Duel Coop v 1.0 Initial Release. Instalation, just the progs.dat file unless you did something to it. Rules: Red Team Kicks Blue Team's ass until all of Blue are dead. Blue team trys to exit the level. Each player has a limited number of lives. Red is the Evil team and starts at random monster start locations except those that teleport in or trigger level specific events. Fish and Shrags are unaffected. Cvars: This mode must be played with the following things set: coop 1 because deathmatch 1 alters the levels too much(in favor of Blue) teamplay # so that teamplay things are set. 1 Teammate's health is not injured when you shoot them 2 Teammate's armor is not damaged when you shoot them 4 Attacker takes damage from hitting teammates 8 One frag penalty for killing teammate 32 Allow only team colors 64 Don't allow players to switch teams 128 Allow players to drop packs and weapons 512 Use custom models (sorta disabled and need CTF paks) 1024 Players switch teams between levels (Score stays with the team.) Add those together to set it up like you want. Impulses: All the normal Quake ones. 69: Go back to your last weapon. 20: Toss some ammo. 21: Toss your gun. 25: Scores, lives, and team settings. Admins can add administration impulses by getting the source and modifying it. Defaults: Evil Team (Red, Team 1) must attempt to kill off the Good (Blue, Team 2) team. They do this by killing each member of the Good team 3 times. When they have died 3 times, they will become ghosts, or gibbed heads that fly around. Good team has a different problem; they must complete the task of the level. That may be as simple as getting to the exit to as hard as killing the Shrub. The biggest problem for The Evil team is that if they are too close to the Good base (normal starting area) they will be instantly GIBBED! (unless they are invulnerable) This is because the Good team always starts at the Good base where the Coop starts are. The Good base is sacred, leave it alone. Some levels are better for this mod than others, the start map is extra bad for it because there are only 2 places for the evil team to start and one of them is too close to the Good Base. Because the Evil players need to be able to freely roam the level, they always have all the keys. To make it harder for the Good team, keyed doors automatically close (usually 3 seconds) Evil team members shoul make sure they didn't let anybody Good go through before the door closes. ;) In the event that everybody dies, the game will go on to the next level. Server Ops, don't worry, It won't constantly change levels when nobody is there. It checks to make sure there is one person on each team. If there is only one person, he has to go to the exit. He may be on either team. Never will a person score when he is alone. (He is a generic term that also includes she when used generally.) The game automatically goes on to the next level when Red wins. Red gets 2 points for winning. Blue gets one point for exiting the level and another point if they killed off Red. The lives left indicator in impulse 25 incudes the one you are using. When you respawn, it indicates how many not including the one you are using. Don't worry, it'll explicitly tell you when you will become a ghost. Remember, both teams are mortal. Requests: Modified regular Quake levels that support this better, mostly just more guns. Any good ideas. Please, be kind, stay a ghost. I don't want to have to make code to kill new players after a few minutes and to prevent you from re-joining. It just ain't fair. Have fun, e-mail me. Web space, I'll be small. Credits: Me for coming up with the Idea. Zoid of Threewave, I took some of the CTF code for teamplay stuff. Hipnotic for the Rotating brushes stuff I used. (For custom maps to be made) ID for Quake Andy Bay ABay@Teir.com http://members.aol.com/imarvintpa