DMQ Player Information

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Downloads

DMQ Client

Standard Maps

Installation

Download the client dll from the downloads section above. Unzip it and copy the file over your existing one to your dmc/cl_dlls directory. ( probably C:\Program Files\Steam\SteamApps\YOURSTEAMID\deathmatch classic\dmc\cl_dlls).

In order to stop the game overwriting the new code you need to confirm that the file is read only after you have done this. To make a file read-only, right-click on it, choose properties, tick "Read-only", click "OK".

If this is your first install you also need to download the maps pack and extract these to your dmc/maps directory. If you don't do this you will find yourself coming out of teleports at odd angles.

Setup & Usage

Hud Colour & Crosshair

Hud color is controlled by three variables (hud_red, hud_green, hud_blue). These have a maximum value of 255 and a minimum of 0. So to make your display as red as possible you may type hud_red 255 in your console (you may also need to reduce the other 2 colors to get it to look red). Bear in mind that the hud is transparent so 0,0,0 would give you an invisible hud.

To make a new crosshair you need to use a sprite editing tool such as wally and save the file as crosshair.spr in your dmc/sprites folder. To use this new xhair open your console and type hud_xhair_sprite 1. To go back to the old crosshair use hud_xhair_sprite 0.

You can also remove the crosshair altogether with hud_xhair_sprite 2. If you want more than one crosshair you can do so with weapon scripts and change the name of the crosshair file loaded with hud_xhair_name. This needs to include the path e.g. hud_xhair_name sprites/crosshair2.spr

Speedometer

I've introduced a speedometer into dmq. To toggle it on/off set hud_show_speed in console (0 for off, 1 for on). You can move the speedo by setting hud_speed_x and hud_speed_y.

Runes

Some servers have runes enabled. Bind a key to "droprune" to drop the rune you are currently holding. You may also bind a key to "runestatus" to print the name of the rune that you are currently holding.

Available Runes are:

  • Boots of Speed - Player moves at approx double speed.
  • Cycle - Doubles the rate of fire for all weapons.
  • Frag - Gives the player a extra frag for every kill.
  • Low Gravity - Halfs gravity.
  • Protection - Halfs any taken damage.
  • Regeneration - Constantly adds health and armour.
  • Booby Trap - Player will blow up when killed - killing nearby players.
  • Vampire - Player will gain half of the value of any damgage inflicted.

The amount and type of runes available in each gamemode is set by the server administrator.

Game Modes

DMQ supports many different game modes. To change mode say "votemode <modename>" where <modename> is the mode that you would like to change to. You may also use the menu (bind a key to "menu").

Please note that not all server administrators enable all modes - some servers may be FFA only for example.

FFA - Free For All

FFA is normal deathmatch - kill or be killed.

New players: Please dont teamplay in FFA - the community doesnt like it and you will probably get banned ;)

1on1 - Duel

1on1 is the best mode IMO - it takes alot of skill and can be very frustrating :) Two players battle each other for ten minutes.

To play, you will need to say "ready" or use the menu. When two players have become ready, a warmup period will begin - each player is invincible, has all weapons and infinite ammo. After a short time, a count down will begin then the match will start. Players start with 100 health, no armour and just the shotgun (and crowbar/axe).

New players: Please be polite, if there are more than two players on the server, ask if anyone else wants to fight.

2on2, 3on3, 4on4 - Match

These modes are similar to 1on1 except once you have become ready, you will be asked to choose a team (Red or Blue). The time limit is often longer - 15 or 20 minutes.

Team

Team mode is very flexible. When you are ready you will be asked to choose a team. The main advantage of team mode is that it does not require even players on each team - so you can play 1 v 2 or 2 v 5 for example.

Arena

Arena is fast and furious fun. Players fight each other 1v1 but start with 250 health and 200 armour. No self damage - so you can rocket jump as much as you want. It works on a round system with winer-stays-on.

If you want to spectate; use the menu or say "break". To start playing again; say "ready".

Rumble

A combination of FFA and Arena. Everyone fights all other players. Players start with full health/armour, all weapons, infinite ammo and no self damage.

ClanArena

A combination of Team and Arena. Two teams fight to the death with all weapons, full health, armour and ammo. No self damage.

Midair

Accuracy counts - players only take damage if they are not on the floor. Players can only use the Rocket Launcher and start with full health/armour.

CTF - Capture The Flag

Two teams compete to capture each other's flag. You must take the enemy's flag and return it to your base. You can only capture the enemy's flag if your flag is at your base so dont let the enemy take your flag ;-)

DMM4 - Death Match Mode 4

Similar to the original Quake DMM4 - players start with full health, armour and ammo. Spawn protection is on.

Race

Move around maps as fast as you can, against the clock, to collect flags.

Tricks

No fighting, just tricking :-) Players cannot damage each other.

Pix's Movement Guide

This guide is aimed at fairly new players wanting to improve their movement in dmq/dmc. If you have been wondering how some of the guys you play move faster and jump further than you this is the place to look. All the techniques here are simple in theory but putting them into practice can take a lot of trial and error. If you want to learn them for yourself make sure to get the dmq client from this site and turn the speedometer on (hud_show_speed 1 in console). All videos are in divx format - if you dont have to codec go to www.divx.com

Basic speed techniques

To start off, I will describe two techniques which you can use to gain some extra speed. First is the snake run -
This is a very simple technique that is surprisingly little used but will make you walk considerably faster as well as making you harder to hit. All this involves is holding forward as normal and then pressing the strafe keys in turn as fast as possible. You can gain maybe a third more speed with this technique if your fingers are quick enough.See snakerun.avi

Next is wall strafeing - to use this you need a straight section of wall, walk forward as normal and strafe into the wall at the same time. The angle you make with the wall controls how much faster than normal you go. Maximum speed is around 50% more than normal walking. See wallstrafe.avi

Jumping techniques

Any speed you can gain on the ground you will keep when you jump. This makes it possible to jump much further. You can also build on this speed but i will cover that later. The most basic jump is a strafe jump - this sort of jump is never used by experience players but can be useful when you are starting out. An example of a strafe jump is the jump to the pent platform on dmz. Approach at a slight angle and while holding forward, strafe towards it at the last moment and then jump. See strafejump.avi

The usual technique for jumping is called acceleration jumping. This is the same principle as the strafe jump above, except you aproach the jump at an angle (usually around 90 degrees) and turn towards it while strafing in the same direction. How much speed you gain depends on the rate you turn at. Ideally you want to start turning slowly and build up speed. This can be a difficult technique to master but will come to you with enough practice. The maximum is around 50 percent above normal speed - this makes huge jumps possible. A simple example of an accel jump is from the grenade launcher to the red armor on dmc_dmz1. See dmzjump.avi.

Air Control

Air control is the one of the most important skills in dmc and also what makes it such fun to play. Unlike most games you can still control your movement in the air and can in fact gain speed. This makes it possible to jump round corners. The most common way to do this is to release forward after jumping and use a combination of the strafe keys and the mouse to turn. So you would strafe right and turn right at the same time. A simple example of this is jumping around the u bend in dmc_dm2. See ubendforward.avi

It is possible to use aircontrol in any direction by holding down different combinations of keys. For example if you hold forward as well as strafe you will appear to do the u bend jump moving diagonally - see ubenddiagonal.avi. The difference is subtle in the avi but you will notice it more when attempting the turn for yourself. If you reverse keys and mouse movement the same techniques will work backwards - see ubendbackward.avi.

You may have noticed that while doing the turn your speed increases. This is the same effect as the build up to an accel jump on the ground except in the air there is no friction to slow you down, so any speed you can gain you keep. This brings me on to the next section.

Bunny Hopping

This is different depending on whether you are playing dmc or dmq. The principle is that if you jump at the instant you hit the ground there is no ground friction so any speed you gain in the air is maintained. This means you can potentially go very fast with a bit of practice.

In dmq make sure you are not using any scripts to jump (i.e. just use +jump). If you then press jump while you are in the air and hold onto it you will automatically jump the instant you hit the ground with no friction. In dmc you have to time the jump yourself, it is possible to use a script which helps a bit with this but you will always get some friction and can not go so fast. When bunnying, you should not hold down forward at all and just aircontrol to steer with the strafe keys. The more turns you put into your movement the more speed you can gain - see bunnycorners.avi. You will notice that it gets harder to gain speed after a while. In addition to this you can lose speed if you turn a corner too quickly. To get maximum speed you have to take every corner as smoothly and widely as possible.

On an average map it is not practical to gain speed just by going around corners. You can also gain speed by adding small curves into your movement. This is a difficult technique to learn. The most common way to do this is just to aim slightly to one side with each jump. See sidebunny.avi An alternative is a circular movement - in this example I dont press forward at all and gain all speed just from air accel. See purebunny.avi. With practice you can add several wiggles into each jump.

Rocket Jumping

This is simply using a rocket when jumping to gain extra height/distance. You gain the maximum height by looking right down, and firing and jumping at the same time. If you need less height you can jump first then fire and this will also do you less damage. One of the most basic and often used rocket jumps is to get the red armor on dmc_dmz1 see dmzra.avi. If you want forward speed instead you can quickly turn and fire behind you into the ground or a nearby wall - see dmzwall. Here is a demo of some possible jumps on dmc_dmz2 - see dmzrjs. Rocket jumps can be used to gain speed during or before bunnying.

One rocket jumping technique that it is worth learning is to rocket jump out of lava. This can save a lot of suicides. To do this press backwards and fire the rocket as you break the lava surface. See lavarj.avi

You can also use a second rocket to gain a little extra height - see doublerj.avi

Ramp jumps

Ramp jumps can only be used in dmq. This is basically an upwards boost gained when jumping from a ramp. If you are walking when you jump (i.e. not bunnying) then you gain the same boost as your upspeed when you jumped. There are many examples of this sort of jump on dmc_skull - see skullramps.avi. It is possible to combine a ramp jump and rocket jump.

If you bunny onto a upwards ramp you will also receive a boost - how much depends on how fast you are going. This dmc_dmz1 bunny sequence uses the extra boost to make the final jump - see dmzbunny.avi.

All these techniques will require practice but you should start to see your game improve quickly with a bit of perserverance.

Trick map demos

Here are demos of some of the dmc trick maps.

Zjumps

Zjumps_pro

Trick1

Dmc_hoppa

Dmc_hoppa2

Links
Shouts
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oops

by Huntil on 04/10/2008 10:32:19

Sorry, links were wrong on the textures page - fixed now.

by Geek on 17/06/2008 15:37:58

Welcome to the new DMQ site!

by Geek on 02/06/2008 21:05:55