KeyTrap's Deathmatch Patch

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KeyTrap's Deathmatch Patch is a compilation mod for Quake made by KeyTrap. Furthermore, it features some changes made by KeyTrap.

This mod is mostly intended for Deathmatch, though Singleplayer elements do exist. It mostly featured whatever code he could obtain, since certain mods lacked their source code and thus couldn't be used here. The documentation is also included from Proxmin1, though it does not appear in-game.

Also included is a commented out section that allows the player to use impulse 9 in Deathmatch. It can be easily activated, but the problem is that every player can use the same cheats.

Some various Weapon modes are also included and can be switched between by using impulse 63. A bug involving the Double-Barrelled Shotgun was also fixed, in the vanilla game it was possible to go under zero Ammo and have the counter read 255 when the player had no Ammo.

Included Modifications

 * DRUNKM3
 * Eject
 * GIBBIN3
 * JAFO PATCH
 * Leftover Health Patch
 * MultiMod
 * MultiSkin
 * Real Fall
 * THE FIEND MOD
 * The Super Duper Wacky Fish Blower
 * Throwing Axe
 * XITMSG

Impulses

 * Impulse 54 - Toggles between The Super Duper Wacky Fish Blower and normal rockets for the Rocket Launcher. KeyTrap planned to remove them after negative reception for it, but felt nostalgic due to it being the first addition to his modification.
 * Impulse 64 - Fiend Gear Shift. This allows the player to change from the default high jump to a lower style, which is useful in low gravity levels such as E1M8: Ziggurat Vertigo.
 * Impulse 175 - Vanilla Fiend skin.
 * Impulse 176 - Alien Fiend skin. It was intended that there would be other custom Fiend skins to follow, such as an invisible alternative style. This is enabled by default.
 * Impulse 210 - JAFO PATCH.
 * Impulse 253 - Ends Fiend mode when using the Fiend cheat for Fiend's Pentagram.

Weapon Modes

 * Super Nailgun - Can alternatively fire as a SuperLaserGun, which fires the same projectile as an Enforcer. This mode causes a bit more damage, but requires 2 Cells per shot. As KeyTrap did not know how to change the collision sound, the normal nail collision sound is heard when it hits a surface. Water is the player's enemy, much like the Thunderbolt, as it will waste Cells. Hitting the Water will immediately convert the projectile to a bubble.
 * Grenade Launcher - Can alternatively fire Pipe Bombs, which are similar to grenades but wait until impulse 62 is pressed for the bomb to go off. The Proximity Mines included as part of THE FIEND MOD are found under a tertiary mode as opposed to replacing the default Weapon. Both also explode if the player dies or disconnects from the server.
 * Rocket Launcher - Can alternatively fire in Drunk Missile mode (borrowed from DRUNKM3, entirely inspired by the Drunk Missle from Rise of the Triad. This fires three Rockets at once that can quickly lock onto an opponent. These Rockets do 3/4 the damage of a standard shot in an attempt to balance three being fired at once. There was originally intended to be a tertiary mode with a singular homing missile, but the code did not work well.

Gameplay Changes

 * On top of the features included in MultiSkin, this modification changes the back and forward navigation through the skins to impulses 98 and 99 respectively. Impulses 100 - 144 are used for the 44 MultiSkin choices, allowing the player to set an impulse jumping right to their preferred skin, since the skins reset every time the level changes. The player will also automatically switch back and forth to a custom skin otherwise inaccessible when picking up a Biosuit.
 * THE FIEND MOD was modified to make the Fiend player a bit stronger and give it 200 Health upon picking up the Fiend's Pentagram. As the Fiend player is entirely melee oriented, this was done to give them more of an advantage against multiple Rocket Launcher opponents. The Electro-Axe is also turned on by default. According to KeyTrap, this was his favorite modification of the collection.
 * The JAFO PATCH is somewhat different from the original modification. It uses the Quad Damage effect instead of the Ring of Shadows, plus defaults to Noclip with no toggles (the only impulse added is impulse 210). While debating that a player that suicides can leave observer mode, the author decided to keep it as it originally was since there is no real manner to cheat using it due to the loss of all frags.
 * The player starts with 3 Throwing Axes instead of 1.
 * If the player fires a Grenade Launcher at Lava, it will instantly explode. This allows the player the ability to possibly Grenade Jump out of Lava or hit someone in a free-standing patch of Lava in a custom map.
 * If the player acquires multiple 100 Health, they can now go up to 300. They also will only acquire up to a maximum of 300, whilst leaving the rest in the box, in a similar manner to the Leftover Health Patch.
 * While Real Fall is included, it is far less severe than the original modification. A simple drop will not injure the player at all, much like the vanilla game, while a drop like the one at the end of E1M7: The House of Chthon will take 80 health.
 * GIBBIN3 had a bug where the Fiend didn't have a solid corpse. This was fixed in this modification.
 * The player can fire projectiles through Teleporters. Note however that they cannot commit suicide using this method.

2.0 - October 27. 1996

 * Renamed as KeyTrap's Deathmatch Patch. Previously was called KeyMix.
 * PROGS files are now placed inside of a PROGS folder. Previously they had to be placed in the same directory as the .DAT file with no subfolders.
 * Added XITMSG.
 * Added the Leftover Health Patch. Also included a similar mechanism for the 100 Health.
 * Added Real Fall.
 * Added JAFO PATCH.
 * Added the PipeBomb from Skarmod.
 * While fragments exist in the code, Kicking has mostly been removed from the modification. The author assumed it didn't work correctly, likely because it requires getting close to an opponent and hitting the impulse whilst continually pushing into them.
 * Updated parts of New Skinz and MultiSkin, as well as additional skins have been included. The author was concerned about how demanding it would be for weaker systems, but stated that players could alter the file as needed to remove the skins they disliked.
 * Added a unique skin for the Biosuit. Previously, it would just change the player to "the Wizzard".
 * Specific MultiSkin selection is now done with impulses 100 - 144, previously it was 200 - 231. Going to previous/next is also done with 98/99 instead of 198/199.
 * The Super Duper Wacky Fish Blower can now be toggled on and off using impulse 54 instead of always being on. It is off by default.
 * Added an Alien Fiend skin that can be turned on and off with impulses 175 and 176. It is enabled by default.
 * Added impulse 253 to get out of the Fiend's Pentagram cheat mode.
 * Added impulse 64 as a Fiend's Pentagram gear shift for low gravity levels.
 * The player now starts with 3 Throwing Axes instead of 1.
 * Fixed a bug with GIBBIN3 where the Fiend did not have a solid corpse.
 * Most projectiles and entities can travel through Teleporters. This had been in the works for a long time, but proved to be an issue due to many solutions causing problems with maps such as E2M1: the Installation whereby it would crash on startup.
 * Many small minor bug fixes, "too many to list".
 * Updated to the 1.06 source code.

1.5

 * Added the Eject modification with some minor changes to velocity.
 * Added the Throwing Axe modification.
 * Added the Biosuit feature from MultiMod, though it doesn't work properly as there is no Biosuit skin and KeyTrap was unsure how to modify the player.mdl file. Instead, it switches to "the Wizzard".
 * Switching Weapons now results in a message appearing showing what mode the player currently is in.
 * All modes of the Grenade Launcher now instantly explode in Lava.
 * The SuperLaserGun now only takes 2 Cells instead of 3. It also now can be stopped by Water and turned into bubbles.
 * Proximity Mines now explode on player death in an attempt to limit the number on a map at one time. They also cost 10 Rockets instead of 5 as they were too powerful.
 * The Drunk Missiles now only do 3/4 the damage instead of being the same as a normal Rocket. They also fire from the same origin point before dispersing instead of covering a wide area before locking onto something. This is because they tended to explode on walls the player was beside. They also have a slower fire rate.
 * Upon ending the Fiend's Pentagram and clicking, the player shall revert to the best Weapon they had instead of always swapping to the Shotgun.
 * Some textual changes in regards to the different Weapon modes.
 * Fixed an issue where the player, upon running out of Ammo, could switch to a Weapon they didn't have Ammo for, resulting in them being unable to fire.

1.2 - August 10, 1996

 * Official release