Tech Sheet
From PromodeWiki
22nd Sep 2006 - CPM Ruleset 1.38
Contents |
Spawns
Player
- Loadout is: 100 health, 50 bullets, MG, Gauntlet
- Minimum limbo time is 0.5 second
- Maximum limbo time is 3.5 seconds
Biased Player Spawns
- 1.35 and below: Minimise streaks of "cheap luck". Biased player respawns mean that a player CAN respawn at any spawnpoint, but is more likely to respawn some distance from where he died.
- 1.37 and above: Q4MAX spawn system. Prevents proximity spawn killing. "Far half from killer". Once you die, your spawn point is randomly selected from anywhere in the opposite half of the map of where the killer is. This prevents lucky spawn killing, and at the same time, preventing furthest predictable spawns like in vq3.
Weapons
- DM - 15/5 seconds (map dependant).
- TDM - 30 seconds
- CTF - 5 seconds
- FFA - Weaponstay
Items
- Ammo boxes - 30 seconds
- Health - 30 seconds
- Armour / NTF Packs - 25 seconds
- Normal MegaHealth - 20 seconds after wear off (i.e. after player health drops to 100)
- Simple MegaHealth - 35 seconds
Powerups
- Quad/Haste/Regen - 90 seconds (default)
- BS/Invis - 3:00 (default. Spawn is Quad spawn * 2)
- Initial spawn time is a 15-second window, starting at 00:15 (i.e 19:45-19:30 on cpm clock).
- Initial PU spawns are synced
- Suicide (/kill) Penalty is 2500ms
Movement
Speed
- Crouching - 80 ups
- Walking - 160 ups
- Running - 320 ups
- Double Jump Window - 400ms
- Haste adds 25% boost to base speed and dragpoint.
- Flag Weight is 50% off your "top" speed so if running speed is 320, drag starts at 640 ups, Flag Carrier drag starts at 480 ups. Haste NEGATES flag weight rather than boosting speed.
- CPMA has no footstep sounds.
Damage
Armour
- GA protects 1:1, first pickup 50, second adds 50
- YA protects 2:1, first pickup 100, second adds 50
- RA protects 3:1, first pickup 150, second adds 50
- Armour decays in Clan Arena modes only.
- RA > 150YA crossover point is 133RA
- YA > 100GA crossover point is 75YA
World
- Falling Damage - 5 for "soft" landings, 10 for hard ones
- Liquid Damage - lava does 40/sec, slime does 16/sec
- Drowning damage starts at 00:12 seconds, damage is cumulative (i.e 4/6/8/10/12/14/15 damage/sec)
Powerups
- Quad is "true", i.e. 4x damage.
- Battlesuit protects at 75% + only direct hits damage
- Splash weapons use consistent directional knockback rules. (baseq3 has completely different behaviour for direct hits vs splash)
Weapons
200ms switch from G/MG to non-spawn weapons.
Does not apply to first switch so you can grab a weapon after respawning and use it immediately.
Packs contain current weapon and max of one box of ammo for each weapon in DM, and one "loadout" (the weapon's initial ammo count) for each in team games.
| Gauntlet | Grenade Launcher (GL) | Rail Gun (RG) |
| Damage - 50 health/pummy Half Knockback |
Damage - 100 health/grenade Splash Radius - 150 units |
Damage - 80 health/rail 100% Knockback |
| Machine Gun (MG) | Rocket Launcher (RL) | Plasma Gun (PG) |
| Damage - 5 health/shot Spread - 100% (5 units) |
Damage - 100 health/rocket Speed - 1000 units/sec |
Damage - 18 health/shot Speed - 2000 units/sec |
| Shotgun (SG) | Lightning Gun (LG) | BFG10K (BFG) |
| Damage - 16 pellets, 6 damage/pellet Spread - 900 units (non-random) |
Damage - 10 health/shot 150% Knockback |
Damage - 100 health/shot Speed - 1800 units/sec |