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Threewave Classic CTF
 g_gametype 10


Overview

Grapple and runes are back in Quake3 CTF with Classic CTF! Classic CTF brings back the action packed, high flying excitement that made Q1CTF and Q2CTF one of the two most popular mods ever made.

Features

- Four rune/tech powerups 
- Grapping hook w/q1 style latching/damage (weapon 11)
- Q1 style super nailgun (weapon 10)
- Q1 style lightning discharge in water
- Q1/Q2 style weaponstay
- Q2 style armor system which includes no armor countdown (max is 200)
- Q3 default weapon/player physics

Grappling Hook

- To use the grappling hook, you will need to bind it to a key (bind key weapon 11). 
- 3 different grapple models to choose from which can be changed with cg_grapplemodel 0,1, or 2
- Team colored grapples can be enabled by setting cg_teamgrapples 1 

Runes/Tech Powerups

- Strength: Enhances all damage given by 1.5x
- Resistance: Aborbs all damage taken by 33% except for self-damage.
- Haste: Increases fire rate by 1.3x and running speed by 1.1x
- Regeneration: Regnerates health and armor up to 125/125 by 5/0 or 5/5 if holding armor

- Runes/Techs will spawn at the beginning of a match in a combination of Strength/Resistance and Regeneration/Haste at each teams flag in order to guarantee that both teams start out with two runes apiece. After that initial spawn, runes will respawn all over the map from player respawns. 

- To drop a rune/tech, use the command "drop rune". A good bind to use is one that takes advantage of the threewave macros (more details on page 5 of this manual) and is as follows: bind key "say_team Dropped %r (or %t); drop rune". This will tell your teammates what rune you dropped, while dropping the rune at the same time, by simply pressing a key.

Other Important Information

- Health Values Players respawn with 100 health in CCTF in contrast to 125 in vanilla Q3, and health does not count down when amount goes over 100. Max health value is 200 (225 if regen holder picks up a mega health),
and will count down back to 100 (125 for regen holder) if a mega health was picked up.

- Armor Armor is now setup with classes like Q2:
Green:30% protection, 50 max
Yellow:60% protection, 100 max
Red:80% protection, 200 max.
Getting armor from other classes gives you the ratio of their protection values ala Q2 (If you have 100red and get 50yellow, you will have 137red)

- Lightning Gun Discharging in water will always kill yourself, and will produce a radius with damage and size dependant on the amount of ammo you have. 

- Super Nailgun Each nail inflicts 20 damage, with the gun containing 40 nails, and ammo boxes containing 30. 

- Quad Quad has been upped to 4x in CCTF from 3x in vanilla Q3. In addition, CCTF has an internal quad timer that will play a global .wav when quad is 10 seconds away from re-spawning. Quad respawns every 90 seconds in CCTF.

- Ammo Limits Player will only be able to gather so much ammo in CCTF. The max values are as follows:
shells 50
grenades 50
rockets 50
slugs 50
nails 100 
cells 110 
lightning 160

 
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