Bloodfest Mod
So, why call this mod Bloodfest?
Simple, because it's a Blood Fest. Get it?
It's one of those less than realistic mods that can be somewhat enjoyable just watching all your foes explode, using weapons that, if they were real, would inflict almost the same amount of damage to the shooter.
It all started off as an experiment, to see what is all involved in writing a mod. So, I brushed off my C++ tools, and started.
Since I like to have hard copies of everything, I printed out the source project using an inkjet printer. MISTAKE!!!!!!!
Anyhew, after a ream of paper, and a few cartridges later, I had everything printed. I tore through the code, and the rest is history.
On the surface, this mod makes no changes to the play of Quake 3, no fancy HUD, or anything like that. However, once you start shooting your weapons, you will immediatly see the difference. ;^)
Weapon modifications
Machine Gun - Rate of fire increased to GE Electric ROF. Go ahead, try to get only 1 bullet out!
Shotgun - ROF increased to half of the original machine gun.
Grenade launcher - Gotta see to believe!
Rocket Launcher - ROF double the original machine gun. Rocket speed matches the original rail. Splash damage and radius 3x the norm. (Rocket jumping a team member with FF off, you can keep him pinned to the ceiling!) "Charge the guy with the rocket launcher! Maybe you can take him out at the same time!"
Plasma gun - ROF slightly slower than the new rocket launcher. Can melt an opponent in REAL quick order!
Railgun - ROF about the same as original machine gun. However, the rails will travel from one end of the map to the other. Through walls and EVERYTHING! (I'd like to thank SumFuka for the armor piercing idea)
Needless to say, with all these rapid fire weapons, you will need larger amounts of ammo. So, those amounts have all changed, however, you are still limited to a max of 200 rounds for all weapons. I will let you figure out the secrets to maxing out your ammo. You may also want to have a large frag limit, otherwise the game will be over REALLY quick.
Bots seem to play fine with this mod, though you may wanna keep their level low, just to give you a chance.
This mod plays quite well on an internal LAN party, but unsure how much bandwidth it will eat up.
Happy Fragging!
Known Bugs
* Restarting an arena after completion can cause the server to abort. If you manually start a new arena, there is no problem. Not sure why.....
* Of all the maps that I've played this mod on, supplied and downloaded, there is only one map that I have seen any problems with, and that is Poolshark by Seremtan. The walls and edge of map are too close, and that causes the railgun to lock up the game....HARD. DO NOT USE THIS MAP WITH THIS MOD. Which kinda sucks, this mod would be great with this rather interesting map.
This mod is built from the 1.27 source, so you will need the 1.27 or higher point release installed.
Just unzip it into your favorite Quake 3 directory.