![]() |
Overview |
Scoring |
Client Impulses |
Weapon Balance |
Team Play |
Equipped-Weapon Notice |
New Items |
New Player Skin | QW Server Settings |
New Weapons |
Deathmatch 3 | Credits |
Modules |
Maps | Notices |
Although Defusion is similar to Capture the Flag, there are many differences that make Defusion stand out from every other Quake Mod package that's out there. There are three new weapons, six new power-ups, three new items, a rad new player skin, 30 new sounds, 17 new models and a broad range of rules and highly customizable features, such different types of team play and Wraithcorp's version of Deathmatch 3.
The most notable aspect of Defusion, however, is the actual game play with superb weapon balance. The point of the game is to find The Bomb and score. In both custom and modified maps you will see bomb-spawning-rings sitting on the floor at various spots. The time-bomb will respawn randomly at one of these spots whenever the timer runs out and it explodes or when someone scores by defusing The Bomb : by throwing it (via an impulse) or carrying it into the defusing goal.
When someone picks up The Bomb, everyone sees a message that says who picked up which bomb (there can be more than one on some maps.) So as soon as you find it , you can bet there will be people on your heels soon.
The Beta version which was debuted at QuakeCon 97 received great reviews, and the amount of email that we received was amazing. Version 1.2 and the QuakeWorld version of Defusion have practically been done for some time now, but we were unable to continue with roll-out because some our core team has been working on the X-Men: Ravages of Apocalypse™ project (which is going to be one of the best, if not the best, Quake TC's ever made). But now that X-Men: RoA is coming to a close we can focus our attentions on Defusion again.
We've strived to make Defusion highly customizable. Although the defaults have been set to what we like the best, we've also built in a number of impulses, server settings, and made it so level designers can create maps to suit a variety of difference tastes and styles. So play it, love it, and if you have any questions or comments, don't hesitate to send us some email!
Note: a hearty thanks to Zoid for helping cRum with the pecularities of QC so he could implement team enforcement in the QuakeWorld version.
One of the things we really missed about Doom was its superb weapon balance. Every weapon was effective, even the pistol in the right hands. But in Quake, the rocket launcher is hands down the weapon of choice. Restoring weapon balance is one of our main goals in Defusion. Try the Super Shotgun now. Remember the pleasure you had in DoomII blowing someone away when they tried to use the BFG on you? Even the nail guns have been improved with explosive nails (does radius damage as well.) Of course, you'll find your own favorite weapon, but every one of them is not an effective dealer of death.
Find it or frag the guy who has it and
race to the goal before it explodes. The problem is that although
the base timer is set by the map maker (server can alter it to
long or short), it varies plus or minus 30 seconds. (There is an impulse to throw The Bomb. By default, it's bound
to the "9" key.)
Keep in mind that The Bomb has a variable timer. It will vary by plus or minus 30 seconds from the time set by the level designer and the server. By the way, its the 10 second countdown that separates the men from the boys. Will you try to score before it blows or just run as far away as you can? Why run? You'll see.
We've had some requests to alter the damage done when the bomb explodes. This has been implemented in v. 1.10 of the QW version. These new variables are handled via server keys and are detailed in the Bomb Behavior Modifiers subsection of the QW Server Settings section. (Sorry, due to the programming limitations of QuakeC these will not be implemented in the LAN version of Defusion.)
You've been there, done that and even
bought the stinking T-shirt: you've only got a shotgun, and here
comes a guy with a full backpack and all the weapons. Gets old
doesn't it? Well, here's the solution.
This funky guy with the mohawk can turn a seemingly hopeless situation completely around. The first time you press fire after picking it up, everyone anywhere near you will have all of their weapons and ammo ejected in all directions. You keep yours and leave them with just an axe. If you act fast, you can completely turn the tables on them by grabbing up their weapons and ammo before they can.
NOTE: the server can be set where the Eject-ulator does not appear.
It's got a present for ya... The Wraith
adds a bit of unpredictability to DM play. (It also makes it
difficult for someone to run patterns and scoop up all the
weapons and other items.) It will on occasion appear in maps and
air-drop things like health, ammo, weapons, and even power-ups.
Keep an eye out for it, you'll be glad you did.
NOTE: in the QuakeWorld verion, the server can be set so that the Wraith does not appear.
This isn't your granddad's grapple. It's the new
hi-tech Rocket Powered Grapple. It costs 1 rocket shell to fire,
but it's worth it. Hit someone with it: gib city. To use it, just
aim and fire. Continue holding down the fire key until the
grapple connects. You will then be pulled towards it.
There's more! It's double ended: one grapple shoots directly ahead and the other directly behind. The 2 grapples are connected by an invisible monofilament line which you can move back and forth on (press the "jump" key to move backwards.)
You can also fire any other weapon at the same time. (If you switch from the grapple to another weapon, you will stay connected to the line until you switch back to the grapple.)
NOTE: since the Grapple-Gun can be abused as a sniper rifle, the server can be set so that being hit with a grapple does not cause any damage.
It's deadly, it rocks. Com'on, admit it,
you've always wanted one of those South African StreetSweepers
for your very own. (And except for the wind-up key, this looks
almost exactly like one.) If you've got good aim and plenty of
shells, this sweet-heart will chew its way through a room full of
the toughest Deathmatchers around. And the thought of having one
of the power-up modules is just too gruesome to discuss. Happy
hunting. :)
Fires 3 slider
grenades; they will slide along walls but stick to floors.
Exactly what the doctor prescribes to eliminate those pesty
campers who like to hide around corners and in nooks and
crannies. Each grenade only does half as much damage as a regular
grenade, the slider's ability to crawl across walls and stick to
walls more than makes up for it. Of course, if your aim is good,
it's like hitting someone with 1.5 regular grenades. :)
NOTE: custom impulses have been added so you can bind keys for the new weapons.
The Defusion player has been given
cybernetically enhanced armor. Yeah, it does look good, but
that's not the point. On the back you'll find a slot that accepts
a computer upgrade board. These modules can be found respawning
around the level. There are 6 of them (color coded with symbols
silk-screened on the back) which are described, along with
pictures of both the front and back views) in table below:
Name | Picture | Description |
Weapon Strength Upgrade | ![]() |
You do double damage. Equipped with this module the shotgun becomes very formidble. |
Armor Upgrade | ![]() |
You take half damage. When you have this module equipped, just laugh and tell 'em, "That tickles." |
Life Force | ![]() |
You regain health, but should not be used by anyone with a heart condition. Also, doubles your maximum health. |
Weapon Speed Upgrade | ![]() |
Doubles your rate of fire. The ChainShotgun and the Nailguns become ferocious with this module. |
Shadow | ![]() |
You become a shadow with 5 mirror images, one of which fires when you fire.(Disabled in the QuakeWorld version to minimize lag.) |
Revenge | ![]() |
Pity the fool that frags you when you
have this power-up. Upon your death 5 energy balls ![]() |
NOTE: there are 3 server keys which determines how the modules work. These keys determine whether modules:
If modules will appear in a map.
Whether they are activated immediately upon being picked up or the impules for using and discarding them must be used instead.
Whether they burn-out in 45 seconds or not remain active until you die or discard them.
You get 7 points for defusing
the bomb (throw or carry it into the defusing goal. In modified
BSPs, it is a rotating double bronze ring (left picture.) In
custom "made-for-Defusion" maps, you will find an
animated goal (picture on the right.) Either walk through the
goal or throw the bomb into it.
Also, your teammates will get 3 points when you score. Kill the guy with the bomb and you get 2 points. Remember, the Bomb is dangerous, getting killed by it will costs you 2 points. And of course, for all other frags you'll get 1 point.
Just remember, the key to winning the
game is defusing The Bomb. There will be 3 - 6 spots in a map
where The Bomb will respawn. Immediately after the timer runs out
and it explodes or after someone scores, The Bomb will respawn.
You should learn where these spots are in the map you're playing.
These spots are easily identified by the animated
bomb-spawning-ring.
Tired of team play and want something different from regular Deathmatch? Unlike some Deathmatch mods, Defusion rocks regardless of how many players are in a game. And to add something new to team play we've built several different styles of team play as well as allowing up to a maximum of 6 different teams.
In the QuakeWorld version of Defusion there are 2 basic styles: Free-for-All and Teams. In team-play there are 3 types of damage modifiers. These are set by the server as well as the enforce_teams key setting.
Free-for-All | No teams; every man for himself. Perfect for small groups and net parties. This is the default setting. |
Teams Type 1 | You can inflict damage on everyone but your teammates. |
Teams Type 2 | You can inflict damage on everyone, even your teammates. |
Teams Type 3 | You can inflict damage on everyone, but if you shoot a teammate, you will be hurt. This is inspired by the AVG rules for Doom team tournaments. |
Of course, no new mod, especially one
designed exclusively for Deathmatch would be complete without a
new player skin. Besides looking cool, Defusion's new Cybernetic
armor banishes cross-dressing forever. It's obvious a mile away
which team you are on: the pants color predominates. On the back,
you will notice the slot in which the module
boards plug-in to power-up your armor.
Wraithcorp's version of Deathmatch 3 has been included. (Based upon the version created by Avatar at QuakeCon 96). Weapons stay (like in Deathmatch 2) but items respawn in 20 sec (a bit faster than in Deathmatch 1).
A number of custom maps are being released separately. You can download them from the Defusion page on Brutality. You will also find a map kit which contains complete instructions plus everything else you need to create custom maps for Defusion. And yes, official Defusion pack releases are planned.
Since clients only need the pak file, the "Modified-for-Defusion" entity files are not included in this release. However, we have modified the entity files for most of id's Quake map. If you will be running a server, you need to download them and then modify the id BSPs. (Sorry, the id maps are copyrighted and cannot be distributed.)
NOTE: if you play Defusion on an unmodified BSP, the modules will appear near DM spawn spots, but the new weapons and The Bomb will not appear.
There are at least two methods you can employ to use the entity files.
1). ExtractUse a QBSP tool with the "-entsonly" parameter to create "Modified for Defusion" maps.
2).The AdQuedit method:
It's a great utility and we recommend it. Use AdQuedit to replace the entities: Defusion uses a number of new ones. AdQuedit can be found on ftp and web sites all across the Net, such as Brutality, as well as the AdQuedit homepage:
Here's what you need to do:
1 | Toggle: Axe & Grapple-Gun |
2 | Shotgun |
3 | Toggle: Super Shotgun & Chain-Shotgun |
4 | Nailgun |
5 | Super Nailgun |
6 | Toggle: Grenade Launcher and Tri-Gun |
7 | Rocket Launcher |
8 | Lightning Gun |
10 | Cycle weapon forward |
12 | Cycle weapon backward |
50 | Grapple-Gun |
51 | Chain-Shotgun |
52 | Tri-Gun |
100 | Throw The Bomb (by default bound to the "9" key) |
101 | Use a Module |
102 | Discard a Module |
107 | Toggle Equipped-Weapon Notice above status bar |
During beta-testing, we discovered that quite a few players used FOV settings (so the v_models of the weapons are not visible.) Although FOV settings are a controversial issue (some consider it cheating while others just as strongly insist it's just as fair as using a crosshair), we strive to accommodate the tastes of all hard-core Quake fans.
If you use FOV settings, you won't be able to see which weapon you have. So, we added an impulse (107) so that the weapon name appears as text right above the status bar. The spot where it appears is set for the default screen size of 320x200. So, if you use FOV settings with a different screen size, you will need to use one of the impulses listed in the table below so the weapon name will appear on your screen in the appropriate place.
Impulse | Vertical resolution | Impulse | Vertical resolution |
200 | 200 (default) | VQuake | VQuake |
201 | 240 | 207 | 288 |
202 | 350 | 208 | 300 |
203 | 400 | 209 | 384 |
204 | 480 | 210 | 576 |
205 | 680 | 211 | 864 |
206 | 1024 | 220 | Toggle full-screen and status bar displayed* |
*By default, it is assumed that you have the full status bar displayed, so the name of the weapon you have equipped will appear just above the status bar in the left corner. When you switch to full screen mode, using the impulse 200 toggle will move the weapon name to the very bottom left hand corner of the screen.
In addition to all the standard parameters that are set by a server, there are a number that are custom to Defusion. We've strived to make Defusion as customizable as possible in order to suit all the different tastes and preferences of hard-core Deathmatch fanatics. At the end of this section there is a table which summarizes all the server keys.
The team play settings in QuakeWorld Defusion are different from standard Quake. There are 4 of them. You set them in the command line or console just as you would standard Quake team play.
There are 4 custom server settings for QuakeWorld Defusion. Since QuakeWorld allows 64k of serverinfo key/value settings, we implemented the following keys for flexibility and customization. Before starting your server for public use, please place each one of the following keys in your server.cfg file, and give them a valid value.
When The Bomb explodes there are 5 "shells" of damage that vary with distance from the center of the explosion. (Distance is measured in standard Quake units.) The table below reflects the default settings.
Diagram |
Shell # |
Distance from Explosion |
Damage |
1 |
< 250 |
400 |
|
2 |
251 - 400 |
200 |
|
3 |
401 - 600 |
50 |
|
4 |
601 - 1085 |
25 |
|
5 |
1086 - 1500 |
10 |
There are 2 server keys which modify this: bomb_damage_mod and bomb_radius_mod. These variables can be set to any real number greater than or equal to 0 while the default values are 1. So, if you set bomb_radius_mod to 2 and bomb_damage_mod to 5 then the table above would look like this:
Diagram |
Shell # |
Distance from Explosion |
Damage |
1 |
< 500 |
2000 |
|
2 |
501 - 800 |
1000 |
|
3 |
801 - 1200 |
250 |
|
4 |
1201 - 2170 |
125 |
|
5 |
2171 - 3000 |
50 |
We recommend setting bomb_radius_mod no higher than 3. Causing everyone in the level to take damage when the bomb explodes can seriously undermine game-play.
The first is the length of The Bomb's timer. The base time is set by the level designer (it has a default of 2 minutes). Note well that there is random element to the length of the timer. Every time The Bomb spawns the timer's base time will altered by plus or minus 30 seconds. The server can alter the base time set by the level designer. By default the server key, fusescale, is set to 1 (no change in the base time). However, if people want to play with a longer or shorter timer length, the server can either double the base time (set it to 2) or cut it in half (set it to 0.5)
There are 3 server keys for module usage: modules, modules_usenow and modules_wearoff. By default, modules will appear in the game. When the modules key is set to no, they will not appear in the map. By default, modules are used as soon as they are picked and burn-out 45 seconds later. These parameters can be changed so that you have to use an impulse to activate the module, modules_usenow, and/or they will stay active until death or you use the impulse to discard a module, modules_wearoff.
The enforce_teams server key determines defines whether people can change teams at will or not. By default enforce_teams is off. When the value of this key is on, players will not be allowed to change teams once they join. The idea being to balance the number of people on each team. The way the server determines which team you are on is as follows: you will be placed on the team with the fewest people. Example: let's say there are 3 teams. Team #1 has 4 members and teams #2 and #3 have only 3 members each. The next person to join will be placed on Team #2.
Another server key max_teams. It sets the maximum number of teams allowed. The default for max_teams is 2, but you can set the server to allow up to total 6 different teams.
The ejectulator key server key effects the spawning of the Eject-ulator. By default, they appear: ejectualtors is set to on. Although we feel the Eject-ulator is a great equalizer, some beta-testers found it annoying so we built in a server setting to prevent its appearance in a game.
We fully realized how deadly the Grapple-Gun was deadly, after all it is powered by a rocket shell, but we were surprised to learn that some player were abusing it as a sniper rifle. In close quarters, it's a superb weapon, but we never thought about the campers who like to go hide in dark corners. Well, we've fixed that. The server key, grapplegib, by default is set to on. If set to off, then being hit by a grapple will not cause damage.
By default, The Wraith will appear in maps in which the level designer has placed it. However, some dislike the degree of unpredictability it adds to the DM equation. You can eliminate its appearances by setting the server key thewraith to off
(To set a key/value pair from the console or in a server.cfg file, use the command "serverinfo <key> <value>".)
In the table below, "Default" is the value used unless you specify otherwise. The "Instant" column indicates whether or not a specific key will take effect immediately or not. If a key is not instant, and you change it while a game is in progress, you must restart or change to a different map for the change to take effect.
Key | Default | Valid Values | Instant | Purpose |
---|---|---|---|---|
bomb_detonate |
N/A |
true |
Yes |
If you set this to "true", all bombs in game will detonate immediately, then respawn and continue normally. |
bomb_use |
on |
on, off |
No |
If set to "off", all bombs will be removed from the game when it starts. Use this if you just want to play deathmatch or team games with the other Defusion additions. |
0 ... <infinity> |
Yes |
Modify the damage done when The Bomb explodes. | ||
0 ... <infinity> |
Yes |
Modify the radius of The Bomb's explosion damage shells. | ||
2 |
2, 3, 4, 5, 6 |
No |
Sets the maximum number of teams. |
|
on, off |
No |
Determines whether team enforcement is on or off | ||
on, off |
No |
Remove Eject-ulators from the game. |
||
0.5, 1, 2 |
Yes |
Modify The Bomb's base timer. |
||
on, off |
Yes |
Determines if being hit by the Grapple-Gun will do damage. |
||
on, off |
No |
Determines if modules will be in a game or not. |
||
on, off |
Yes |
Determines whether a module is actived upon pick-up or by impulse. |
||
on, off |
Yes |
Determines whether modules burn-out or not. |
||
on, off |
No |
Determines if The Wraith will be present in a game. |
Name | Nick | Credit Description |
Jim Elson | H2H | Biz, Director, Coproducer, 3D Modeling, Artwork |
Josh Martel | cRum | Coproducer, Lead Programmer, Lead Sound Engineer, Level Design |
Chris-John Bryns | Bullyboy | 3D Modeling |
Chris Greenhaw | Derelict | Artwork |
Zach Hall | BlendrHed | Artwork |
Brian Hess | Wendigo | Level Design, Artwork |
Mackey McCandlish | Avatar | 3D Modeling, Level Design |
Scott Parrish | Faust | Programming, Sound Engineer, Level Design |
Kevin Searle | Monolith | Play-testing |
Jimmy Sieben | EvlG | Initial Concept, Level Design |
Jerry Wolski | Polish | 3D Modeling |