POWERPILLZ v0.75 © AZ Development Team 2000
Design Document by Iain McGinniss


  1. What is Powerpillz?

  2. The Gameplay - In Depth

  3. The In-Game HUD


1. What is Powerpillz?

The central concept of powerpillz is hardly original, although it's implementation to the FPS genre is (as far as I can see). The way the game works is that the two teams start off as normal, but with a standard set of weapons (the machinegun, the shotgun and the gauntlet) and a weapon of your choice: anything but the BFG. However from this point both teams hunt for the powerpill, a bubble-like object in the map which gives that team ultimate control over the enemy team. By this I mean that the enemy team has no weapons other than the machinegun and gauntlet, and a weakened machinegun at that, while your team (the hunting team if you will) has the standard set of weapons and the weapon of your choice. When the pill is picked up, that team will have the status of 'hunters' for 60 seconds, or until the enemy team is picks up a new powerpill.

From this, frantic gameplay can develop as the hunting team try to kill the hunted team as quickly as possible while they have a heavy advantage, and simultaneously trying to prevent the faster moving hunted players from finding a new powerpill and therefore stealing control of the game. I find this highly appealing, and I hope you do as well >8^)


2. The Gameplay - In Depth

Within this section I will discuss the specifics of how the gameplay works, so that you can gain a higher understanding of how the mod will operate in real-time with a varying number of players...

The Powerpill
The powerpill has a very specific behaviour, while I will describe within this section. Firstly, the pill will spawn from the second that the server first loads the map, meaning that the powerpill is available from the teams from the instant of the level loading. The pill will then remain at this location for 60 seconds unless picked up by a team. If the 60 seconds expire, it will respawn into another location of the map. The pill spawns into weapon locations of the map, and cannot be moved from these positions. While we had originally hoped to spawn the pills into the weapon locations and move them in a random direction from there, we found that if they are static to the weapon locations that the bots work a lot better and so for the sake of single player gaming, we have set this in stone.

Now, when a pill is picked up it will give control to that team. The opposite team will also have all weapons removed apart from the machinegun and gauntlet. Their machinegun is also 40% weaker than a normal machinegun, putting them at a further disadvantage. However, they will also be able to move and shoot 30% faster than the hunted team, making escape from death a bit easier for them. The newly appointed hunting team will receive the weapon of their choice (defined when they play powerpillz via the menu, which is then stored in a cvar in their configuration file for future games.) in addition to the standard weapon set (the shotgun, machinegun, shotgun and gauntlet). The player's chosen weapon can be changed at any time during the game, but will not take affect until the player next dies (so if they are desperate for a different weapon they will have to lose their team a point in the form of a negative frag for a suicide or being killed by the enemy team).

The players will receive a set amount of ammunition for the specific weapon that they choose, the details of which are shown below:

Grenade Launcher: 10 grenades
Rocket Launcher: 10 rockets
Lightning Gun: 75 units
Railgun: 10 slugs
Plasma Gun: 75 units

To supplement their ammunition, the players can collect the ammo crates that can be found in all the usual places for ammunition in the map, which currently have the rocket symbol on them. When collected, these crates will give the player a specific amount of ammo for their chosen weapon in addition to 5 shells for their shotgun. The usual maximum ammo limitation of 200 units per weapon still applies. The amount of ammo a crate will give for a specific weapon is shown below:

Grenade Launcher: 5 grenades
Rocket Launcher: 5 rockets
Lightning Gun: 50 units
Railgun: 5 slugs
Plasma Gun: 25 units

The player that picks up the pill will receive the bonus of being the "super-player", and will receive a random power-up which will last until his team is no longer the hunting team, in addition to his weapons being twice as powerful as normal. This power up can be haste, quad damage (effectively giving him 8x damage!), regeneration or invisibility. This player will be a formidable player to avoid for the hunted team. This player will emit a purple light and will have a purple field around him however so it will be easy to tell who the super-player is.

While the hunters are in control, the hunting team cannot pick up the Powerpill. All they can do is guard it from the panicked hunted team, until it respawns 60 seconds later.

The hunters can only remain in a dominating position for 60 seconds, after which they will return to their ordinary status. The hunted team will also regain all their weapons and lose their 30% speed increase. This way one team will not be able to remain in a hunting position for the entire length of the game, making things a little fairer.

Weapon Choice
When A player first connects to the server, he is able to select his weapon of choice via the in-game menu, below the team menu. The default selection is the rocket launcher, and any weapon except from the BFG or the standard weapon set (machinegun, gauntlet or shotgun) can be selected.

Scoring
The scoring system has been modified to fit the new style of play, and balance out the game a little better:

Hunter kills hunted - 1 point
Hunted kills hunter - 2 points
Any non-hunted player picks up a power pill - 2 points
Hunter kills himself - -1 point
Hunted kills himself (only possible by hellfog and usual environmental hazards) - -1 point

From this, the game play is a little more balanced in favour of the hunted team: should they manage to kill a hunter then they will gain double the normal amount of points (or frags, if you will). The rest is self-explanatory.

New Server Cvars

New console variables have been added to the game to give the server operator more flexibility on his Powerpillz server. The new cvars are listed below:

g_fragsforpill (0 or 1, default 1) - This variable allows you to switch on or off teams gaining points for collecting the powerpill. This shouldn't really be necessary however if you can't stand the thought of players getting frags for nothing (like Paul) then switch this off; this will mean that the only way teams can gain frags is by killing each other.

pp_respawntime (any positive integer value, default 15) - This variable allows you to control the length of time after a pill pickup that a new pill will spawn into the map. The default is 15 seconds, however you can make it any positive value you wish however I recommend values between 0 and 30 otherwise play may become tedious.

pp_controltime (any positive integer value, default 60) - This variable allows you to control the length of time that a team will remain in control for after picking up a pill unless the other team picks up a newly respawned pill. The standard value for this is 60 seconds, should you wish to modify this then I suggest you use values between the range of 30 to 120 seconds as gameplay may become tedious and unfair otherwise.

New Client Cvars

A new console variable has been added on the client side to store the player's weapon choice. This will allow more advanced players to change their weapon choice without having to use the in-game menu, and also allows their choice to be persistent across multiple quake loads.

cg_weaponchoice (integer between 4 and 8, default 5) - This is the variable that controls the weapon choice. The integer value stored represents the weapon number corresponding to the weapon with that number on the keyboard. If you have modified your keyboard configuration and cannot remember the number of the weapons, here is a list of the allowed weapons:

Grenade Launcher - number 4
Rocket Launcher - number 5
Lightning Gun - number 6
Railgun - number 7
Plasma Gun - number 8

Maps
Powerpillz will work on any standard death match or team play map, but not on CTF maps. This is because the base style of play doesn't really make sense in the powerpillz context, as a smooth, flowing map is required for the game to make sense.


2. The In-Game HUD

The In-Game HUD has been modified to show what's going on at a glance to the player. The main change is in the scores section at the bottom left of the screen. Look at the picture on the left. This is the new layout and look of the two teams. When you join a team, a coloured pulsing outline appears round it (as shown on the right). When a team becomes hunted (i.e. the other team pick up the pill) it's icon greys over, as shown in the picture on the right where the red team have become the hunted team. The same applies for the blue team.

To tell how long your team or the enemy team has left in control, you can look to the timer that appears on the HUD after a team has picked up the pill. The timer will count down from the maximum time a team can be in control (normally 60 seconds, however the server can modify this to any value it pleases). The hand of the clock moves, 1 rotation for every 6 seconds however it is not in time with the real clock, it is merely for decoration.