                             QTeam 2.5 beta 1
                           by Quake Innovations

                         Client Side Documentation

Email        : Gary Griggs, qteam@stomped.com
Website      : http://qteam.stomped.com

Table of Contents

   I.    Overview 
   II.   Starting QTeam
   III.  Matches and Rounds
   IV.   Creating teams, joining teams, scoring, talking with teammates
   V.    Game Type: Capture the Flag
   VI.   Game Type: Capture the Shambler
   VII.  Game Type: Paintball
   VIII. Game Type: King of the Hill
   IX    Game Type: DeathTag
   X.    Description of included maps
   XI.   Exploring QTeam maps with only one player

I. Overview

   This document describes how to setup as a client to play on an
   existing QTeam server. It assumes that the reader is somewhat familiar
   with Quake and the difference between client side and server side. If you
   wish to setup as a server, please refer to server.txt for additional 
   details.

II. Installing and starting QTeam

   1) Connecting to a Server running QTeam

     You connect to a server running QTeam in CTF (Capture the Flag), 
     CTS (Capture the Shambler), Paintball mode, or any other QTeam mode by 
     using the following instructions:

     1) Change to your quake directory 
        eg. cd \games\quake
     2) Start Quake
        Q95 -game qteam

     If you want to run a QTeam server, please refer to the instructions in
     server.txt.

III. Matches and Rounds

    A QTeam match is the unit of play that decides how long teams play
    for before declaring a winning team. Matches can also be set for
    continous which means that as long as more than one team exists the match
    will not end.

    There is an optional countdown before the start of any match to allow
    people time to select new teams. This countdown is automatically started
    when a previous match ends. At the start of the new match the scores for
    all teams is cleared.

     Matches can end for one of the following reasons:
  
     1) FRAGLIMIT has been reached

        Play continues until one of the teams reaches the fraglimit.
        For instance, let's assume there are two teams playing, Red and
        Blue, and that FRAGLIMIT has been set to 10. In this case the match
        will end when either the Red or Blue team reaches 10 points. The
        team that reaches 10 points first is declared the winner.

     2) TIMELIMIT has been reached

        Play continues until time runs out. For instance, let's assume there
        are two teams playing, Red and Blue, and that TIMELIMIT has been set
        to 20 minutes. In this case the match ends automatically 20 minutes
        after it starts. The team with the most points is declared the
        winner. It is possible to have a tie when playing a timed match.

     3) All objects have been collected

        This mode is only applicable to scavenger hunt mode where you must
        accumulate more points than your opponents by picking up objects
        throughout the map. These objects will not respawn. Wehn they are
        all gone the match ends.

     4) Not enough teams

        If the number of teams (observers do not count as a team) falls
        below two the the match automatically ends. This can affect the
        match regardless of whether the match is set to end on FRAGLIMIT, 
        TIMELIMIT, or is continuous.

     5) Other reasons

        A server operator can change the match parameters (eg. which map to
        play) and restart the match or restart a match without changing
        any parameters. 

     
  
    Rounds: Rounds are a unit of play only found in Paintball and King of
    the Hill. In these two modes, matches consist of a series of rounds
    where the outcome of each round decides which team gets a point. When
    a round ends, the winner of the round is declared, credited with one
    point, and a 5 second countdown to the next round begins if the match
    isn't over. At the start of each round, all players respawn and all
    objects within the level respawn. 

    Players who join a team during a round will not be eligible for play
    until the beginning of the next round. Players who switch teams during
    the round will commit suicide and then be placed in observer mode on
    the other team until the next round starts.

IV. Creating teams, joining teams, scoring, talking with teammates :

   1) Observers
 
     Players initially start out as observers, a limbo state in which they
     cannot harm other players, cannot be harmed, cannot pick up objects,
     float around instead of normal walking/running, and  cannot open doors
     or pass through teleporters. Observers appear in white on the status
     bar and rankings screen. You can remain an observer after connecting
     to a server by typing the command, observer, from the console. This
     will prevent you from seeing annoying reminder messages about joining
     a team, or from automatically being placed on a team.

   2) Joining a team

      Some QTeam servers will automatically place you on a team shortly 
      after you connect. If the server doesn't have auto-join enabled, then
      you can join a team by typing one of the following commands from 
      the console:

          join_red - Join the red team
          join_blue - Join the blue team
          join_yellow - Join the yellow team
          join_green - Join the green team
          join_purple - Join the purple team
          join_brown - Join the brown team
          join_gold - Join the gold team
          join_lblue - Join the light blue team
 
     The color command can also be used if the color specified is that of an
     existing team. The join_* commands are the recommended method of joining
     a team.

   3) Scoring

     Team scores are displayed on the status bar and in the rankings screen. 
     Only one player per team shows the team score, everyone else on the 
     team displays -99. This allows for team rankings to be shown on the
     status bar. This applies to all games.

     Each game mode defines how to score differently. Please see the
     description of each game to find out how scoring works. 


   4) Talking with teammates
    
     Normally, when you use the T key to talk with other users, this 
     information is displayed to all other players. If you want to also be
     able to send messages to only your teammates, use the following 
     instructions:
         a) Put the following into your quake\id1\autoexec.cfg file:
                bind r "messagemode2"
         b) During a game you can hit r to get the say prompt but the
            message will only be displayed to other members of your team.

V. Capture the Flag (CTF)

    1) Different maps may implement different CTF features so it's
       always a good idea to read the directions that come with 
       maps. For instance before playing QTag that is shipped with the 
       QTeam 2.0 release, it is recommended that you read the instructions.

    2) The objective in Capture the Flag is to pick up flag(s) and return
       them to your base(s). A simple two team Capture the Flag game may
       have only one flag per team and one base per team, but their are a
       number of other common options.
     
       Flags that belong to your team are marked with your team color and 
       no other team may pick up these flags. Shared flags are white and
       can be picked up by any team. Bases that belong to your team are
       marked with your team color and no other team may bring their flag(s)
       to these bases (they just won't score). Shared bases are marked white 
       (not a valid team color) and any team can return their flags to these
       bases.

    3) Points are scored for a team only when a team member returns a flag
       to a base. Killing other players does not give you points, but is
       effective for preventive the other team from reaching a base with 
       their flags. 

    4) Players who pick up a flag have all their weapons except for the 
       axe taken from them. These flag carriers cannot pick up weapons
       or ammo until they die and respawn, or successfully return the flag(s)
       to their base(s).

       When a player dies and respawns or returns the flag(s) to a base,
       he is given back the shotgun and can now pick up new weapons and 
       ammo again.

    5) Flag carriers have a glow (same as the Quad Damage glow) which
       makes them easily identifiable by teammates as well as the opposing
       team(s).

    6) When a flag carrier is killed, any flags he was carrying are respawned
       back in their original locations.

VI. Capture the Shambler

    1) Each Capture the Shambler map has one Shambler 

    2) The shambler has a home location which is the original spawn location
       of the shambler in the map. Anytime the shambler is killed, it
       respawns at the home location.

    3) Your team gets control of the shambler by having one of the members
       touch the shambler while it is a free agent. The player who touches 
       the shambler while it is a free agent becomes the shambler leader.

       The shambler follows its leader if there are no enemies close to 
       him. If there are enemies in range, the shambler attacks them. 
       However, if the enemy the shambler is attacking gets too far away
       from the shambler leader, the shambler will start a return to his
       leader.

       The shambler leader has a white shirt (everyone else is a solid
       color), glows and also appears on the status bar so it's easy to see
       what team has control of the shambler even if its leader isn't within 
       visual range.

    4) The shambler is a free agent at the start of the game, when the
       shambler leader is killed, or when the shambler is killed.

    5) Points are scored when a team succesfully escorts the shambler to 
       the team base.

    Tips:

    The Shambler is Big, DUMB, and Ugly. For our purposes, it helps to 
    elaborate on the dumb adjective.
 
    1) The shambler sometimes does not stop a slash if a player touches it
       and becomes its leader. The best thing to do is touch it and back
       away for a few moments to let its new reality sink in. 


    2) The shambler frequently gets stuck trying to find his leader if the 
       leader gets too far away from the shambler. When you are a shambler
       leader, you may need to go back and assist the shambler around
       his trouble spots.

VII. Paintball

    1) Play consists of elimination rounds. The game is meant for at least
       2 on 2 play. 

    2) Once you are killed, you stay out of play for the remainder of the
       round. While eliminated, you will either be in an observer mode, or
       you will be in a jail cell area with other eliminated players, armed
       with an axe. The exact mode for eliminated players is dependent on
       the map.

    3) The round ends when there is only one team left remaining. This team
       wins the round and is awarded one point.

    4) The next round starts automatically a few seconds after the previous
       round ends.

    5) Two teams must be formed before a paintball round will begin. 
       Observers are not considered a team, so for a two team game, there
       must be at least one red and blue player. If there aren't enough
       teams, you will receive a message similar to "Paintball game
       waiting for two teams."

    6) Players who join while a paintball round is in progress are considered
       eliminated and will not be in on the action until the next round
       starts.

VIII. King of the Hill

    1) The object of King of the Hill is to occupy an area of the map, known
       as the hill (even though it may not be shaped like a hill) the longest
       during a round. Each round is timed for 1 minute and the winner of the
       round is declared at this time. Periodically during each round you
       will see status messages that indicate how each team is doing.

    2) The "hill" in each KOH map could be very different, depending on the
       designer. The hill will be clearly differentiated from the rest of the
       level, so keep an eye out.

    3) The time gained for a team is increased for every one of its members
       that occupies a hill.  For example, if two members of the red team
       both occupy the hill for one 15 seconds, the red team will have gained
       a total of 30 seconds.

IX. DeathTag

    1) DeathTag is a variation of Capture the Flag, which requires a
       significant amount of teamwork to score. In fact, teamwork is
       required, a single player can not score alone!

    2) Gaining a point in DeathTag requires two players working together.
       One must enter another team's base, and push a buttom to open a door
       containing a biosuit. A second player must retrieve that biosuit, and
       use it to retrieve their team's flag, which is separated from the rest
       of the level by slime or lava.


X. Description of included maps

 QFlag    : A basic two team Capture the Flag map, red team vs. blue with 
            1 flag per team and 1 base per team. It's a very small map
            and is perfect for 2 on 2 matches and even 1 on 1 matches. 

            Author : Giggler

 QTag2    : This symetrical deathtag map consists of a red side, and a
            blue side. Given that it will take some experimentation to
            get the hang of scoring, here is an example showing how it
            works.  Let the players be Red1, Red2, Blue1, and Blue2. Red1
            decides he wants to be offense for the red team, so its Red2's
            job to help him out.  As Red1 goes to the red area of the map
            towards the gate room holding a biosuit, Red2 invades the blue
            side and hits the red switch found there. That red switch opens
            the red gate, allowing player Red1 to grab the suit and
            make his way up to the red scoring area where he can attempt to
            get the red flag for a point.  In Qtag, a player cannot get the
            opposing team's biosuit or flag.

            Author : Giggler

 QMelee03 : A basic two team Capture the Flag map, red team vs. blue with
		    1 flag per team and 1 base per team. This map is large! It's got
            a humungous outside area that looks like a canyon. This is an
            excellent level for LAN play but may lag a bit for internet play.

            Author : Terata

 QMelee05 : A two or three team Capture the Flag map. The areas to the team
            bases for red, blue, and yellow teams will only open when those
            teams are in the game, and will close down when those teams 
            leave the game. For example, the doors to the yellow base
            will open when the yellow team is created, and will close when 
            the last yellow team member leaves. Each team base has the flags
            for the other two teams. For example, there's one red flag in
            the blue base and one red flag in the yellow base. 

            When only two teams are in the game, it functions as a basic
            CTF type game, but will expand to accomodate a third team.

            Author : Terata

 QMelee04 : A small two or three team Capture the Shambler map.  To score, 
            you must lead the Shambler through the channels on the floor of 
            the main room, and through your team's arch.  This map supports 
            up to three teams, and is small enough to make for a fairly good 
            game even with only two

            Author : Terata

 QMelee07 : A small King of the Hill level supporting any number of teams.  
            The hill is the uppermost platform, and is denoted by white trim 
            around its edge.  This level is the perfect size for a four player 
            game, and even two works well.

            Author : Terata

 QMelee08 : A large paintball map supporting dynamic sizing. Sections of the
            map will open and close depending on how many players are left
            alive in the round.  Suitable for any number of players.

            Author : Terata

 QMelee09 : A small 1 Flag, Capture the Flag map for two teams. The object
            is to vie for a single flag in the center of the level and return
            it to your team's base.  This map is best played with "dropping 
            flags" enabled, and is playable with even two players.

 Hippos   : A small paintball level that will blow you away! 

XI.  Exploring QTeam maps with only one player

   Before you go out and find a server, you probably want to take a look
   around. The problem is, because QTeam is most of the maps won't start a
   round with only  one player, so you're stuck flying around. QTeam provides
   a few debugging commands that you can use to view maps in single player
   mode. These options can only be used locally. They almost certainly will
   not be available to you on any server you connect to over the Internet.

   To enable this debug mode, simply type "deathmatch 129" at the console
   before loading the mapfile.  This will allow a round to start without
   multiple teams, and you can feel free to take a look around.

   Some of the maps have dynamic sizing enabled, and since there's only one 
   player, some areas are likely not open.  QMelee08 and QMelee05 both have
   these types of areas.  In QMelee05, simply type "impulse 143"
   (after following the previous step) to open the yellow base, and type
   "impulse 144" to open the blue.  In  QMelee08, type "impulse 149" and exit
   the console 7 times to fully open the map.

   More information on the debugging commands can be found in 
   mapdes\designer.txt.
