RTS Quake 3

    Overview:

The idea behind RTS Quake is to add the resource gathering and unit upgrading concepts found in games like Warcraft to Quake 3 CTF.  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, and by extension which collection point to carry the money to.  As the game progresses, each team will have different capabilities based on which upgrades their workers have made.
 

    Installation:

Unzip the RTSQUAKE.PK3 file into a "/rtsquake" directory under your main Quake 3: Arena directory.
 

    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 (6 damage, two attacks per second)
Abilities:    Pick up Money Spheres and carry them back to a Building (one at a time)
              +use builds the next building in the construction sequence if aimed at empty floor
              +use repairs a Building if the cursor is aimed at a damaged building at 25 Health/second
              +use 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

Soldier
Health:       120
Armor:        40
Model:        Grunt
Weapon:       Lightning Gun (20 damage per second, 128 unit range)
Abilities:    none
Requirement:  none

Archer
Health:       80
Armor:        0
Model:        Hunter
Weapon:       Rail Gun (40 damage, reloads in 1.5 seconds)
Abilties:     none
Requirement:  Fletcher

Wizard
Health:       120
Armor:        0
Model:        Major
Weapon:       Rocket Launcher (fires grenades that do 80 damage)
Abilities:    Speed at 80%
Requirement:  Library

Knight
Health:       180
Armor:        80
Model:        Keel
Weapon:       Lightning Gun (20 damage per second, 256 unit range)
Abilities:    Speed at 90%
Requirement:  Armory

Skeleton
Health:       120
Armor:        0
Model:        Bones
Weapon:       Lightning Gun (20 damage per second, 160 unit range)
Abilities:    Continuously regenerates at 4 Health per second
              Cannot pick up Health Balls
Requirement:  Mystic Circle

Ogre
Health:       200
Armor:        100
Model:        Biker
Weapon:       Shotgun (10 pellets, 10 damage per pellet, reload takes 0.7 seconds)
Abilities:    Speed at 75%
Requirement:  Mystic Circle

Oculus
Health:       140
Armor:        0
Model:        Orbb
Weapon:       Lightning Gun (20 damage per second, 192 unit range)
Abilities:    Jump height is 150% of normal
              Vampirism (gets healed 1 Health for every 1 damage it inflicts)
              Cannot pick up Health Balls
Requirement:  Mystic Circle

Sprite
Health:       100
Armor:        0
Model:        Slash
Weapon:       Machine Gun (5 darts per second, 7 damage per dart)
Abilities:    Speed at 115%
              Continuous Flight rune
Requirement:  Mystic Circle

Demon
Health:       140
Armor:        100
Model:        Sorlag
Weapon:       Plasma Gun (10 bolts per second, 5 damage per bolt, 60 ammo, ammo regens at 5/second)
Abilities:    Continuous Battle Suit rune
Requirement:  Mystic Circle
 

    Rules

Any CTF map can be used.  Flags still exist, and can be captured for points.  Money Spheres appear wherever ammo boxes are found on the map.  They can only be picked up by Workers, and respawn after ten seconds.  Apart from the usual points given to players, points are also scored for:

    The Buildings

Buildings appear as pictures painted on the ground.  Each team starts out with 1000 Money, which can only be used to build the team's first Storehouse.  The Upgrades statistics below show a chart describing the unit upgrades that happen when a Worker delivers enough Money to that building.  All upgrades are cumulative.  For example, a Fletcher that has been given 3200 Money (32 Money Spheres) causes its Archer team members to start with +10 Health, +10% speed, and +30 damage.  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:        700
Cost:          0
Abilities:     Money Spheres deposited here go into the team's money pool
Upgrades:      none

Fletcher
Health:        500
Cost:          500
Abilities:     Allows team to have Archers
Upgrades:      300 Money  = Archer Damage +10
               800 Money  = Archer Speed +5%
               1400 Money = Archer Health +20
               2200 Money = Archer Damage +20
               3200 Money = Archer Speed +5%

Smith
Health:        500
Cost:          500
Abilities:     Soldiers or Knights who touch the Smith get their armor restored
Upgrades:      300 Money  = Soldier and Knight Armor +20
               700 Money  = Soldier and Knight Damage +10 (per second)
               1200 Money = Soldier Health +20
               2000 Money = Soldier and Knight Armor +20
               3000 Money = Soldier and Knight Damage +10 (per second)

Fort (upgrades a Storehouse)
Health:        800
Cost:          1500
Abilities:     Workers Health +20
Upgrades:      none

Library
Health:        500
Cost:          600
Abilities:     Allows team to have Wizards
Upgrades:      400 Money  = Wizards gain +use command, which creates 50-point Health Balls
               900 Money  = Wizards' weapons now fire rockets instead of lobbing grenades
               1500 Money = Wizard Health +20, +use command now creates 100-point Health Balls
               2300 Money = Archers' arrows and Sprites' darts slow enemies by 10% per hit
               3300 money = Wizard Damage +40 (their rockets now look like BFG missiles)

Armory
Health:        500
Cost:          600
Abilities:     Allows team to have Knights
Upgrades:      400 Money  = A Regeneration rune (+4 Health per second) spawns at the Fort once per minute
               900 Money  = A Haste rune (Speed +30% to maximum of 130%) spawns at Fletcher once every 2 minutes
               1500 Money = Knight Health +20
               2300 Money = An Invisibility rune spawns at the Library once per minute
               3300 Money = A Quad rune spawns at the Armory once per minute

Mythic Circle
Health:        500
Cost:          700
Abilities:     Allows team to have Skeletons
Upgrades:      400 Money  = Team can have Ogres
               900 Money  = Team can have Oculi
               1600 Money = Team can have Sprites
               2400 Money = Team can have Demons
               3400 Money = Skeleton, Ogre, Oculus, Sprite, and Demon Health +30