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Death Match / Quake

 

 

 

 

Objectives

Players battle it out against their opponents, collecting as many Weapons & Powerups as possible to increase their battle strength and ultimately win the game by scoring as many frags (points) as possible.

 

There are three variations of this mission: individual, multi-team and partners

 

Health

Players begin with 100% health and a lowly shotgun. A player loses health each time they are hit and when their health reaches zero they are deactivated for 10 seconds, also losing any Weapons & Powerups they may have collected.

 

If a player have less than 100% health, their battle-suit lights will become dimmed. The less health a player has, the more the lights are dimmed.

 

Players slowly heal back to full health over time, as long as they are not shooting. Battle-suits make a ‘blip’ as health is healed.

 

Weapons & Powerups

A player increases their chances of survival by grab some Weapons & Powerups which randomly “respawn” at all the targets, and can be collected by simply zapping the target twice. Once a player has taken a Weapons & Powerups from a target they cannot get another Weapons & Powerups at that same target until 20 seconds has elapsed. Players can however, obtain Weapons & Powerups from other targets during this time. All players can obtain Weapons & Powerups at all in-field targets.

 

A player can determine which Weapons & Powerups is at an target by zapping it once and then pausing briefly, at which stage their battle-suit will announce what is “available” at that target. A further single shot will then pick up that Weapons & Powerups.

 

For a full description of the available Weapons & Powerups are available below.

 

A player can pick-up any number of Weapons & Powerups, however there is a maximum limit of

100 points of Armour, 250 Health and 1 Rune.

 

Weaponry

Weapon Type

When Activated, your pack says

Ammunition

Damage

Comments

Shotgun


Shotgun

Default Weapon

Unlimited

20

This is the gun you start the mission with. It does 20 damage and fires 2 shots per second. Upgrade. Quickly.

Nail Gun


Nail Gun

Rapid Fire Activated

30

25

A very useful weapon. Fires 4 shots per second.

Rocket Launcher


Rocket Launcher

Missiles Activated

10

60-70 Splash

135 for a full missile

This is the only time where pulling a missile early will still do damage to your opponent



Defensive Items

Defensive Item

When Activated, your pack says

It Gives you

Comments


Armor

Armor

Shield Activated

50 Armour

The more armour you have, the better. Unfortunately, you can only have 100 armour max.


Super Health

Power-boost Activated

100 Health

You can actually have a maximum of 250 Health. However, any health over 100 will slowly drain away until you're back at the 100 mark.



Power-Ups

Power Ups

When Activated, your packs says

Duration

Comments

Invisibility

Stealth Activated

60 seconds or until fragged

Useful for sneaking around and pretending you're fragged. Also useful in CTF when making flag runs

Quad Damage

Nuke Activated

30 seconds or until fragged

Makes every shot do 4x damage. Also makes your lights blink faster.

Invulnerability

Invulnerability Activated

20 Seconds

You cannot be fragged for 20 seconds. Also makes your lights blink faster

 

 

Runes

Runes are advanced powerups, and are only present in DM3. There are four runes, each with different powers. Once a player picks up a rune, they keep it until they are deactivated. Only one of each type of rune exists, so they may be difficult to obtain. The best way to get a rune is to zap an opponent who has one. In addition to obtaining a frag players will also be awarded the rune that their opponent had. Players can only hold a single rune at a time (runes cannot be pick up if one is already held) See the reference sheet for a list of the runes and their powers.

Runes

When Activated, your pack says

Comments

Haste Rune

Special Rapid Fire Activated

Speeds up your shot rate. Very handy with missiles.

Regeneration Rune

Special Power-boost Activated

An often underrated Rune, this doubles how quickly you recover health. It will also regenerate armour as long as you have at least 1 point of armour left.

Resistance Rune

Special Shield Activated

With this rune, you only take half the damage you normally would.

Strength Rune

Special Nuke Activated

With this run, you do double damage. This combined with Quad will do 8x damage.

 

 

Skill levels:

Player skill level’s are based upon their standard skill level. Handicapping is in operation

with players taking additional health from higher skill players when they zap them.

 

The Navigator/Guardian is not active.

 

Mission variations:

DM1, The easiest variation, has only the lower level Weapons & Powerups.

DM2 is intermediate difficulty, with over half of the Weapons & Powerups available.

DM3 has all of the Weapons & Powerups available, and is recommended for experienced players. See the following table.

 

Mission Type

Available Weapons & Powerups

DM1

Nailgun, Rocket Launcher, Armour, Super Health

DM2

Nailgun, Rocket Launcher, Armour, Super Health, Invisibility, Quad, Invulnerability

DM3

Nailgun, Rocket Launcher, Armour, Super Health, Invisibility, Quad, Invulnerability, Haste, Regeneration, Resistance, Strength

 

 

Scoring:

Each time a player deactivates an opponent, they are awarded one frag.

Players are ranked on the scores screen by the number of frags they have achieved.

Down players can be repeatedly zapped while down. However, this does not score a frag,

and they are only deactivated for 4 seconds. There is however a limit on the number of

times this can be done.

Zapping players on your own team does damage to you! You can frag yourself in this way

if you are not careful.

 

Players who are being missile-locked do not receive a missile warning tone.

A missed rocket counts as a near miss, and does “splash” damage to the target, roughly

equal to half of a normal rocket.

 

Event

Frags

Zap opponent

1

Zap own team member/self

-1

Scoring time:

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15 minutes