Defusion

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Foreword
Overview
Teamplay
Gameplay Enhancements
Gameplay - Modules
Gameplay - The Wraith
Gameplay - The Ejectulator
Gameplay - Weapons
Details
 
Foreword

Have you ever played one of the various Capture the Flag patches and thought to yourself, "There's something missing..."? Well, so did we - the excitement. That feeling you get when you know that something is about to hit the fan, and you're holding on to it. Originally a brain-child of Jimmy Sieben, a.k.a. EvilGenius, Defusion has now become even more amazing that we had first conceived.
Our main goal for Defusion was to create a high-quality, original patch - while at the same time keep the download size to a minimum. Downloading from a Quakeworld server should even be a relatively painless process*.

 
Overview

"...real men play with bombs..."

Imagine what Capture the Flag would be like if the flag was a timebomb. Take that idea to a higher level and you've got Defusion. Don't expect to be able to get the "flag" and hang from the ceiling while you eat your sandwich - if you don't hustle to a base, you're going to end up in pieces.

Defusion takes place in an alternate Quake world, in which feuding clans and freelance teams of people meet on a common battleground to engage in a sport of sorts, in hopes to win fame and glory. Players who wish to participate in Defusion must first undergo a complicated surgical procedure. After they emerge from the surgery, they are equipped with bio-mechanical implants that make it possible to physically enhance themselves using modules that are placed at strategic locations about the play field. It also means that players can carry much more ammo at one time than before. (The available modules and their purposes are listed below.)

All of the elements in Defusion are well thought-out and implemented carefully. When the bomb explodes, you know it. When time is running short, you not only know who has the bomb, but how many precious seconds they have left. Some more points of interest are: the larger-than-life wall of flame that eminates from the explosion; the earth-shaking aftershocks that actually shake up everyone on the level (which can make it difficult to walk straight for a moment or stay on narrow ledges if you aren't careful); the skillfully and professionally constructed artwork; and all the sounds in Defusion have been built with two major ideals in mind - consistancy and quality. We engineered the sounds using a large library of professional sound effects.

Teamplay

There are several ways to play the game; the person who maintains the server decides which mode his or her clients would prefer. Following are the three basic ways to set it up:

  1. Everyone for themselves - in this mode, there are no teams. Works great for small groups (i.e. small LAN parties).
  2. Standard Teamplay - this is basically standard Quake teamplay, except for the damage modifiers listed below.
  3. Strict Teamplay - all rules of Standard Teamplay are followed, but you cannot change teams during play.

And here are the teamplay damage modifiers:

Defusion levels can be set up several different ways, which depends on how the person who creates the map decides would be best for his or her level. A "standard" setup would include one bomb (with a two-minute fuse), one base and two teams. The levels that we are making available for Defusion are configured in this manner. However, the map-maker has complete freedom in many different areas when making Defusion maps. There can be a virtually unlimited number of bombs and bases - each of which can be designated to a particular team only - and a maximum of six teams.
We encourage people to compose their own Defusion maps and distribute them as they feel appropriate.

 

Gameplay Enhancements

We have not only tweaked certain parts of Quake for serious deathmatch, we have added new elements that will keep everyone on their toes.