Chilling Spree is a deathmatch mod for Quakeworld that focuses on user friendliness and lots of game modes to try out. It is intended for having fun playing Quakeworld with new twists of the game instead of playing the same three modes all the time.
Lots of work has been made to create a whole new structure of deathmatch modding, it is in fact rewritten from the ground up and has its unique style.
With a load of new features like GUI system, server side bot support and heapless of game modes it is intended to be a casual mod that you can use to "just have fun"(tm).
It was released as beta on the 1st January 2017.
And of course the normal game modes, like duel, 2on2, 4on4.
Requirements and how to use
Client requirements: EzQuake 3.0 or FTE. A client just has to find a CPREE server and connect. Everything needed will be automatically downloaded for you. Alternatively, you can download this .pk3 and place it on your /qw folder.
Server Requirements: Extensive usage of FTE extensions makes FTE server the only viable option. Ask the crew for a server package.
The rulemaker is the only player that can change all the options in the GUI menu. Anyone can apply to be the the rulemaker by typing
The items that the players spawn with. A combination of loadouts can be chosen from the menu, for example sg+gl. Can also be powerups.
The past matches played on the server will be displayed here. You can download the demos from the menu. The server also keeps track of your performance, like frags.
Some gametypes are matchless, which means anyone can join the server and play while a game is in progress.
Development stage and technical aspects
See Github project page for technical infomation and status updates.
Needs testing, extensively.
How to contribute
Reach Spike on IRC #gmapn or Molgrum at Discord. Molgrum takes bug reports and flaws, Spike can help with server issues and is responsible for FTESV.
Chilling Spree CVARS
Game mode CVARS
g_game_rounds 5 // number of rounds for this mode g_minplayers 0 // minimum number of players for this game mode g_maxplayers 12 // maximum number of players for this game mode g_minteamsize 0 // minimum number of players in each team for game to start g_maxteamsize 4 // maximum number of players in each team for game to start g_hook_enabled 0 // CTF hook, only enabled in CTF but can be bypassed g_game_selfdamage 1 // how much damage is dealt to the attacker when hurting yourself g_game_teamdamage 1 // friendly fire g_game_teamdamage_reflect 0 // damage dealt to teamkillers g_ctf_returntime 20 // how long the flag stays when dropped g_ctf_returnscore 0 // points rewarded when returning your own flag g_ctf_grabscore 0 // grab enemy flag frag score g_ctf_capturescore 10 // frags awarded when capturing enemy flag g_headhunters_maxheads 5 // number of heads you can carry g_g_freezetag_thawtime 3 // thawing time in ftag g_freezetag_thawinplace 0 // dunno g_domination_capturetime 5 // time in seconds to capture a domination area g_domination_pointinterval 5 // ??? g_domination_cap 15 // frags awarded for capturing an area g_domination_capassist 10 // frags awarded for assisting a capture g_domination_defense 10 // frags awarded for defending an area
g_noweapon "gl" // DMM4 disabled weapons, end has "gl lg"
g_powerups_enabled 1 // enable powerups or disable, also a map cvar g_overtime 3 // overtime for this DMM g_noitems 0 // Stacked limited can set this to 1 to disable item pickups
These are for server admins only:
g_info_hostname "foppa.dk #1" // will set hostname to foppa.dh #1 CSPREE // Hostname will be set to reflect location of server g_info_city "Copenhagen" g_info_state "" g_info_country "Denmark" g_allowedmodes "" // string separated by spaces of modes allowed, can be a mix of: g_allowbots 0 // integer 0 or 1 for false and true g_game_lockrules 0 // lockrules makes setting rules in the menu disabled g_game_mode "duel" // default mode for the server g_game_loadout 0 // default loadout, AXE + SG default g_game_clientlimit 12 // number of players allowed g_game_botskill 0 // bot skill, can be set to higher numbers than 1 g_game_record 1 // record mvd of matches g_game_itemtimers 1 // timers on items to display when they respawn, probably does nothing as of now g_maprotation "" // maps to be rotated, if null enable map voting g_armor_accumulate 0 // quake live plagiarism g_armor1_absorb 0.30 // GA absorbtion rate g_armor1_amount 100 // GA amount g_armor2_aborb 0.60 // YA absorbtion rate g_armor2_amount 150 // YA amount g_armor3_absorb 0.8 // YA absorbtion rate g_armor3_amount 200 // RA amount g_axe_new 0 // some new axe functionality to make it easier to hit g_axe_damage 20 // axe damage per hit g_axe_push 1.0 // factor for pushback g_axe_push_frozen 3.0 // factor for pushback on frozen players g_axe_reload 0.5 // axe reload time in seconds g_bullet_damage 3.0 // damage per bullet with shotguns g_bullet_push 1.0 // pushback for bullets g_bullet_spread 1 // new shotgun spread, leave at 1 for now g_entities_rotatefix 1 // rotate entities that have angles set g_prewar_countdown 10 // countdown from ready to game start g_forcestart_countdown 30 // time that players can ready up before getting kicked g_game_gibthreshhold -40 // Health to be gibbed, except head hunters where every kill is a gib g_game_cpmajump 0 // try it with airstep g_game_fairpacks 0 // ktpro stuff, 2 drops current weapon only when firing it g_game_fastlifts 0 // ??? g_game_fastswitch 1 / ??? g_game_nailrecoil 0 // air recoil from nailguns making certain jumps possible g_game_newwalk 0 // animation stuff, aesthetics g_game_visiblepacks 0 // weapons contained in pack visible g_game_exittele 0 // exits are transformed to teleports to start on level g_grenade_aim_new 0 // set to 1 when experimenting with minpitch/maxpitch 89 g_grenade_aim_norandom 1 // grenades non-random fire origin g_grenade_damage 120 // gl damage g_grenade_push 1.0 // gl pushback g_grenade_reload 0,6 // gl reload time g_grenade_velocity 600 // grenade velocity g_laser_damage 15 // laser trap damage g_laser_push 1,0 // laser pushback g_lightning_damage 30 // lg damage per cell, might lower this with antilag 1 g_lightning_push 1.0 // pushback from lg g_lightning_reload 0.2 // reload per cell g_respawn_ammo 30 // seconds between ammo respawns g_respawn_armor 20 // armor respawn time g_respawn_health 20 // health respawn time g_respawn_mega 20 // respawn times for mega g_respawn_pent 300 // pentagram respawn, on dm5 could be set to 60 g_respawn_ring 300 // ring respawn, on dm6 could be set to 60 g_respawn_suit 60 // unused in deathmatch g_respawn_quad 60 // quad respawn, one minute g_respawn_weapon_dmm1 30 // respawn for weapons in dmm1, seconds g_respawn_weapon_dmm2 5 // respan for weapons in dmm2, seconds g_rocket_damage 110 // rl damage g_rocket_push 1.0 // rl pushback g_rocket_reload 0.8 // rl reload time in seconds g_rocket_velocity 1000 // rocket velocity g_coilgun_reload 0.7 // reload for coilgun g_shotgun_reload 0.5 // boomstick reload g_shotgun_spread 0.005 // boomstick spread g_shotgun2_reload 0.7 // buckshot reload g_shotgun2_spread 0.015 // buckshot spread g_spawn_drop 0 // drop deathmatch spawns to be adjacent to floor g_spawn_mode 1 // fair spawns or competitive, fair spawns gives more breathing room by not allowing too many spawns on the same spot g_spawn_telefrag 1 // telefrag mercilessl g_spike_damage 9 // ng damage g_spike_push 1.0 // ng pushback g_spike_velocity 1000 // emulate fastnails by setting to 2000 g_spike2_damage 18 // sng damage g_spike2_push 1.0 // sng pushback g_spike2_velocity 1000 // emulate fastnails by setting to 2000 g_teleport_angles 0 // experimental stuff, leave at 0 g_teleport_entities 0 // teleport rockets and stuff too g_teleport_velocity 0 // preserve player velocity through teleports g_runtests 0 // QA stuff to test the mod, leave at 0 g_rail 0 // railgun enabled g_rail_damage 110 // railgun damage g_rail_push 1.0 // railgun pushback g_rail_reload 0.8 // railgun reload in seconds g_dmm5_shells 30 // dmm5 ammo caps g_dmm5_nails 70 // dmm5 ammo caps g_dmm5_rockets 20 // dmm5 ammo caps g_dmm5_cells 50 // dmm5 ammo caps