health:       100
Armor:        0
Model:        Hunter
Weapon:       Rail Gun (80 damage, reloads in 1.5 seconds)
Abilties:     Immune to falling damage
Requirement:  Archery
Comments:     Archers are a multi-purpose class, harrassing the enemy early in the game, providing good defense
                    throughout the game, and helping out the team's mobility by creating jump pads (when
                    the Archery has been upgraded).

Knight
Health:       160
Armor:        80
Model:        Keel
Weapon:       Lightning Gun (50 damage per second, 512 unit range)
Abilities:    none
Requirement:  Armory
Comments:     The Soldier's replacement on offense: better health and armor, and a more powerful gun
                    with a longer range.

Monk
Health:       100
Armor:        0
Model:        Xaero
Weapon:       Gauntlet (50 damage)
Abilites:     Speed at 120%
              Pick up Money Spheres and carry them back to a Building (one at a time)
Requirement:  Cathedral
Comments:     Monks, like Workers, can deliver money to the Storehouse, and have a Gauntlet that's twice as
                    powerful, but they cannot build, upgrade, or repair.  They play an important support role
                    in obscuring the base with their Blind grenades, and enhancing their teammates with
                    Regeneration, Haste, and Quad powerups.

Wizard
Health:       80
Armor:        0
Model:        Major
Weapon:       Rocket Launcher (initially, fires grenades that do 60 damage)
Abilities:    Speed at 80%
Requirement:  Library
Comments:     Wizards are a solid offense class.  Their grenades and rockets can make quick work of buildings
                    if they are left alone.  They are slow, however, and have no armor.

Ice Troll
Health:       150
Armor:        0
Model:        Klesk
Weapon:       Machine Gun (fires 10 ice shards per second, 8 damage per shard)
Abilities:    Continuously regenerates at 4 Health per second
              Cannot pick up Health Balls
              Speed at 110%
              Immunity to Freezing
Requirement:  Ice Cave
Comments:     Trolls are great on solo defense, since they regenerate health on their own.  They really shine
                    as a team player when their Freeze Grenade becomes available, halting enemies long
                    enough for teammates to take easy target practice.

Ogre
Health:       250
Armor:        150
Model:        Biker
Weapon:       Shotgun (12 pellets, 12 damage per pellet, reload takes 1 second)
Abilities:    Speed at 60%
Requirement:  Ice Cave (Level 1)
Comments:     Ogres are built like tanks, and their shotguns are custom-made for taking out flying attackers.

Sprite
Health:       80
Armor:        0
Model:        Slash
Weapon:       Grenade Launcher (1 per 0.8 seconds, 50 damage)
Abilities:    Continuous Flight rune
              Speed at 110%
Requirement:  Mystic Circle
Comments:     Sprites are annoyingly hard to hit, and terrorize both the enemy and their buildings.

Demon
Health:       140
Armor:        100
Model:        Sorlag
Weapon:       Plasma Gun (10 bolts per second, 12 damage per bolt)
Abilities:    Immune to the effects of Lava and Slime
Requirement:  Mystic Circle (Level 1)
Comments:     Demons are offense powerhouses, and become very hard to kill once their permanent battle suit
                    upgrade has been paid for.

Lich
Health:       200
Armor:        0
Model:        Uriel
Weapon:       BFG (1 blast every 1.4 seconds, 125 damage per blast)
Abilities:    Cannot drown (doesn't breathe)
              Speed at 80%
              Cannot pick up Health Balls
Requirement:  Infernal Portal
Comments:     Its BFG doesn't fire fast, but it packs a tremendous punch.  Once a team gets them, it isn't
                    long before their Liches become airborne and are even more of a dangerous threat.
 
 

     The Buildings

Buildings currently appear as slowly rotating objects on a round platform.  To increase frame rates, you can set cg_simpleBuildings to 1 in the console, and the 3D models will be replaced by simple 2D icons.

All upgrades listed below are cumulative.  For example, an Infernal Portal that has been given 4600 Money (46 Money Spheres) causes its Lich team members to start with 250 Health, a permanent Flight rune, and do 225 damage per shot.  A building cannot be built until all of the buildings before it in the list are built.  Each team may only have one of each type of building.

Storehouse
Health:        4000
Cost:          0
Abilities:     Money Spheres deposited here go into the team's money pool
Upgrades:      500 Money = Workers gain +button5 command, which creates 50-point Health Balls
               1500 Money = Worker Health +20
               2500 Money = Workers now create 100-point Health Balls
               3500 Money = Worker Speed +10%.
               4500 Money = Workers can carry 2 Money Spheres at a time

Smith
Health:        3000
Cost:          500
Abilities:     Allows team to have Soldiers.
Upgrades:      400 Money  = Soldiers can deploy a Defense Crystal with +button2(*)
               900 Money  = Defense Crystal range doubled
               1500 Money = Soldier Lightning Gun Damage +30 per second
               2500 Money = Soldiers can deploy another Defense Crystal.
               3500 Money = Soldier Defense crystal damage +8

(*) Defense Crystals float in midair for 60 seconds, have a 384 unit scanning range, and can fire once every 2 seconds for 8 damage each rail.  Defense Crystals cannot be deployed beyond the midway point between the bases.

Archery
Health:        3000
Cost:          1000
Abilities:     Allows team to have Archers
Upgrades:      300 Money  = Archers can deploy a jump pad using +button2
               700 Money  = Archer Damage +50
               1200 Money = Archer Health +40.  Archers' arrows stun enemies.
               2000 Money = Archer Speed +15%
               3000 Money = Archer Damage +70

Armory
Health:        2000
Cost:          1500
Abilities:     Allows team to have Knights.
Upgrades:      300 Money  = Creatures who touch the Armory get their armor restored
               700 Money  = Knights get limited Battle Suit (67% splash damage protection)
               1200 Money = Knight Damage +30 per second
               2000 Money = Knight Health +40.  Knight Armor +40.
               3000 Money = Knight Damage +40 per second

Cathedral
Health:        3000
Cost:          2000
Abilities:     Allows team to have Monks.
Upgrades:      400 Money  = Monks can throw a Blind grenade once per 8 seconds (**)
               900 Money  = Monks can create Regeneration powerups with +button5
               1500 Money = Monks can carry 2 Money Spheres at a time
               2300 Money = Monks' +button5 also spawns Haste
               3300 Money = Monks' +button5 also spawns Quad

(**) Blind grenades white out the vision of those in their blast radius for 4 seconds.

Library
Health:        3000
Cost:          2500
Abilities:     Allows team to have Wizards
Upgrades:      400 Money  = Wizard +button2 teleports them to a random team spawn point
               900 Money  = Wizards' grenades get longer range and Damage +20.
               1500 Money = Wizard Health +40
               2300 Money = Wizards now fire rockets
               3300 money = Wizard Damage +40

Ice Cave
Health:        3000
Cost:          3000
Abilities:     Allows team to have Ice Trolls
Upgrades:      500 Money  = Allows team to have Ogres
               1100 Money = Ogres gain Gravity Grenade which removes flight from Sprites and Liches
               1800 Money = Ice Trolls gain Freeze Grenade which halts movement for 2 seconds
               2500 Money = Troll Health +30, Ogre Health +50.
               3500 Money = Gravity Grenades cause 60 splash damage (doesn't damage buildings)

Mystic Circle
Health:        3000
Cost:          3500
Abilities:     Allows team to have Sprites
Upgrades:      800 Money  = Team can have Demons
               1600 Money = Demons get High Jump
               2400 Money = Sprite speed +15%
               3200 Money = Sprite and Demon Health +30
               4000 Money = Demons get permanent BattleSuit

Infernal Portal
Health:        3000
Cost:          4000
Abilities:     Allows team to have Liches
Upgrades:      800 Money  = Lich Damage +25
               1600 Money = Liches gain flight
               2600 Money = Lich Damage +25
               3600 Money = Lich Health +50
               4600 Money = Lich Damage +50
 

    Additional Binds and Commands

Typing "/list" in the console will give you a list of: Workers should bind a key to +button5, which activates their Health Ball creation ability.  Example: bind MOUSE3 "+button5"

Console Variables:

    Troubleshooting

Q: When I try to connect, I get kicked back to the main menu after it says "Loading Player Models...".  Why?
A: Set your com_hunkMegs value in your q3config.cfg to 96 or even 128.  RTS Quake precaches a lot of graphical data to keep from slowing your system down while you are playing.

Q: I tried to connect to a server, but after it automatically downloaded the RTSQUAKE.PK3 file, it said I had an impure client.  What's wrong?
A: You may have an earlier version of RTS Quake than the server does.  The autodownload picks a random filename to use while it is downloading, and sometimes that file name comes alphabetically after rtsquake.pk3.  Remove all files named rtsquake.* from your /rtsquake directory and try again.

Q: Why does the server seem to download the RTSQUAKE.PK3 file twice?
A: We don't know.  After the first download, however, you can pull down the console using the '~' key and type "/reconnect" and everything should work.