Instacube is based on the Freeze mod for EF, except for the fact that this mod is geared only for CTF (that is, it wont work in any other mode/mod for EF). That's not a bad thing though seeing as how popular CTF is!
I was a bit confused as to how the mod actually worked so what better thing to do but jump into a server and test it out! Having played some great matches with Shafe, and other EVIL and DG clan members, trust me when I say it plays SO much better than I will be attempting to describe below.
In Instacube, you start off with two weapons: Compression Rifle and Photon. The Rifle works exactly as in Disintegration, and the Photon works as normal. When you 'kill' an enemy with either weapon you 'freeze' them (they'll stop moving and glow golden). That person must either wait for a teammate to come and thaw them (by standing next to them for about 1 second) or wait for the auto-thaw to take effect (this is a timer based on the number of players in the game, for example, 20 people playing means 20x2=40 seconds to autothaw). This autothaw scalabilty is great for keeping the gameplay from getting too overcrowded and being frozen every few seconds ;) You can also rocket jump with either weapon without taking any self damage! Which really turns out to be fun as you can literally fly around maps without being constrained to the normal paths you would take in normal CTF. The mod is also completely serverside, meaning players do not have to download this to play it: just join a server and play your heart out! Server hosts who wish to run this mod will need to download this file, though.
What else do you need to know?? Oh yeah, it's FUN! Almost addictingly fun! My playtest originally planned to be about 10 minutes turned into half an hour. It's a great action packed, fast paced mod that definitely relies much more on your teammates to help you out.
Current server playing Instacube: [EVIL] InstaCube CTF (v1.0) - 184.108.40.206:27960
I was very pleased with the way the mod works, my only suggestion is to maybe add a global "auto-thaw" so that players auto-thaw at the same time and thus can re-spawn together (much like the spawning in U2 XMP or in UT2004 Assault, for those who've played it). Though it's not a big deal, the current system works fine :)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= INSTACUBE Version 1.0.0 Build Date: UNRELEASED -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ============================================================= InstCube Homepage : http://mods.game-host.org/instacube/ Contact Email : firstname.lastname@example.org ============================================================= Adapted From L7's Elite Force Port of Freeze By [EVIL]Shafe =============== OVERVIEW =============== I'm a huge freeze fan! The Original Freeze mod was designed mainly as a Team Deathmatch mod and offered few options for CTF and seemed to really lack on the CTF Side of things. Instacube is a mix of CTF Disintegration, Instagib and Freeze. Instacube only supports CTF, there is no support for ELIM, THM, SPEC or FFA. You get a disintegration rifle and a photon, Both will let you rocket jump without taking damage. To Thaw a team-mate, stand next to them for 1 second (very quick but a must for ctf). Photon has 20 shots each spawn, compression rifle is unlimited. The fire rate on the compression rifle set a bit faster than normal dis, however you can adjust this (along with many other things) based on your preferences. You score by making a flag capture. All Frozen Players respawn when a flag is captured. The AutoThaw time adjusts based on the number of people playing (not specing). A 2v2 Game has a 4 second auto thaw time, a 10vs10 game has a 40 second auto thaw time. (# of Players X 2). This mod is server-side only, so the download is only required to start a server. Any standard EF 1.20 client can join a server. Bots are supported. The original port of EF Freeze Tag is was ported by L7 from a port of the popular Quake 3 Freeze Tag 1.51b mod by Darrell "Doolittle" Bircsak. This code has been through A lot of hands and the source code to this incarnation will be available as soon as I clean up my mess and make it readable. ;) Note: A lot of this ReadMe is directly from the Original Freeze Readme. ============= INSTALLATION ============= InstaCUBE is server side only, so you don't need to install this mod unless you plan on running a server. Extract this zip file to your main ST Voyager folder. If done correctly it will automatically create a /instacube/vm/ folder *OR* you can manually place the files in the correct places. To do this create a folder off of your main Elite Force directory (NOT YOUR BaseEF) called instacube. Inside this directory create a folder called 'vm' and copy the QAGAME.QVM file into it. The path would look something like this: \YOUR_EliteForceDir\instacube\vm\qagame.qvm On linux it would look something like: /stvef/instacube/vm/qagame.qvm Add the following to your server startup command line. +set fs_game instacube +exec MyConfigFile.cfg Included in the zip file is an example configuration file called instacube.cfg. You may modify this file to meet your needs or create your own. IF YOU WANT TO PLAY LOCALLY WITH BOTS and DONT plan on running a server you can do the following. You need to have a pak0.pk3 file in your instacube mod directory before it will show up on the in-game menu. Create a "description.txt" file with that just says something like "InstaCube" or something similar. Use WinZIP to create the pak0.pk3 file. Add the "description.txt" file without compression to the pak0.pk3 file and store it in the instacube directory. (dont do this for a dedicated server otherwise clients will have to download the pak0.pk3 file!) ========================== SERVER CONFIGURATION CVARS ========================== g_RifleJump <b> If set to 1 allows you to rocket jump with the rifle in disintegration mode g_RifleKnockBack <#> if g_RifleJump is set to 1, this will effect how high you can jump. Defualt is 3 g_RifleSelfDamage <b> if g_RifleJump is set to 1, setting this to 0 will dis-allow self damage from the rifle jump. g_RifleRate Value = Sets how much time you have to wait to fire in disintegration mode. 10 is normal. 1 is fast, above 10 becomes slower. g_maxvotes Default is 3. Defines how many times one person may call a vote. The original hardcoded value for EF was 3 but this never worked in the actual game. g_allowmutevotes If voting is enabled, this allows players to vote to mute a person 0 - Mute Voting Disabled 1 - Mute Voting Enabled g_allowmapvotes If voting is enabled, this allows players to vote for map changes. This screws up rotations. 0 - Map Voting Disabled 1 - Map Voting Enabled g_allowkickvotes If voting is enabled, this allows players to vote to kick a person 0 - Kick Voting Disabled 1 - Kick Voting Enabled g_allowteamvotes If voting is enabled, this allows players to vote to execute the BALANCETEAMS command. 0 - Disabled 1 - Enabled g_thmrespawn Disables the annoying slow adaptive weapon respawn in team holomatch games weapon respawn becomes controlled by g_weaponrespawntime. 0 - Do Nothing.. Keep EF's Annoying Weapon Respawn 1 - Disable EF's Internal THM Adaptive Weapon Respawn Time g_startArmor This will determine a player's starting armor for the initial spawn and after every respawn. Set it to the value that you want to use. g_wpflags "0" This will determine a player's starting weapons. Use the table below and add the numbers of only the weapons you want players to start and respawn with. Use that total. Example: you want players to start with the I-MOD and the Arc Welder. Look at the table below. I-MOD = 4 and Arc Welder = 256. Their total is 260. Set g_wpflags to 260 in your server config, and players will start with the I-MOD and the Arc Welder. WEAPON FLAGS: Phaser 1 Compression Rifle 2 I-MOD 4 Scavenger Rifle 8 Stasis Weapon 16 Grenade Launcher 32 Pulse Disruptor 64 Photon Burst 128 Arc Welder 256 g_itlimit "0" This will control the spawning of items during the game. Naturally, if items don't spawn, players cannot pick them up and use them during the game. Use the table below and add the numbers of only the items you want to prevent from spawning. Use that total. Shield Boost 1 Personal Deflector 2 Isokinetic Deflector 4 Booster Hypospray 8 Emergency Hypospray 16 Personal Transporter 32 Portable Medkit 64 Holdable Detpack 128 Portable Force Field 256 Holographic Decoy 512 g_pwlimit "0" This will control the spawning of powerups during the game. Naturally, if powerups don't spawn, players cannot pick them up and use them during the game. Use the table below and add the numbers of only the powerups you want to prevent from spawning. Use that total. //PWLIMIT\ Quantum 1 Shielding 2 Accelerator 4 Cloaking 8 Regeneration 16 Anti-Gravity 32 Seeker Drone 64 g_wpflags The following variables can be set to determine a player's starting ammo for weapons that are included in g_wpflags. Change the values to the amount of starting ammo you want to assign. compression "32" imod "15" scavenger "30" stasis "15" grenades "10" pulse "40" burst "20" welder "40" g_thawTime "1" This will determine the amount of time in seconds a player must stand near a frozen teammate to thaw them. Set it to "0" to disable standard thawing. The higher this is set, the more difficult standard thawing will be. g_thawBonus "1" This will determine the point bonus for thawing a frozen player. Default is 1. Set it to "0" to eliminate this bonus. g_thawPenalty "0" This will determine the point penalty for being thawed. Default is 0. Set it higher if you want to penalize players for getting thawed. g_showThawBonus "0" This will toggle the display of the thaw bonus in the "You thawed" messages sent to clients. Set it to "1" to enable the thaw bonus displays on the server. This setting has informational value, but requires another line of screen space. If you are using a g_thawBonus other than "1", it is probably better to display it to your clients. g_showThawPenalty "0" This will toggle the display of the thaw penalty in the "thawed you" messages sent to clients. Set it to "1" to enable the thaw penalty displays on the server. This setting has informational value, but requires another line of screen space. If you are using a g_thawPenalty other than "0", it is probably better to display it to your clients. g_TeamBonus "1" This will toggle Team Bonuses. A Team bonus is when you manage to freeze all the members of the other team. During the time that the other team is frozen each member of your team will accure points. g_BonusAmount "5" If Team Bonuses are enabled this is the number of points a team gets for freezing the opposing team. This isnt # of captures! g_maxAutoThaw "20" This is the maximum Auto Thaw time. Autothaw time is normally decided by the number of players on the server (# of players X 2) = Auto-Thaw Number of Seconds. g_maxAutoThaw determines the maximum auto thaw time. dmflags "0" This is deathmatch flags. It works the same as the original Quake 3 Freeze Tag mod. Use the table below and add the numbers of only the flags you want to enable on the server. Use that total. //DMFLAGS\ NO FALLING 8 FIXED FIELD OF VIEW 16 NO FOOTSTEPS 32 NO ITEM RESET 64 NO TEAM RESET 128 WEAPONS STAY 256 NO FALLING will disable falling damage. FIXED FIELD OF VIEW will prevent clients from using the "fish-eye" types of views. NO ITEM RESET means that when a team wins a round, all the living players will not have their health and weapon ammo reset. This would leave them at a disadvantage as the entire enemy team will be coming in fresh. NO TEAM RESET means that when a round is won, only the losing team will be unfrozen. The winning team still may have a few people that are frozen and that need to be saved. This will also leave the winning team at a disadvantage. WEAPONS STAY means there is no waiting for weapons to respawn in a map; they are always available. The rest of the server config is standard. There are many other standard EF/Q3 server variables that should be carefully set in the config. Check the Internet for info on any additional settings. There are a lot of helpful sites for new server administrators. Use the included freeze.config as a template, and experiment with the settings to find a good style of play. ============= RCON Commands ============= mute <player> disables the display of chat messages from given player. You may use the players name or client number. All Color Codes are ignored. qmute <player> QuickMute... disables the display of chat messages from given player for 35 seconds. After 35 seconds the player will be UNMUTEd automatically. You may use the players name or client number. All Color Codes are ignored. unmute <player> enables the display of chat messages from given player. You may use the players name or client number. All Color Codes are ignored. timeout <player> Puts a disruptive player in timeout (spectator mode) and wont let them re-join for 30 seconds. You may use the players name or client number. All Color Codes are ignored. balanceteams If a team has 2 or more players then the opposing team, this command will look for people with 0 points first, then pick someone at random to move to the team with fewer players. PLAYERS NOW GET TO KEEP THEIR SCORE IF THEY ARE SWITCHED g_say "<<message>>" Displays Message in middle of screen to all players status2 An alternative to the internal status command. There are problems with the internal status command when there are a lot of players on a server. You'll find that the status command only gives you a partial listing of the players due to the internal buffer size limitation in the quake III engine. This command will offer you all the status information regardless of how many players are in the server. This also evades an exploit in the internal status command that allows players NOT to be listed by changing their name to an odd combination of ASCII CHAR codes. kickbots kicks all bots on the server. OTHER MINOR NOTES: - Bots Will No Longer Crash A PW Protected Server - Force Fields no longer will extend higher than they should.. - Fixed The maximum number of votes you may call in the original code.. it now works.. and added in a cvar to let you adjust that number. ======== CREDITS: ======== Instacube Adapted By [EVIL]Shafe email@example.com L7 and his Original EF Freeze Port From Which This Was Based. L7@noobed.com http://www.noobed.com/frzforall Darrell "Doolittle" Bircsak Freeze Tag 1.51b http://www.planetquake.com/freeze Freeze Tag is a very popular Quake 3 mod. A lot of the original code was used and is intact. Without Darrell's original code, I wouldn't have been able to make this mod. Obviously, some code had to be changed for EF, and I added my own tweaks based on my preferences. A lot of new functions and variables were added to allow server admins a greater degree of control. Invisible forcefield fix, g_say fixes [EVIL]XcyTng Mute/Unmute from L7's Port Of Freeze (mute command based on code from Quake 3 MatchMod. Check out MatchMod, it gives a lot of options to server admins.) MatchMod - http://www.planetquake.com/matchmod Chat Filtering adapted from the Quake 3 Q3AS mod. Portions from my From EFAdmin Mod (Elite Force Administration Mod) http://efadmin.game-host.org
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