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Table Of
Contents
This document Copyright ©1998 by id Software.
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Introduction
Quake II Capture The Flag (Q2CTF) is a multiplayer
addon for Quake2 that features a simple set of rules for team based play.
It features five unique maps and special powerups to enhance and make the
gameplay more exciting.
Q2CTF requires the full retail version of Quake II
installed in order to play. Once installed, you simple need to connect to
a Quake2 game server that is running the Q2CTF addon.
Rules of the Game
Capture the Flag is a multiplayer addon for Quake2
that features a simple set of rules for team based play.
The basic rules are:
- When connecting to the server, you join one of two
teams: the Red team and the Blue team
- Each team has a base with a flag positioned in
it.
- The object of the game is to infiltrate the enemy
base, take their flag and bring it back to your base.
- In order to successfully complete a capture, you
must be carrying the enemy flag and touch your flag while carrying it at
your base.
When playing Q2CTF, there are several different
indicators on your Heads Up Display (HUD) that show the status of the
game. Learning to interpret the information on this display is important
in learning how to play Q2CTF.

Joining a game
When you connect to a Q2CTF server, you may be
presented with the option as to which team you join. You'll be present
with a menu.
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This menu offers you the ability to join
either the Red and Blue teams, select a chase camera (watch other
players as they play), see the credits for the Q2CTF addon or
Request that the server switch to Match Mode.
Navigating the menu assumes that you
haven't change the default keys in Quake2. The following keys are
used when navigating the menu:
- <]> is used to move to the next
menu selection
- <[> is used to move to the
previous menu selection
- <ENTER> is used to make a menu
selection
- <ESC> will remove the menu (in
this case, you'll be left in an "observer" mode and can freely
move around the map, but you can not interact with the
game)
- <TAB> will recall the menu if
you've cleared it.
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Note that if you have change any of the key binds for
those keys, the menu may not work properly. The default bindings for these
keys are (from Quake2's default.cfg):
bind TAB inven bind ENTER invuse bind [
invprev bind ] invnext bind ESCAPE togglemenu
If you have changed those keys, you will have to
duplicate those bindings for other keys. For example, if you wanted the up
and down arrows to navigate the menu, you could bind it like
so:
bind UPARROW invprev bind DOWNARROW
invnext
- Join Red Team
- This joins you to the Red team and places you into
the game starting at the Red base. You are immediately ready to go and
start playing.
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- Join Blue Team
- This joins you to the Blue team and places you into
the game starting at the Blue base. You are immediately ready to go and
start playing.
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- Chase Camera
- This activates a chase camera and lets you watch
players as they play. The camera will automatically be placed behind
someone as they are playing. If you wish to change the camera to follow
someone else, use the <[> and <]> keys to change the player
you are trailing (same keys as the menu selection). To get out of Chase
Camera mode, hit <TAB> to bring up the menu again and select
"Leave Chase Camera."
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- Credits
- This shows a simple screen showing the development
credits for the Q2CTF Addon.
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- Request Match
- If the server has match capability, this will begin
an election that players may vote on in order to switch the server to
match (competition mode).
Using the grapple
One of the exciting features of the Q2CTF is a new
weapon/tool called the Grapple. The grapple lets you get to parts of the
level that were previously inaccessible and can be used as a great tool to
increase your mobility. It can also be used as a weapon, but it only does
the same damage as the blaster, so it's not very effective.
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The grapple is a fun addition to Q2CTF
and learning how to use is required for effective CTF play.
To use the grapple, you must bind a key
or mouse action to it. For example, to bind it to you right mouse
button, you would use:
bind MOUSE2 "use
grapple"
This would cause the grapple to be
selected whenever the right mouse button was
hit. |
You can use the grapple in a few ways:
- Select the grapple, point it where you want to go
and press and HOLD the fire button down. The grapple will launch and
connect to the spot you fired and once contact is made, you will be
pulled to the spot the grapple connected. Once at your destination, let
go of the fire button to release the grapple.
- You can also hang from the ceiling or wall with the
grapple. You would go there by performing a normal grapple maneuver, but
once you get to your destination, do not release the fire button.
Instead, while holding down the fire button, change to a different
weapon in midair. Once the change is completed, let go of the fire
button and you'll be left hanging from the ceiling. When you want to
drop off the ceiling, switch back to the grapple and make sure your fire
button is not held down. You'll be released and will fall from your
position.
Special Powerups
There are four special TECH powerups in
Q2CTF.
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Disruptor Shield
This TECH Powerup causes the holder
to have a protective shield and reduces the damage from all
attackers to half. Its an effective tool when attacking enemy
installations. |
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Power Amplifier
This TECH Powerup causes the holder to power up
all his attacks to double the damage normally delivered. This an
excellent tool for defending your base
installation. |
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Time Accelerator
This TECH Powerup accelerates weapon time for
the holder. All his weapons will operate double speed in reload
time, switching, etc. This is also an excellent tool for defense,
since the holder can deliver twice as much damage in the same amount
of time. |
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AutoDoc
This TECH Powerup automatically heals and
increases a players health and armor (up to a maximum of 150 for
each). The player will slow regain health and armor over time. This
is an excellent tool for people carrying the enemy flag since the
player will constantly regain health and armor, making him much
tougher to kill and get the flag back from.
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Communicating With Your
Team
A very important part of any multiplayer team based
game is communication. Letting your teammates know where you are and what
you are doing is an essential part of teamwork.
Q2CTF has a basic team communication called "say_team"
or "messagemode2". It is like the regular communication of Quake2, but you
need to bind a key in order to use it. I use the <R> key myself,
since its right beside the normal <T> key used for communication. To
bind it, use the following:
bind r "messagemode2"
When you want to say a message to your team, just hit
<R> and type it in. This image shows me telling what I'm doing to my
team:

Note the parenthesis around my name. This indicates it
is a team message and only people on your team saw it.
Now, normally I don't type a lot of my team messages,
I have several standard messages I use to communicate with my teammates.
They are bound to several keys like so:
bind z "say_team Base secure" bind x
"say_team Base overrun! Recover" bind c "say_team Incoming!" bind v
"say_team I'm going offensive" bind g "say_team Going to base" bind
b "say_team At base, defending"
So when I want to say "At base, defending" to my
teammates, I just hit my <B> key to do so. This is much faster than
typing it out all the time.
Q2CTF also features some advanced options for
communicating to your teammates. This feature is called "auto macros". It
lets you configure generic messages that will automatically be filled in
as necessary. Here's an example.
bind f "say_team I'm %L, %H and %A, and have
%T."
That looks kind of cryptic, but here's what happens
when I hit the F key I bound that say_team to:

What this means is each of the % macros in the
say_team are automatically changed into something specific to the
situation. In this case, the %L changes to a description of my current
location, %H changes to how much health I have, %A changes to indicate how
much armor I have and %T changes to indicate what TECH Powerup I'm
carrying.
Here is a table of all the different % automacros and
what they do.
Team
Message Auto Macros
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%L |
This will be substituted with your current
location in the map. Some common examples are: "near the Red
Flag" "above the Red Armor" "near the Blue
Railgun" |
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%A |
This will be substituted with what ever armor
you are current carrying. Some common examples are: "Power Shield
with 100 cells" "50 units of Yellow Armor" "Power Shield with
154 cells and 108 units of Red Armor" "no armor" |
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%H |
This will be substituted with how much health
you current have. Some common examples are: "106
health" |
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%T |
This will be substituted with the name of the
TECH powerup you are holding. Some common examples are: "the
Disruptor Shield" "the Power Amplifier" "no
powerup" |
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%W |
This is substituted with the current weapon you
are using. Some common examples are: "Railgun" "Rocket
Launcher" "Grapple" |
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%N |
This will be replaced with a list of names of
the people who are currently in your visual range, or area. Some
common examples are: "Zoid, Disruptor and
Hellrot" ">BC>Casey and >BC>Mutha" "no
one" |
Scoring
Q2CTF features many different score bonus based on
actions that result in a flag capture, defense of the flag and your flag
carrier and other bonuses.
Q2CTF
Scoring
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Fragging enemy player |
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One point |
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Fragging emery player within your
base |
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Two points. One Point for the frag, one point for the base
defense. |
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Fragging enemy player within sight
of your flag carrier |
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Two points. One point for the frag, one point for defending your flag
carrier. |
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Fragging enemy player who has hurt
your flag carrier |
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Three points. One point for the frag, two points for defending your
flag carrier against an aggressive enemy. |
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Fragging enemy flag
carrier |
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Three points. One point for the frag, two points for fragging the enemy
flag carrier. |
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Returning your flag (after enemy
player has lost it) |
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One point. |
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Getting an assist for returning the
flag (occurs if your flag carrier captures within a few seconds of
you returning your flag). |
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One point. |
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Getting an assist for fragging the
enemy flag carrier (occurs if you flag carrier captures within a few
seconds of you fragging the enemy flag carrier) |
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One point. |
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Capturing the enemy flag (you are
the flag carrier) |
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15 points. Everyone else on your team gets 10
points. |
Elections
Elections are part of the new competition mode for
Q2CTF. They also can be used for other features by users to change maps
and other options. Elections can occur during the following
situations.
- Switching from normal to match mode
- A user may make a selection from the menu to
request that the server switch to match mode. If this selection is
chosen, an election will begin and run for twenty seconds. If the
election is won, the server will reset into match mode; all players will
be cleared and placed at the join menu.
- Changing map (warp)
- If a user makes a map change request (by using the
"warp <map name>" command) an election is started. If the election
is won, the game will enter the intermission and then automatically
change to the new map.
- Requesting to become an admin
- A user can request to become an administrator by
typing 'admin' at the console. An election will begin and if successful,
the user will gain access to the admin menu. From here, the new admin
can change game settings, switch to match mode and warp to different
levels.
To vote on an election, simply type "yes" in the
console. Votes are anonymous. If enough people have voted (its server
configurable, the needed amount of votes is displayed), the election will
be won and the action requested will happen.
Competition mode
Q2CTF features a tournament/competition mode that
allows organized setup of matches between two teams. The competition mode
(once it has been activated by an admin or by an election) works in three
stages:
- When competition mode is activated, the game enters
the setup phase. This where the players pick their teams, discuss
strategies and prepare for the match. Players can move around the level,
but can't pick up any items or damage any enemy players. If the server
isn't dedicated to match play, there is a timer in this phase that
determines how long players have to set up their game. If they don't set
it up in the needed period of time, the server will reset back to normal
play. When the players have established their teams, each player must
enter 'ready' to commit to the game. Once everyone has committed, the
game enters phase two.
- In this phase, everyone has committed and the game
is about to begin. There is usually a twenty second countdown before the
match actually starts. During this time, any player may enter 'notready'
at the console to abort the countdown. After the countdown completes,
phase three begins.
- At the point the match is begin. Everyone is
respawned (sometimes with a small two or three second delay to even out
the spawns in the bases, if everyone respawned, telefrags and overflows
could occur) in their base and the match begins. Players are also
assigned their ghost codes which can be used to re-enter the game in
case of a undesired disconnection.
Phase three continues until the match is completed
(the default is a twenty minute match), after which the final scores are
displayed and the server resets back to phase one.
Ghost Codes
Ghost codes is a special code given to every player in
the game when the match starts. This code is used to track the players
statistics and other information and is also used to allow a player to
enter a game in case he lost connection.

As you can see in the image above, just after the
match started I was assigned a ghost code. If I lost connection during the
match, I could reconnect to the server while the match was in progress and
type "ghost 22632" in the console and I would be automatically put back
into the game with the same team, score and statistics I had just before I
lost my connection.
Statistics
The CTF match code also keeps statistics of the game
in progress and keeps them around after the match has completed. The
statistics may be accessed by typing "stats" into the console. The look
like the image below:

The statistics kept for each player are:
- Score
How many points this player has
accumulated.
- Kills
How many frags this player has
made.
- Death (Deaths)
How many times this player has
died.
- BasDf (Base Defenses)
How many times this player
got bonus points for defending the base
- CarDf (Carrier Defense)
How many times this
player got bonus points for defending his flag carrier
- Effcy (Efficiency)
How efficient this player is
when fighting other players. It's calculated as (kills * 100) / (kills +
deaths)
New Console Commands
The following console commands have been added for
Q2CTF.
Q2CTF
Console Commands |
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Console
Command and syntax |
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Description |
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team {
red | blue } |
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Switches to the team the player
indicates |
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id |
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Enables HUD identification of the player you
are looking at. |
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yes |
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Vote yes on an election. |
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no |
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Vote no on an election (you must just abstain).
A no vote counts against the election percentage. |
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ready |
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Commit to the match in match setup |
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notready |
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Cease commitment (will abort match
countdown) |
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ghost
ghost-code |
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Re-enter the game after losing connection in a
match (requires ghost code that was provided) |
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admin [
password ] |
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Request to become an admin by election, or with
password become admin automatically if the password matches. Once
one obtains admin status, the admin command by itself will bring up
the admin menu. |
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stats |
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Show the statistics of any matches recently
completed or in progress. |
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warp
level |
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Warp to a new level. It must be one of the
levels listed in the warp_list cvar (see Server Operator
section). |
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boot
player-number |
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Kick a player off the server. The number of the
player can be determined with the playerlist command. |
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playerlist |
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List out the player on a server, their connect
time, player number and status (ready/notready, or
admin). |
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observer |
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Leave the current game and become and observer
(this resets your score to
zero). |
User admin functions
An admin has several function he may perform. A user
can become an admin by entering "admin" at the console and starting an
election or by typing the admin password at the console with "admin
<password>" if a password is set. The server operator can set an
admin password using the admin_password cvar.
An admin can change settings, warp to different maps
and boot players from the server. Once you become an admin, type "admin"
again at the console to access the admin menu.
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The admin menu (show left) has just a
couple options. Settings allows you to change game settings (shown
below) . The second option changes depending on what state the
server is in:
- Switch to match mode
This will
switch the server from regular play to match/competition
mode.
- Force start match
If the server is
in match mode and players are in the phase where they are setting
up their teams, the admin can force the match to start regardless
of the ready status of the players.
- Cancel match
This will cancel the
match that's currently in progress.
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The Settings menu has several options to
allow the admin to configure the server on the fly (some of these settings
are also applicable to normal play mode).
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The menu pictured on the left shows
the different options that an admin can change. They
are: |
- Match Len
This controls the length of the
match. The default is a twenty minute match time. This can
be changed while a match is in progress. For example, if a match
started that was twenty minutes long and two minutes had already
passed (so there was eighteen minutes remaining) and the admin
changed the match length to ten minutes, the remaining time would
automatically be changed to eight minutes. If the admin sets a
match time less than the amount of time already passed, the match
will immediately end.
- Match Setup Len
This is the length of time
that players get to setup a match before the server will reset
back into normal play. This setting can be changed on the fly like
Match Len (if a setup is in progress).
- Match Start Len
This is the length of time
before the match actually begins after everyone had committed by
typing "ready" at the console. It should be pretty short.
- Instant Items
This is the dmflag that
controls whether powerups such as the Quad and Invulnerability are
instantly used or may be carried and activated as desired.
- Quad Drop
This is the dmflag that controls
whether the quad is dropped when a player is fragged while
carrying it.
- Instant Weapons
This is a new option that
allowed weapons to be switched without put away and activation
animations. The weapons switch instantly.
- Match Lock
If enabled (the default)
players can not enter a match in progress (unless the have a ghost
code). If disabled, anyone can enter a match while it's in
progress. |
When you have made your changes, simply select Apply
to activate them. Whatever you changed will be broadcast to everyone in
the game.
Server Operator Information
A few notes for the server operators.
- You can change maps on a server with two commands,
"map" and "gamemap". Both take a map as a parameter. They differ in CTF
in that when a "map" command is used, all player teams are reset (and
players must either select or be assigned to new teams), where as the
"gamemap" command will retain the same teams after the map
change.
The following table lists the various Cvars that can
be configured by a server operator. You can place them in a script file
with commands like "set competition 3" and then EXEC that config file on
server startup.
Q2CTF Specific
CVar variables
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Variable |
Default
Value |
Description |
ctf |
1 |
Enables CTF play. Normally this should be
enabled, but may be disabled to allow deathmatch play with the
Grapple and TECH Powerups |
ctf_forcejoin |
none |
This may be set to "blue" or "red" to force all
people joining a server to a specific team. This may be handy when a
player who has rcon access wants to set up teams in a specific
way. |
competition |
0 |
This variable controls whether or
not the server can be enabled for match play. There are four legal
values:
0 |
This value indicates that match play is
not available on the server and can not be enabled by players
(even with voting).
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1 |
When this value is set, the server
defaults to normal play (pick up CTF games) but can be changed
to match play mode by an admin or by an
election.
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2 |
This value is set by the CTF game itself
and should not be set directly. It indicates that a server has
been voted into match play and will revert if the match setup
times out.
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3 |
This indicates that a server is in
dedicated match play. The server stays in
match mode at all times and does not time out and return to
normal
play.
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matchlock |
1 |
This value controls whether or not players can
join a match in progress (without a ghost code). Its default value
of one indicates that players can not join a match
in progress. This variable may be changed by and admin with the
admin settings menu. |
electpercentage |
66 |
This controls how many people out of the
players on a server have to vote in order for an election to be one.
The default is 66% which means that two thirds of the players must
vote in order for the election to succeed. |
matchtime |
20 |
Specifies the length of time, in minutes, that
the match will be played for. Twenty minutes is the default standard
match time. This variable may be changed by and admin with the
admin settings menu. |
matchsetuptime |
10 |
Specifics the length of time, in minutes, that
the setup phase before a match must be started (by all players
committing by entering "ready" at the console). If this time
expires, the server will reset back into normal play. This
variable may be changed by and admin with the admin settings
menu. |
matchstarttime |
20 |
This specifies, in seconds, the amount of time
after a match has been committed (by all players entering "ready" in
their consoles) and the actual start of the match. This variable
may be changed by and admin with the admin settings
menu. |
admin_password |
none |
This variable may be set to a password that
allows someone to grain admin access without having to be elected.
The admin would just type "admin <password>" to gain direct
access to the admin menu, assuming the password was correct. For
example, "set admin_password bob" in a start up config file for the
server would set the password to "bob" and any player could become
an admin by typing "admin bob" at the console. |
warp_list |
"q2ctf1 q2ctf2
q2ctf3 q2ctf4 q2ctf5" |
This variable is a space separated list of maps
that may be warped to on the server using the warp command. Any base
map name (bsp file name) can be specified. Admins and players who
start elections for warp requests must specific a map in this
list. |
ctf_balance |
0 |
This variable specifices whether the server
should enforce team balancing. When set to non-zero (1), players can
not join teams that have more players than the other team.
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sv_maplist |
none |
This variable may be set to a list of maps to
rotate the server through. For example:
sv_maplist "q2ctf1
q2ctf3 q2ctf4" Will cycle the server through the maps
q2ctf1, q2ctf3, and q2ctf4.
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Essential Files
Before you can begin playing Q2CTF you will need to
download several files.
q2ctf150.exe |
The full client download as a
self-extracting installer. (12.0 Mb) |
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q2ctf150.zip |
The full client download in ZIP
format. (9.4 Mb) |
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q2ctf150upgrade.exe |
Upgrade to Q2CTF v1.50. You
MUST have Q2CTF v1.01 or v1.00 already installed to use this
self-extracting installer. (5.5 Mb) |
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q2ctf150upgrade.zip |
Manual upgrade to Q2CTF v1.50.
You MUST have Q2CTF v1.01 or v1.00 already installed to use this
upgrade. (4.2 Mb) |
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q2ctf4a.exe |
An updated version of The Outlands -
q2ctf4. (996 Kb) |
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