CAPTURE!
For updated versions and additional information, please see http://www.planetquake.com/kunani/capture.


Contents

Introduction
Basics
1 ON 1 Deathmatch
Skins, Models, and Armor
Navigating the In-Game Menus
Advanced Server Information
CAPTURE! Credits


Introduction

Capture the enemy flag, capture the enemy team (kill all enemies), and fight for your freedom (if you are captured).

Basics

In many of these mods you will be required to bind keys to various game commands that were not included in the original Quake II. To bind a key to a command you will need to do the following:

  1. Run the mod that you wish to play.
  2. Press the tilde ( ~ ) key to pull down the Quake II console.
  3. At the console type, bind (key that you want to use) "(action for that key)"
    Example: Binding "J" key to Jump (if typed into the console) would be:   bind j "+moveup"
                   Binding "Space Bar" to Jump (if typed into the console would be:  bind space "+moveup"

The object of the game is CAPTURE THE FLAG, CAPTURE THE ENEMY TEAM, and if you are captured (killed in battle) you will wait in line to fight a 1 on 1 deathmatch for your freedom.

CAPTURE THE TEAM means just that, kill every enemy you see and if you can get all of them into the detainment cell then you get a CAPTURE! You get points based on the same point system as a FLAG CAPTURE!. Each team member gains bonus points from a TEAM CAPTURE! as well.

If the enemy team gets all of your team in detainment then the enemy team gets a CAPTURE! and you are all released for the next round.

If a member of the enemy team dies, they get CAPTURED! into the detainment cell with you. The server will choose the next 2 players in line to fight a 1 on 1 deathmatch within the deathmatch arena. The winner will gain freedom back into the game, and the loser will go to the back of the line.

If the enemy team captures your flag, you are all released and the winning team gets major bonus points for the captures. However, the winning team does NOT get released. They must fight 1 on 1's or wait for their flag to be captured.

1 ON 1 Deathmatch

When the server picks the 2 players who are next in line to play for their freedom. They are spawned in the DM area with Red armor, and all available weapons (Except BFG and Energy Cannon) but limited ammo.

The first player to frag the enemy player wins and gains his/her freedom. The loser goes to the end of the lineup in detainment.

If both players are standing at the end of the time period (60 second default) then the player with the most health wins the match.

Skins, Models, and Armor

Currently MALE and FEMALE player models are fully supported. Future packs will be released with more player model support.

The skins are custom and allow the players to SEE what kind of armor the enemy has on. Green, Yellow, and Red armor will all show on the players armor plating. If a player has NO armor, and has health below 50, they will show damage (bloody skins).

Navigating the In-Game Menus

The in-game Menu is controlled by the default inventory key bindings, they are listed below in case you have changed your default configuration:

Advanced Server Information

Server-side CVARS are used for setting options. You can get the entire list of these options by typing serverinfo in the server console.
SET any option by typing in the word SET followed by the option name, then the option parameter, for example:
SET STDLOGFILE 1 (This would turn ON Standard Logging of all server activity)
SERVER OPTION LIST:
NOTECHS - Support for CTF Techs
0 = Activate TECHS (default)
1 = Turn OFF Techs
TEAMCAPTURE - Ability to Capture enemy team
0 = Disabled TEAM Capture Feature
1 = Enable Team Capture (default)
FLAGLIMIT - Number of Seconds a player has to capture the flag once they have the enemy flag
0 = Disabled
Default = 120
NOBFG - Enable BFG If Supported By Map
0 = Enable BFG (default)
1 = Disable BFG
POSIDAMAGE - Positional Damage
0 = Disabled
1 = Enabled (default)
COUNTDOWN - Number of Seconds 2 players have in a 1 on 1 Deathmatch for their Freedom
0 = Disabled
Default = 60
SPAWNPROTECT - Number of Seconds a player is invulnerable after respawning
0 = Disabled
Default = 5
VWEP - Visual Weapon (VWEP) support
0 = Disabled
1 = Enabled - Requires Pak (default)
STDLOGFILE - Standard logging to file
0 = Disabled (default)
1 = Enabled
CAPTURELIMIT - Number of CAPTURES a team needs to win the level
0 = Disabled
Default = 10
KUWEP - Fast weapon selection
0 = Disabled
1 = Enabled (default)
TIMELIMIT - Number of Minutes maximum for a level
0 = Disabled
Default = 30
FRAGLIMIT - Number of Frags (points) maximum for a level
0 = Disabled
Default = 150
MAXCLIENTS - Total Number of clients allowed on a server.
Default = 16
MAPLOOP - Custom map loop via "maploop.cfg" file
0 = Disabled
1 = Enabled (default)

Map Loops:
The file "maploop.cfg" is located in your CAPTURE! directory. This file can be opened with any standard ascii text editor.

By entering in the map names in the format provided, you can force CAPTURE! to run the maps you want in the order that you want. After the last one in the list CAPTURE! automatically goes back to the first map in the list.

This is very usefull if you want to mix in id Software's CTF maps with CAPTURE! - CAPTURE! will recognize a map if it does not support the enhanced gameplay features and will drop down to the standard CTF rules. A bonus is you get to use the new TECHS and OFFHANDHOOK as well as all the other options such as Fast Weapon Switching, Virtual Armor, Damage Skins, Spawn-Protect, Logging, etc!

Standard Log File Support:
STDLOGFILE 1 turns on Standard logging. Frags and captures during the progress of all games will get appended to this logfile located in your Quake2 directory named: STDLOG.TXT

You can track almost everything that happens worth tracking in this file. You can extract this information with great programs such as GIBSTATS (http://www.planetquake.com/gibstats)

Making Skin packs for CAPTURE!:

If you want to make skin packs for CAPTURE! and support the full armor and damage range for a model, contact Kunani and he will make sure its packaged and sent out in the next official release.

CAPTURE! Credits

The CAPTURE! Team is made up of many many people who ALL contributed one way or another, whether it be map design, ideas, coding, and testing. Below are just a few people I'd like the thank for there help no matter how small it may have seemed, it made a difference in the final product.
Kaina my brother who always thought of cool and interesting ideas.
Hellf1re for supporting this project in more ways than I can say, all the way to the end!
Kai Kenner for contributing to the project with ideas and coding resources.
Zoran for those unix ports! ROCK!
ROM for kicking around ideas way back in the day which is where CAPTURE! was born.
Eric Fox for making a kick a$$ install program.
Roger '666' Bacon for taking time from his hectic work life and making the best skins I've seen.
TheGreatOne for jumping into the team at the very end and making some very cool models.
crt for taking the time to explain his RA2 lineup code and helping out.
Darkilla for all his help throughout the entire CAPTURE! project.
Westkilla for loving this mod so much :P
Sleestak for giving me the best feedback anyone has ever given in beta testing.
Claw for helping me test the very early stages of CAPTURE!
Dakota for helping out with testing and supporting us on his site CAPTURED.COM
Geezer for helping out more than was expected and making some rocken maps.
Duffy for helping out with artwork ideas I had when I didint know what I wanted :P
Lord-O-Fury for calling me an "unsocialable bitch!"
The PlanetQuake dudes for their resources and running a kick ass lan party (BD)
id Software for making something like this possible
Zoid for bringing his paintball facination to multiplayer gaming...
ALL the CAPTURE! mappers who have worked hours on end to design some really killer maps for a whole new design like CAPTURE! Many maps have been made and are STILL not perfected to our tastes, so look for CAPTURE II soon!!
and.. to ALL the CAPTURE! beta testers who showed up to all the games and emailed me their ideas and comments.

Map Authors:
Wiebo De Wit
q2cap01 - The Capture Complex        Chris "Hellf1re" Lew
q2cap04 - Capture from Hell                Ralph "TESH" Gustavsen
q2cap05 - The Future Wargrounds   Eric "STONER" Conway
q2cap10 - Three Way                           AL "GEEZER" Harrington
q2cap02 - Force Ten
q2cap03 - Roll the Bones
q2cap08 - The Enemy Within             Chris "D_Idaho" Tikalsky
q2cap09 - The Sewer                            Thomas "TOMIKAZI" Vachuska
q2cap06 - Deja Vu Refinary
q2cap07 - Stroggenburg Capture        Richard Tompkins