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 Quake3 / General source / Item description
Health

Yellow HealthThe Yellow health gives 25 health points but no more than 100. It appears every 35 sec

Gold Health The Gold health gives 50health points but no more than 100. It appears every 35 sec.

Green Health The Green Health gives 5 health points. Its feature is that with its help you can get more than 100 health points (every second cuts 1 point off your health level, if it exceeds 100 points, unless it’s 100). It appears every 35 sec.

Mega Health The Mega health increases your health level on 100 points (maximum 200). While your health level is more than 100, it decreases on 1 point per sec. It appears every 35 sec (by default). Respawn time also depends on game level/mode.


Armor

In Quake 3 there is no difference between various kinds of armor. It is of one type that prevents the 2/3 damages (health covers the rest of damage). If, for example, you have 100/200, then after the Railgun shot (100 damage points) you’ll have 77/133. Armor that exceeds 100 points flies away at a speed of 1point per sec until it’s 100.

Shard The Shard increases your armor on 5 points. Maximum is 200. If your armor level is more than 100 points then it reduces on 1 point per sec. The armor (if you have enough of it) covers the 2/3 damage and 1/3 is covered by the health. The shard appears every 25 sec.

Yellow armour The Yellow armor gives 50 armor points. Maximum is 200. It appears every 25 sec.

Red armour The Red armor gives 100 armor points. Maximum is 200. It appears every 25 sec.


The artifacts

Each player respawns with 2 kinds of weapon (the gauntlet and the chaingun) and without an armor. While fighting he can take other kinds of weapon on the level, and he can also stole different artifacts that can increase his characteristics. After death he loses everything and respawns “empty”.

Battle suit The Battle suit. It’s one of the most useful artifacts. It prevents you from all kinds of damage (except for the direct hit), including lava drop and etc. On having it the player is in the “gold” shell. It lasts for 30 sec. it appears every 2 min.

Flight The Flight is a jetpack. It gives the player an opportunity to fly for 60 sec. it appears every 2 min.

Invisibility The Invisibility. Having taken it the player becomes practically invisible. He can be tracked only by air rippling (as in “Predator”) and by the sound. It lasts for 30 sec. It appears every 2 min.

Haste The Haste. It increases the shooting rate of any kind of weapon twice, and also the speed of running (as a result you can make longer jumps). A player with this artifact leaves a smoky trail. It lasts for 30 sec. It appears every 2 min.

Quad Damage The Quad Damage. Unlike Quake 2 and Quake 1 it increases the weapon killing power not in 4 but in 3 times. On having it the player has a blue light shell (except for TP/CTF when a player with the quad has the team color). It lasts for 30 sec and appears every 2 min. For non-TP maps it appears every 45 sec.

Regeneration The Regeneration. It’s a constant health that increases your health level on 15 points every sec (up to 200). This artifact doesn’t increase/decrease the armor level. On having it the player has the red shell. The regeneration lasts for 30 sec. It appears every 2 min.

Medikit The Medikit. Having being picked up it’s not activated automatically, but it’s in the player’s inventory and can be used when it’s necessary. It increases the health level up to 100. It appears every min.

Teleporter The Teleporter. Having being picked up it’s not activated automatically, but it’s in the player’s inventory and can be used when it’s necessary. It teleports the player to any place on the map. If the player uses it in CTF with the Flag being captured, then the player is teleported but the Flag stays where it is, in the place where the teleportation has occurred. It appears every min.


The environment

Jump pad The Jump pad is much higher than ordinary ones. You are just to step on the circle are (or jump on it). The feature is that pads can be adjusted to different directions and power. Horizontal pad makes the player to jump up. The pads with a slope (see the picture) throw a player in the direction parallel to the pad plane. Due to its opportunity to change the direction you can change your flight trajectory considerably.
If on touching the pad you make a rocketjump then your jump will be much higher.

Acceleration pad The Acceleration pad. It’s similar to the previous one. The difference is that the acceleration pad throws the player forth more strongly (along the arrow direction). Its power can vary. You can change your trajectory in a flight slightly.

Teleport The Teleport. It is used for instant moving between two spots on a level. Its feature is that on teleporting the player is “thrown out” at the same speed that he has at entering the teleport. Sometimes it can be useful.

Portal The Portal. It’s an enhanced teleport model. It differs from the previous in that the area, in which a player is being teleported, is reflected on its working grid (see the picture). Actually, it holds true when the variable R_FASTSKY is on.

Platform The Platform. It is used for switching between different floors of the same level. They are uncontrolled automatic lifts. They can have different size, speed and etc.

ThroughFloor The ThroughFloor. It’s a kind of floor on which a player can walk but he can also look through it and shoot through it with any kind of weapon including the RocketLauncher.

By Goblin and Littleb

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