-"dm","finalrage","5","2","10",,,"Deathmatch: Final Rage","Welcome to Xonotic 0.8.1!\nWe'll start off easy with Deathmatch against 5 'Botlike' bots on Final Rage.\nXonotic is mainly a multiplayer game, but before jumping into online games it might be a good idea to practice a bit versus bots."
+"dm","boil","5","2","10",,,"Deathmatch: Boil","Welcome to Xonotic 0.8.1!\nWe'll start off easy with Deathmatch against 5 'Botlike' bots on Boil.\nXonotic is mainly a multiplayer game, but before jumping into online games it might be a good idea to practice a bit versus bots."
"tdm","stormkeep","5","2",,"5",,"Team Deathmatch: Stormkeep","Next we'll try some 3v3 Team Deathmatch on Stormkeep.\nYou'll have to do your best for five minutes, because the team with the highest score is going to be the winning team!"
"ctf","dance","9","3","3",,,"Capture the Flag: Dance","In CTF you have to take the other teams flag and bring it to your base. Also your own flag has to be in your base for a successful capture!\n3 captures to win. "
-"dm","g-23","6","3","15",,,"Deathmatch: Docking Station G-23","Again a DM match, but the bots are slightly better now."
+"dm","finalrage","6","3","15",,,"Deathmatch: Final Rage","Again a DM match, but the bots are slightly better now."
"dom","atelier","11","4","50",,,"Domination: Atelier","Defend the control points and kill intruders to win."
-"kh","runningmanctf","4","5","500",,,"Key Hunt: Running Man","Every team holds a key. You have to collect them (kill key holders and pick them up) and meet with the other key holder in your team."
+"kh","runningmanctf","5","5","500",,,"Key Hunt: Running Man","Every team holds a key. You have to collect them (kill their carriers and pick them up) and meet with the other key carriers in your team."
"ctf","catharsis","13","5","5",,,"Capture the Flag: Catharsis","Another crowded CTF experience before you jump into the Multiplayer."
"dm","solarium","8","5","15",,"g_nix 1","[Special] Deathmatch: Solarium","NIX: In this mutator everyone will spawn with the same weapon, but the weapon will change randomly after some time."
"ka","runningman","6","6","15",,,"Keepaway: Running Man","Pick up the ball and frag everything that moves!\nHint: You can shoot through warpzones!"
-"ctf","vorix","11","6","5",,"g_grappling_hook 1","[Special] Capture the Flag: Vorix","Grappling Hook: Press 'e' (default key) or Mouse1 to use it. Shoot it at walls and it will pull you quickly."
-"rc","leave_em_behind","0","0","2400",,,"Race: Leave'em behind","It's a race, so run as fast as you can! You can try to boost yourself with the Blaster (weapon 1) if you shoot at the wall or under your feet. Also hold your Jump key to gain speed ('Bunnyhopping').\nTo proceed you need to get a time under 24 seconds."
+"ctf","vorix","11","6","5",,"g_grappling_hook 1","[Special] Capture the Flag: Vorix","Grappling Hook: Press 'e' (default key) or Mouse5 to use it. Shoot it at walls and it will pull you quickly."
+//"rc","leave_em_behind","0","0","2400",,,"Race: Leave'em behind","It's a race, so run as fast as you can! You can try to boost yourself with the Blaster (weapon 1) if you shoot at the wall or under your feet. Also hold your Jump key to gain speed ('Bunnyhopping').\nTo proceed you need to get a time under 24 seconds."
"dm","drain","6","6","15",,"g_instagib 1","[Special] Deathmatch: Drain","InstaGib! Everyone has got one weapon - the Vaporizer.\nYour opponent will be dead if you hit him with it (unless he picked up a powerup like 'Extra Life')."
-"ft","warfare","5","6","5",,,"Freeze Tag: Warfare","If you get fragged you will be freezed. You revive teammates by standing close to them for a few seconds. A round is over if an entire team is freezed."
-"lms","glowplant","6","6","9",,,"Last Man Standing: Glow Plant","You will have 9 lives in this gamemode and the goal is not to run out of lives before the others do!\n= The last man standing"
+"ft","warfare","5","6","5",,,"Freeze Tag: Warfare","If you get fragged you will be frozen. You revive teammates by standing close to them for a few seconds. A round is over if an entire team is frozen."
+"lms","glowplant","6","6","5",,,"Last Man Standing: Glow Plant","You will have 5 lives in this gamemode and the goal is not to run out of lives before the others do!\n= The last man standing"
"tdm","afterslime","5","7","20",,"sv_gravity 200"," [Special] Team Deathmatch: Afterslime","Another TDM match.\nThough, we lowered the gravity a little bit."
"nexball","nexballarena","5","7","5",,,"Nexball: Nexball Arena","This is similar to football now. You move the ball if you hit it, so try to push it into the enemies goal. First team who can score 5 goals wins!"
-"kh","silentsiege","7","8","600",,,"Key Hunt: Silent Siege","Key Hunt one more time! Get 600 points to win."
-"ctf","implosion","7","7","5",,"g_jetpack 1","[Special] Capture the Flag: Implosion","Jetpack: Press 'e' (default key) to use the Jetpack and enjoy flying around!"
+"kh","silentsiege","8","8","600",,,"Key Hunt: Silent Siege","Key Hunt one more time! Get 600 points to win."
+"ctf","implosion","7","7","5",,"g_jetpack 1","[Special] Capture the Flag: Implosion","Jetpack: Press Jump (default key 'space') while already in the air to use the Jetpack and enjoy flying around!"
//"as","techassault","7","8","30",,"g_campaign_forceteam 1","Assault: Techassault","You are in the attacking team and you have to destroy all objects. There will be new rooms/ways if you destroy an object."
"dm","oilrig","6","8","15",,,"Deathmatch: Oilrig","In this DM game you are going to face 8 'Assassin' bots!"
-"cts","courtfun","0","0","6000",,,"Race CTS: Courtfun","Race CTS (Complete The Stage) is similar to the Race mode, just that you only need to reach the finish in CTS. You have to beat it within 1 minute though."
+//"cts","courtfun","0","0","6000",,,"Race CTS: Courtfun","Race CTS (Complete The Stage) is similar to the Race mode, just that you only need to reach the finish in CTS. You have to beat it within 1 minute though."
"dm","xoylent","4","6","10",,"g_weaponarena blaster","[Special] Deathmatch: Xoylent","Blaster only: This time you get only the Blaster, so try to push the enemies off the map! But don't let them push you, because you need only 10 frags to win.\nWatch your step!"
"ctf","space-elevator","7","9","5",,,"Capture the Flag: Space Elevator","CTF versus a team of 'Unhuman' bots! 5 captures to win."
"dm","darkzone","5","9","15",,"g_new_toys 1; g_cloaked 1","[Special] Deathmatch: Darkzone","New Toys: In this mutator some fancy weapons like the Mine Layer, the Heavy Laser Assault Cannon (HLAC) or the T.A.G. Seeker will spawn.\nAlso you're experiencing another mutator: almost invisible players."
-"ctf","dance","7","10","3",,"g_instagib 1; g_grappling_hook 1","[Special] Capture the Flag: Dance","InstaGib in CTF this time. Also you will experience here how to play with the off-hand Grappling Hook (Press 'e' or Mouse1 to use it)!"
-"dm","fuse","1","10","10",,,"[Special] Duel: Fuse","This time you will face only 1 bot - a so-called 'Duel'. Duel is very popular in the Multiplayer modus."
+"ctf","dance","7","10","3",,"g_instagib 1; g_grappling_hook 1","[Special] Capture the Flag: Dance","InstaGib in CTF this time. Also you will experience here how to play with the off-hand Grappling Hook (Press 'e' or Mouse5 to use it)!"
+"dm","fuse","1","10","10",,,"[Special] Duel: Fuse","This time you will face only 1 bot - a so-called 'Duel'. Duel is very popular in Multiplayer."
"dm","glowplant","5","11","20",,,"[FINAL] Deathmatch: Glow Plant","In this final match you have to beat 4 'Godlike' bots and you need to get 20 frags to win and complete the campaign! After this you should be ready for fights versus real people."
-"dm","stormkeep","9","11",15",,"g_weaponarena devastator","[Bonus] Deathmatch: Stormkeep","SURPRISE!\nWelcome to the ROCKET HELL!\nOnly the Devastator will be available here - don't blow up yourself! Have fun!"
\ No newline at end of file
+"dm","stormkeep","9","11",15",,"g_weaponarena devastator","[Bonus] Deathmatch: Stormkeep","SURPRISE!\nWelcome to the ROCKET HELL!\nOnly the Devastator will be available here - don't blow up yourself! Have fun!"
index fcc5afa32b6a25e5cc5778a6305d90138ffd9dd2..7a998c7dd6457af6b7d99fb6701ccd6d0170b3fb 100644 (file)
Binary files a/maps/darkzone.jpg and b/maps/darkzone.jpg differ
-Compiler-only entity that specifies a the origin of a sky box (a wholly contained, separate area of the map), similar to some games' portal skies. When compiled with Q3Map2, the sky box surfaces will be visible from any place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used with cloud layers and other effects. As it is compiler-only, it can't "scale up" entities in its box.
-To use this, carve a small box in some larger structure on your map, place this entity inside that box hole, and make a small version on what should be seen in the sky there.
+Compiler-only entity that specifies the origin of a sky box (a wholly contained, separate area of the map), similar to some games' portal skies. When compiled with Q3Map2, the sky box surfaces will be visible from any place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used with cloud layers and other effects. As it is compiler-only, it can't "scale up" entities in its box.
+To use this, carve a small box in some larger structure on your map, place this entity inside that box hole, and make a small version of what should be seen in the sky there.
-------- KEYS --------
<direction key="angle" name="angle">rotation angle of the sky surfaces.</direction>
<angles key="angles" name="angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
@@ -21,7+21,7 @@ The projection is a linear projection, and originates from the center of this en
In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entities. You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team). You can have up to 4 teams (5 dom_team entities).
-------- KEYS --------
<string key="message" name="message">message to be displayed to all players when this point is captured, preceded by the team's name. This defaults to " has captured a control point". You can specify different names for each point, for example " has captured the Lava Room".</string>
@@ -93,7+93,7 @@ Solid entity that oscillates back and forth in a linear motion. By default, it w
<real key="phase" name="phase">sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).</real>
<sound key="noise" name="noise">path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).</sound>
<real key="dmg" name="dmg">damage a player who gets crushed by it receives</real>
-<real key="dmgtime" name="dmgtime">interval to apply dmg to a player who is s in the way</real>
+<real key="dmgtime" name="dmgtime">interval to apply dmg to a player who is in the way</real>
<string key="message" name="message">death message when a player gets crushed</string>
<string key="message2" name="message2">death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)</string>
-------- SPAWNFLAGS --------
@@ -109,7+109,7 @@ Solid entity that swings back and forth in an angular motion. Entity swings on t
<real key="phase" name="phase">sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).</real>
<sound key="noise" name="noise">path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).</sound>
<real key="dmg" name="dmg">damage a player who gets crushed by it receives</real>
-<real key="dmgtime" name="dmgtime">interval to apply dmg to a player who is s in the way</real>
+<real key="dmgtime" name="dmgtime">interval to apply dmg to a player who is in the way</real>
<string key="message" name="message">death message when a player gets crushed</string>
<string key="message2" name="message2">death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)</string>
</group>
@@ -311,7+311,7 @@ Point entity with EF_STARDUST applied. This will spawn a particle cloud with mos
Trains are moving solids that follow a cycle of path_corner entities. Origin brushes are NOT supported; they use the "mins" corner as reference (that is, lowest x, y, and z coordinates).
At each node, the train's mins corner hits exactly the path_corner.
Trains always start on in the game.
-Trains do not damage the played when blocked.
+Trains do not damage the player when blocked.
Trains cannot emit sound.
Trains are not trigger-able or toggle-able.
Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.
@@ -321,7+321,7 @@ Trains cannot be block-stopped just by getting in their way, the player must be
<target key="target" name="target">targetname of first path_corner to move to at the default speed; ideally, this path_corner shall be exactly where the train starts</target>
<sound key="noise" name="noise">path/name of .wav or .ogg file to play while moving. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).</sound>
<real key="dmg" name="dmg">damage a player who gets crushed by it receives</real>
-<real key="dmgtime" name="dmgtime">interval to apply dmg to a player who is s in the way</real>
+<real key="dmgtime" name="dmgtime">interval to apply dmg to a player who is in the way</real>
<string key="message" name="message">death message when a player gets crushed</string>
<string key="message2" name="message2">death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)</string>
</group>
@@ -431,13+431,13 @@ Pink team's player spawning location, but there is no game mode to use this yet.
<real key="restriction" name="restriction">when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)</real>
<real key="respawntime" name="respawntime">time till it respawns (default: 30)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
-<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 100 (g_pickup_armorlarge))</real>
-<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armorlarge_max))</real>
+<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 100 (g_pickup_armormega))</real>
+<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armormega_max))</real>
<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
@@ -451,8+451,8 @@ Big Armor (default 50 armor points)
-------- KEYS --------
<real key="respawntime" name="respawntime">time till it respawns (default: 20)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
-<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 50 (g_pickup_armorlarge))</real>
-<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armorlarge_max))</real>
+<real key="armorvalue" name="armorvalue">amount of armor it gives (default: 50 (g_pickup_armorbig))</real>
+<real key="max_armorvalue" name="max_armorvalue">max of armor it increases to (default: 999 (g_pickup_armorbig_max))</real>
<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
-------- SPAWNFLAGS --------
@@ -545,13+545,13 @@ CTF flag for team two (Blue). Use more than one if you really insist.
<real key="respawntime" name="respawntime">time till it respawns (default: 20)</real>
<real key="respawntimejitter" name="respawntimejitter">respawn time randomization +/- seconds (default: 0)</real>
-<real key="health" name="health">amount of health it gives (default: 50 (g_pickup_healthlarge))</real>
-<real key="max_health" name="max_health">max of health it increases to (default: 999 (g_pickup_healthlarge_max))</real>
+<real key="health" name="health">amount of health it gives (default: 50 (g_pickup_healthbig))</real>
+<real key="max_health" name="max_health">max of health it increases to (default: 999 (g_pickup_healthbig_max))</real>
<integer key="team" name="team">out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.</integer>
<real key="cnt" name="cnt">weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.</real>
If you see this, the currently selected brush is not of an entity.
--------- KEYS --------
+-------- KEYS --------
<string key="fog" name="fog">fog parameters of the map (density red green blue alpha mindist maxdist maxheight fade-height); works just like the "fog" console command</string>
<string key="author" name="author">name of the author of the map, if not specified in "message". Will get copied to the "author" entry of the mapinfo file when none is present.</string>
<string key="message" name="message">text to print at user logon. Used for name of level. Ideally: "NAMEOFLEVEL by AUTHOR". Will get copied to the "title" and "author" entries of the mapinfo file when none is present.</string>
@@ -1864,7+1864,7 @@ Solid entity that oscillates according to a sum of sine waves.
<real key="phase" name="phase">sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).</real>
<sound key="noise" name="noise">path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).</sound>
<real key="dmg" name="dmg">damage a player who gets crushed by it receives</real>
-<real key="dmgtime" name="dmgtime">interval to apply dmg to a player who is s in the way</real>
+<real key="dmgtime" name="dmgtime">interval to apply dmg to a player who is in the way</real>
<string key="message" name="message">death message when a player gets crushed</string>
<string key="message2" name="message2">death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)</string>
<string key="netname" name="netname">list of <frequencymultiplier> <phase> <x> <y> <z> quadruples, separated by spaces; note that phase 0 represents a sine wave, and phase 0.25 a cosine wave (by default, it uses 1 0 0 0 1, to match func_bobbing's defaults</string>
@@ -1887,7+1887,7 @@ Solid entity that moves according to the movement of multiple given entities (ma
<real3 key="target4normal" name="target4normal">if set, the fourth reference entity's location is first projected onto a plane with that normal</real3>
<sound key="noise" name="noise">path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).</sound>
<real key="dmg" name="dmg">damage a player who gets crushed by it receives</real>
-<real key="dmgtime" name="dmgtime">interval to apply dmg to a player who is s in the way</real>
+<real key="dmgtime" name="dmgtime">interval to apply dmg to a player who is in the way</real>
<string key="message" name="message">death message when a player gets crushed</string>
<string key="message2" name="message2">death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)</string>
-------- SPAWNFLAGS --------
@@ -2272,7+2272,7 @@ This acts as a modifier over the normal gravity (sv_gravity). eg: 0.5 is half th