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	<updated>2026-07-27T11:40:35Z</updated>
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	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Setup_A_Client&amp;diff=1507</id>
		<title>Setup A Client</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Setup_A_Client&amp;diff=1507"/>
		<updated>2025-12-01T16:42:23Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Installation=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
| Playing TeamFortress requires:&lt;br /&gt;
&lt;br /&gt;
* '''Quake.''' Download and install [http://www.megateamfortress.com/files/wiki/files/quake-shareware-setup-beta099a.exe Quake Shareware], or obtain [http://store.steampowered.com/app/2310/QUAKE/ Quake] from Steam.&lt;br /&gt;
* '''TeamFortress Mod.''' Download and unzip [http://www.megateamfortress.com/files/wiki/files/MegaTFUnited.zip MegaTF] into your Quake folder. '''(Optional: Files can be automatically downloaded upon joining a server)'''&lt;br /&gt;
* '''Modern client:''' Download and install the latest [https://ezquake.com/info/downloads.html EzQuake]. Available for Windows, Linux, MacOS.'''&lt;br /&gt;
* '''Legacy clients:''' Download and unzip one of the the official ZAP versions of ezQuake! [http://megateamfortress.com/files/ezquake-3.2.3-zap-5274.zip ezQuake 3.2.3 ZAP (Win)], [http://megateamfortress.com/files/ezquake_3.2.3_linux_zap.zip ezQuake 3.2.3 ZAP (Linux)], or [http://megateamfortress.com/files/ezquake_3.1_zap.zip ezQuake 3.1 ZAP (Win. Includes fixed WinAMP compatibility)] into your Quake folder.  (ezQuake replaces the old QWCL.exe as your Quake Client.  Other modern QuakeWorld [[Clients]] exist, which you may use at your discretion, but we highly recommend the ZAP ezQuake as it fixes a few things the ezQuake team has removed for MegaTF/Quake 1. ''Editor note: this statement needs to be reviewed for relevance in 2025'')&lt;br /&gt;
&lt;br /&gt;
Before you play, setup your [[Configs]] - Mega TeamFortress has a lot of commands to bind.  Then, Launch &amp;quot;ezquake.exe&amp;quot; in your Quake folder to play! Use the server-browser to find a TeamFortress game near you!  Or find a server at [[Active Servers]] or [https://www.quakeservers.net/quakeworld/servers/t=tf/ quakeservers.net] and connect manually from the console with &amp;lt;code&amp;gt;connect &amp;lt;ip address here&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 50%;&amp;quot; | Optionally choose a pre-configured installer package:&amp;lt;br /&amp;gt;''*recommended for new players*''&lt;br /&gt;
* Install [https://nquake.com/ nQuake] For all Operating Systems.&amp;lt;br&amp;gt;&lt;br /&gt;
* Download [https://www.playmegatf.com/home Aphasia's pre-configured packages] &lt;br /&gt;
''Note: It is not recommended to install '''FortressOne''' in the same folder as nQuake or EZQuake as they may overlap and cause conflicts.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Tip: Run your EZQuake graphics on &amp;quot;eyecandy&amp;quot; for a graphical upgrade! Also visit the [[Graphical Replacements]] page for high quality texture replacements.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Optional:&lt;br /&gt;
&lt;br /&gt;
TeamFortress servers will download maps, models, sounds and other files to you as you need them on a case-by-case basis.  However, there are some files servers do not distribute when you join.&lt;br /&gt;
&lt;br /&gt;
The [http://www.megateamfortress.com/files/wiki/files/TFMegaPack.zip TFMegaPack (95MB)] contains optional files that you WON'T get automatically from a server for colored lighting (.lit), location data (.loc), skyboxes, and high-res textures.  &lt;br /&gt;
&lt;br /&gt;
Sometimes, a server may be missing a file - or you may just want to save yourself the wait time and get to fragging.  In which case, download:&lt;br /&gt;
&lt;br /&gt;
[http://www.megateamfortress.com/files/wiki/files/TFMegaPack_XL.zip TFMegaPack XL (180MB)] - All of TFMegaPack, plus the most common maps and add-on files.&lt;br /&gt;
&lt;br /&gt;
[http://www.megateamfortress.com/files/wiki/files/TFMegaPack_XXL.zip TFMegaPack XXL (640MB)] - All of TFMegaPack_XL, plus a TON of maps and everything else.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Linux:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Install [https://nquake.com/ nQuake] for Linux.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''MAC:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Install [https://nquake.com/ nQuake] for MacOS.&lt;br /&gt;
&lt;br /&gt;
=Client Commands=&lt;br /&gt;
Useful client commands that are independent of any mod. You can review these and choose how you would like to configure your client.&amp;lt;br&amp;gt;&lt;br /&gt;
Changes should go in ../fortress/config.cfg&amp;lt;br&amp;gt;&lt;br /&gt;
See [[Configs]] for full info.&lt;br /&gt;
==EZQuake==&lt;br /&gt;
===EZQuake 3.6 Warning===&lt;br /&gt;
EZQuake developers recently implemented a command to remedy security issues in EZQuake 3.6. Unfortunately the client now spams users on TF servers regarding these false warnings, so this variable must be copy and pasted manually into your main config to suppress the warnings (usually put it in ''quake/fortress/config.cfg''): &lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; word-wrap: break-word; background:#f8f8f8; padding:1em; border:1px solid #ddd;&amp;quot;&amp;gt;&lt;br /&gt;
cl_remote_capabilities &amp;quot;+attack,-attack,alias,bf,changing,cmd,color,download,exec,fullserverinfo,impulse,infoset,ktx_infoset,ktx_sinfoset,nextul,on_admin,on_connect,on_connect_ctf,on_connect_ffa,on_enter,on_enter_ctf,on_enter_ffa,on_matchend,on_matchstart,on_observe,on_observe_ctf,on_observe_ffa,on_spec_enter,on_spec_enter_ctf,on_spec_enter_ffa,on_spec,_matchend,on_spec_matchstart,on_unadmin,packet,play,rate,reconnect,say,sinfoset,skin,skins,team,tempalias,track,wait,cl_movespeedkey,m_forward,m_side,cl_backspeed,cl_forwardspeed,cl_sidespeed,v_idlescale,v_cshift,fov,bind,gl_polyblend,v_iroll_cycle,v_ipitch_cycle,v_iyaw_cycle,v_iroll_level,v_ipitch_level,v_iyaw_level&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== v_viewheight ===&lt;br /&gt;
'''v_viewheight''' is the level of your eyes as the player bobs up and down while running. Maximum range is '''-7''' to '''4'''. Most people have bobbing turned off. The level of your gun doesn't change during the bob cycle, just your eyes. At '''-7''', your eyes are at the same level as your gun. Rockets are aimed right at the crosshair during their entire path. As the level of your eyes goes up, close range aim becomes more inaccurate. At '''-5''' to '''-4''', if you try to shoot down over a ledge, the rocket will hit the ledge, and if it's close it will blow up in your face. At a value of '''-6''' and '''-7''' you can aim precisely over a ledge and shoot rockets properly at enemies feet to pop them in the air. It mainly matters for rockets and sniping but is generally recommended. A drawback of lower '''viewheights''' is that lightning gun shafts tend to be coming right at your face: not a problem in MegaTF. Low '''viewheights''' make you feel short and high ones make you feel tall and you can see over more obstacles.&lt;br /&gt;
[[Category:Configs]]&lt;br /&gt;
&lt;br /&gt;
=== Some useful cvar options ===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; word-wrap: break-word; background:#f8f8f8; padding:1em; border:1px solid #ddd;&amp;quot;&amp;gt;&lt;br /&gt;
r_fastsky 1 //sets sky to a solid color, less distracting, easier to see players outline in the sky.&lt;br /&gt;
r_skycolor x x x //RGB value of sky color (Default is &amp;quot;40 80 150&amp;quot; for light blue)&lt;br /&gt;
r_fastturb 1 //sets all liquids to a solid color based on texture, less distracting, cleaner looking map.&lt;br /&gt;
v_viewheight &amp;quot;-7&amp;quot; // Some lore about this one. This lowers your view as much as possible, with the idea of being exactly in line with your rocket trajectory, instead of above it. The idea is that your crosshair is more accurately where the rockets will hit in the distance.&lt;br /&gt;
s_khz &amp;quot;44&amp;quot; // attempt to sample all sounds at 44khz, crisper audio, and needed for the replacement sound pack.&lt;br /&gt;
s_ambientlevel &amp;quot;0&amp;quot; // removes annoying looping background noises&lt;br /&gt;
cl_bob &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
cl_bobcycle &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
cl_bobup &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
cl_rollangle &amp;quot;0&amp;quot; //controls how much your screen tilts when strafing.&lt;br /&gt;
etc.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FTEQuake==&lt;br /&gt;
A select few commands for optimization / quality of life. FTE has an extensive feature set that is not covered here.&lt;br /&gt;
Pro-tip use &amp;lt;code&amp;gt;/find &amp;lt;term&amp;gt;&amp;lt;/code&amp;gt; in the console to search and read through documentation.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; word-wrap: break-word; background:#f8f8f8; padding:1em; border:1px solid #ddd;&amp;quot;&amp;gt;&lt;br /&gt;
cl_yieldcpu &amp;quot;0&amp;quot;         //Attempt to yield between frames. This can resolve issues with certain drivers and background software, but can mean less consistant frame times. Will reduce power consumption/heat generation so should be set on laptops or similar (over-hot/battery powered) devices.&lt;br /&gt;
&lt;br /&gt;
r_viewmodel_fov &amp;quot;105&amp;quot;   //field of vision for the viewmodel only, allows you to set a different fov and gun size, 1-170 degrees, standard fov is 90, nquake defaults to 108.&lt;br /&gt;
&lt;br /&gt;
r_glsl_precache &amp;quot;1&amp;quot;    //Force all relevant glsl permutations to load upfront. Should prevent mid-game stutters in some cases at the cost of longer load times.&lt;br /&gt;
&lt;br /&gt;
seta r_replacemodels &amp;quot;glb md3 md2 md5mesh&amp;quot;    //A list of filename extensions to attempt to use instead of mdl. Allows for higher quality model replacements.&lt;br /&gt;
&lt;br /&gt;
r_temporalscenecache &amp;quot;1&amp;quot;    //Controls whether to generate+reuse a scene cache over multiple frames. This is generated on a separate thread to avoid any associated costs. This can significantly boost framerates on complex maps, but can also stress the gpu more (performance tradeoff that varies per map). An outdated cache may be used if the cache takes too long to build (eg: lightmap animations), which could cause the odd glitch when moving fast (but retain more consistent framerates - another tradeoff).&lt;br /&gt;
                            //0: Traditional quake rendering.&lt;br /&gt;
                            //1: Generate+Use the scene cache.&lt;br /&gt;
&lt;br /&gt;
fs_cache &amp;quot;1&amp;quot;    //0: Do individual lookups.&lt;br /&gt;
                //1: Scan all files for accelerated lookups. This provides a performance boost on windows and avoids case sensitivity issues on linux.&lt;br /&gt;
                //2: like 1, but don't bother checking for external changes (avoiding the cost of rebuild the cache).&lt;br /&gt;
&lt;br /&gt;
cl_lerp_players &amp;quot;1&amp;quot;     //Set this to make other players smoother, though it may increase effective latency. Affects only QuakeWorld.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Setup_A_Client&amp;diff=1506</id>
		<title>Setup A Client</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Setup_A_Client&amp;diff=1506"/>
		<updated>2025-12-01T15:10:34Z</updated>

		<summary type="html">&lt;p&gt;Haze: /* EZQuake */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Installation=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
| Playing TeamFortress requires:&lt;br /&gt;
&lt;br /&gt;
* '''Quake.''' Download and install [http://www.megateamfortress.com/files/wiki/files/quake-shareware-setup-beta099a.exe Quake Shareware], or obtain [http://store.steampowered.com/app/2310/QUAKE/ Quake] from Steam.&lt;br /&gt;
* '''TeamFortress Mod.''' Download and unzip [http://www.megateamfortress.com/files/wiki/files/MegaTFUnited.zip MegaTF] into your Quake folder. '''(Optional: Files can be automatically downloaded upon joining a server)'''&lt;br /&gt;
* '''Modern client:''' Download and install the latest [https://ezquake.com/info/downloads.html EzQuake]. Available for Windows, Linux, MacOS.'''&lt;br /&gt;
* '''Legacy clients:''' Download and unzip one of the the official ZAP versions of ezQuake! [http://megateamfortress.com/files/ezquake-3.2.3-zap-5274.zip ezQuake 3.2.3 ZAP (Win)], [http://megateamfortress.com/files/ezquake_3.2.3_linux_zap.zip ezQuake 3.2.3 ZAP (Linux)], or [http://megateamfortress.com/files/ezquake_3.1_zap.zip ezQuake 3.1 ZAP (Win. Includes fixed WinAMP compatibility)] into your Quake folder.  (ezQuake replaces the old QWCL.exe as your Quake Client.  Other modern QuakeWorld [[Clients]] exist, which you may use at your discretion, but we highly recommend the ZAP ezQuake as it fixes a few things the ezQuake team has removed for MegaTF/Quake 1. ''Editor note: this statement needs to be reviewed for relevance in 2025'')&lt;br /&gt;
&lt;br /&gt;
Before you play, setup your [[Configs]] - Mega TeamFortress has a lot of commands to bind.  Then, Launch &amp;quot;ezquake.exe&amp;quot; in your Quake folder to play! Use the server-browser to find a TeamFortress game near you!  Or find a server at [[Active Servers]] or [https://www.quakeservers.net/quakeworld/servers/t=tf/ quakeservers.net] and connect manually from the console with &amp;lt;code&amp;gt;connect &amp;lt;ip address here&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 50%;&amp;quot; | Optionally choose a pre-configured installer package:&amp;lt;br /&amp;gt;''*recommended for new players*''&lt;br /&gt;
* Install [https://nquake.com/ nQuake] For all Operating Systems.&amp;lt;br&amp;gt;&lt;br /&gt;
* Download [https://www.playmegatf.com/home Aphasia's pre-configured packages] &lt;br /&gt;
''Note: It is not recommended to install '''FortressOne''' in the same folder as nQuake or EZQuake as they may overlap and cause conflicts.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Tip: Run your EZQuake graphics on &amp;quot;eyecandy&amp;quot; for a graphical upgrade! Also visit the [[Graphical Replacements]] page for high quality texture replacements.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Optional:&lt;br /&gt;
&lt;br /&gt;
TeamFortress servers will download maps, models, sounds and other files to you as you need them on a case-by-case basis.  However, there are some files servers do not distribute when you join.&lt;br /&gt;
&lt;br /&gt;
The [http://www.megateamfortress.com/files/wiki/files/TFMegaPack.zip TFMegaPack (95MB)] contains optional files that you WON'T get automatically from a server for colored lighting (.lit), location data (.loc), skyboxes, and high-res textures.  &lt;br /&gt;
&lt;br /&gt;
Sometimes, a server may be missing a file - or you may just want to save yourself the wait time and get to fragging.  In which case, download:&lt;br /&gt;
&lt;br /&gt;
[http://www.megateamfortress.com/files/wiki/files/TFMegaPack_XL.zip TFMegaPack XL (180MB)] - All of TFMegaPack, plus the most common maps and add-on files.&lt;br /&gt;
&lt;br /&gt;
[http://www.megateamfortress.com/files/wiki/files/TFMegaPack_XXL.zip TFMegaPack XXL (640MB)] - All of TFMegaPack_XL, plus a TON of maps and everything else.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Linux:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Install [https://nquake.com/ nQuake] for Linux.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''MAC:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Install [https://nquake.com/ nQuake] for MacOS.&lt;br /&gt;
&lt;br /&gt;
=Client Commands=&lt;br /&gt;
Useful client commands that are independent of any mod. You can review these and choose how you would like to configure your client.&amp;lt;br&amp;gt;&lt;br /&gt;
Changes should go in ../fortress/config.cfg&amp;lt;br&amp;gt;&lt;br /&gt;
See [[Configs]] for full info.&lt;br /&gt;
==EZQuake==&lt;br /&gt;
===EZQuake 3.6 Warning===&lt;br /&gt;
EZQuake developers recently implemented a command to remedy security issues in EZQuake 3.6. Unfortunately the client now spams users on TF servers regarding these false warnings, so this variable must be copy and pasted manually into your main config to suppress the warnings (usually put it in ''quake/fortress/config.cfg''): &lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; word-wrap: break-word; background:#f8f8f8; padding:1em; border:1px solid #ddd;&amp;quot;&amp;gt;&lt;br /&gt;
cl_remote_capabilities &amp;quot;+attack,-attack,alias,bf,changing,cmd,color,download,exec,fullserverinfo,impulse,infoset,ktx_infoset,ktx_sinfoset,nextul,on_admin,on_connect,on_connect_ctf,on_connect_ffa,on_enter,on_enter_ctf,on_enter_ffa,on_matchend,on_matchstart,on_observe,on_observe_ctf,on_observe_ffa,on_spec_enter,on_spec_enter_ctf,on_spec_enter_ffa,on_spec,_matchend,on_spec_matchstart,on_unadmin,packet,play,rate,reconnect,say,sinfoset,skin,skins,team,tempalias,track,wait,cl_movespeedkey,m_forward,m_side,cl_backspeed,cl_forwardspeed,cl_sidespeed,v_idlescale,v_cshift,fov,bind,gl_polyblend,v_iroll_cycle,v_ipitch_cycle,v_iyaw_cycle,v_iroll_level,v_ipitch_level,v_iyaw_level&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== v_viewheight ===&lt;br /&gt;
'''v_viewheight''' is the level of your eyes as the player bobs up and down while running. Maximum range is '''-7''' to '''4'''. Most people have bobbing turned off. The level of your gun doesn't change during the bob cycle, just your eyes. At '''-7''', your eyes are at the same level as your gun. Rockets are aimed right at the crosshair during their entire path. As the level of your eyes goes up, close range aim becomes more inaccurate. At '''-5''' to '''-4''', if you try to shoot down over a ledge, the rocket will hit the ledge, and if it's close it will blow up in your face. At a value of '''-6''' and '''-7''' you can aim precisely over a ledge and shoot rockets properly at enemies feet to pop them in the air. It mainly matters for rockets and sniping but is generally recommended. A drawback of lower '''viewheights''' is that lightning gun shafts tend to be coming right at your face: not a problem in MegaTF. Low '''viewheights''' make you feel short and high ones make you feel tall and you can see over more obstacles.&lt;br /&gt;
[[Category:Configs]]&lt;br /&gt;
&lt;br /&gt;
=== Some useful cvar options ===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; word-wrap: break-word; background:#f8f8f8; padding:1em; border:1px solid #ddd;&amp;quot;&amp;gt;&lt;br /&gt;
r_fastsky 1 //sets sky to a solid color, less distracting, easier to see players outline in the sky.&lt;br /&gt;
r_skycolor x x x //RGB value of sky color (Default is &amp;quot;40 80 150&amp;quot; for light blue)&lt;br /&gt;
r_fastturb 1 //sets all liquids to a solid color based on texture, less distracting, cleaner looking map.&lt;br /&gt;
v_viewheight &amp;quot;-7&amp;quot; // Some lore about this one. This lowers your view as much as possible, with the idea of being exactly in line with your rocket trajectory, instead of above it. The idea is that your crosshair is more accurately where the rockets will hit in the distance.&lt;br /&gt;
s_khz &amp;quot;44&amp;quot; // attempt to sample all sounds at 44khz, crisper audio, and needed for the replacement sound pack.&lt;br /&gt;
s_ambientlevel &amp;quot;0&amp;quot; // removes annoying looping background noises&lt;br /&gt;
cl_bob &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
cl_bobcycle &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
cl_bobup &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
cl_rollangle &amp;quot;0&amp;quot; //controls how much your screen tilts when strafing.&lt;br /&gt;
etc.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FTEQuake==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;fill me in&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Teamplay_Configs&amp;diff=1505</id>
		<title>Teamplay Configs</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Teamplay_Configs&amp;diff=1505"/>
		<updated>2025-11-25T05:38:43Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===What are comms?===&lt;br /&gt;
&lt;br /&gt;
Comms are a set of CFG files that allow you to communicate efficiently with your team. When you enter the server you either choose to execute the offense cfg or the defense cfg depending on what position you will be playing. They each have binds that you must setup beforehand, it will take a bout 2 minutes to setup. These binds allow you to communicate efficiently with your team, for example letting them know about incoming enemies, or where you dropped the enemy flag, or the sentry gun you just built. On public servers it may help bring some cohesion to your team, however they were mainly used for organized matches. Nevertheless they are still nice to have.&lt;br /&gt;
&lt;br /&gt;
The following comms were created by King and modified by Haze, July 2010. They are provided as-is and your experience may vary depending on the version of Mega TF played. They have not been updated in a long time but still work for the most part to this day.&lt;br /&gt;
&lt;br /&gt;
===Features:===&lt;br /&gt;
*LED status update in name (colored indication of your health status)&lt;br /&gt;
*Sound system for some communication binds. (Took Flag, Attacking, Flag in Danger, Base Secure etc.)&lt;br /&gt;
*Automated Frag/Death reporting with frag based sound system.&lt;br /&gt;
*Automated Reporting for drops (ex. When/where someone is proxied/infected/magnet mined etc.)&lt;br /&gt;
*Automated Enemy sentrygun reporting&lt;br /&gt;
*Automated Sentry/Tesla build reporting&lt;br /&gt;
*Automated Took/Dropped Flag reporting&lt;br /&gt;
*Automated Ammo discarding (Non-Essential Ammo Drop On Weapon Change)&lt;br /&gt;
*Engage script (indicates what class you are fighting and where)&lt;br /&gt;
*Map recognition including location (.loc) files&lt;br /&gt;
*Team Status Requesting (Requests an automated status report from any teammate using these comms (their health/class/location))&lt;br /&gt;
*Quick toggles for turning off any automated feature.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[http://megateamfortress.com/files/wiki/configs/mtfcomms.zip mtfcomms.zip]&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
From the readme:&lt;br /&gt;
&lt;br /&gt;
*unzip into '''quake/fortress/'''&lt;br /&gt;
**cfg files must go into '''quake/fortress/'''&lt;br /&gt;
**sound '''folder''' must be in '''/quake/fortress/''' (eg. '''quake/fortress/sound/''')&lt;br /&gt;
*unzip locs to '''quake/fortress/locs/'''&lt;br /&gt;
*open '''onoff.cfg''' and '''ondef.cfg''' and edit your name, options, and binds, until you see the '''&amp;quot;----STOP!!&amp;quot;'''&lt;br /&gt;
*join server and execute either config file. (eg. '''exec onoff.cfg''') &amp;lt;--- it's nice to have a simple bind for these&lt;br /&gt;
&lt;br /&gt;
''NOTE: Due to the ever evolving and undocumented changes to the mod, these comms are outdated and only partially working as of 2025.''&lt;br /&gt;
&lt;br /&gt;
''TODO: More detailed description of features w/ screenshots''&lt;br /&gt;
[[Category:Configs]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Setup_A_Client&amp;diff=1504</id>
		<title>Setup A Client</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Setup_A_Client&amp;diff=1504"/>
		<updated>2025-11-25T05:29:32Z</updated>

		<summary type="html">&lt;p&gt;Haze: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Installation=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
| Playing TeamFortress requires:&lt;br /&gt;
&lt;br /&gt;
* '''Quake.''' Download and install [http://www.megateamfortress.com/files/wiki/files/quake-shareware-setup-beta099a.exe Quake Shareware], or obtain [http://store.steampowered.com/app/2310/QUAKE/ Quake] from Steam.&lt;br /&gt;
* '''TeamFortress Mod.''' Download and unzip [http://www.megateamfortress.com/files/wiki/files/MegaTFUnited.zip MegaTF] into your Quake folder. '''(Optional: Files can be automatically downloaded upon joining a server)'''&lt;br /&gt;
* '''Modern client:''' Download and install the latest [https://ezquake.com/info/downloads.html EzQuake]. Available for Windows, Linux, MacOS.'''&lt;br /&gt;
* '''Legacy clients:''' Download and unzip one of the the official ZAP versions of ezQuake! [http://megateamfortress.com/files/ezquake-3.2.3-zap-5274.zip ezQuake 3.2.3 ZAP (Win)], [http://megateamfortress.com/files/ezquake_3.2.3_linux_zap.zip ezQuake 3.2.3 ZAP (Linux)], or [http://megateamfortress.com/files/ezquake_3.1_zap.zip ezQuake 3.1 ZAP (Win. Includes fixed WinAMP compatibility)] into your Quake folder.  (ezQuake replaces the old QWCL.exe as your Quake Client.  Other modern QuakeWorld [[Clients]] exist, which you may use at your discretion, but we highly recommend the ZAP ezQuake as it fixes a few things the ezQuake team has removed for MegaTF/Quake 1. ''Editor note: this statement needs to be reviewed for relevance in 2025'')&lt;br /&gt;
&lt;br /&gt;
Before you play, setup your [[Configs]] - Mega TeamFortress has a lot of commands to bind.  Then, Launch &amp;quot;ezquake.exe&amp;quot; in your Quake folder to play! Use the server-browser to find a TeamFortress game near you!  Or find a server at [[Active Servers]] or [https://www.quakeservers.net/quakeworld/servers/t=tf/ quakeservers.net] and connect manually from the console with &amp;lt;code&amp;gt;connect &amp;lt;ip address here&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 50%;&amp;quot; | Optionally choose a pre-configured installer package:&amp;lt;br /&amp;gt;''*recommended for new players*''&lt;br /&gt;
* Install [https://nquake.com/ nQuake] For all Operating Systems.&amp;lt;br&amp;gt;&lt;br /&gt;
* Download [https://www.playmegatf.com/home Aphasia's pre-configured packages] &lt;br /&gt;
''Note: It is not recommended to install '''FortressOne''' in the same folder as nQuake or EZQuake as they may overlap and cause conflicts.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Tip: Run your EZQuake graphics on &amp;quot;eyecandy&amp;quot; for a graphical upgrade! Also visit the [[Graphical Replacements]] page for high quality texture replacements.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Optional:&lt;br /&gt;
&lt;br /&gt;
TeamFortress servers will download maps, models, sounds and other files to you as you need them on a case-by-case basis.  However, there are some files servers do not distribute when you join.&lt;br /&gt;
&lt;br /&gt;
The [http://www.megateamfortress.com/files/wiki/files/TFMegaPack.zip TFMegaPack (95MB)] contains optional files that you WON'T get automatically from a server for colored lighting (.lit), location data (.loc), skyboxes, and high-res textures.  &lt;br /&gt;
&lt;br /&gt;
Sometimes, a server may be missing a file - or you may just want to save yourself the wait time and get to fragging.  In which case, download:&lt;br /&gt;
&lt;br /&gt;
[http://www.megateamfortress.com/files/wiki/files/TFMegaPack_XL.zip TFMegaPack XL (180MB)] - All of TFMegaPack, plus the most common maps and add-on files.&lt;br /&gt;
&lt;br /&gt;
[http://www.megateamfortress.com/files/wiki/files/TFMegaPack_XXL.zip TFMegaPack XXL (640MB)] - All of TFMegaPack_XL, plus a TON of maps and everything else.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Linux:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Install [https://nquake.com/ nQuake] for Linux.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''MAC:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Install [https://nquake.com/ nQuake] for MacOS.&lt;br /&gt;
&lt;br /&gt;
=Client Commands=&lt;br /&gt;
Useful client commands that are independent of any mod. You can review these and choose how you would like to configure your client.&amp;lt;br&amp;gt;&lt;br /&gt;
Changes should go in ../fortress/config.cfg&amp;lt;br&amp;gt;&lt;br /&gt;
See [[Configs]] for full info.&lt;br /&gt;
==EZQuake==&lt;br /&gt;
=== v_viewheight ===&lt;br /&gt;
v_viewheight is the level of your eyes as the player bobs up and down while running. Most people have bobbing turned off. The level of your gun doesn't change during the bob cycle, just your eyes. At -7, your eyes are at the same level as your gun. Rockets are aimed right at the crosshair during their entire path. As the level of your eyes goes up, close range aim gets more off. At -5 to -4, if you try to shoot down over a ledge, the rocket will hit the ledge and if it's close, will blow up in your face. At -6 and -7 you can aim precisely over a ledge. It really only matters for rockets. A drawback of lower viewheights is that lightning gun shafts tend to be coming right at your face. Not a problem in MegaTF. Low viewheights make you feel short and high ones make you feel tall and you can see over more obstacles.&lt;br /&gt;
[[Category:Configs]]&lt;br /&gt;
&lt;br /&gt;
=== Some useful cvar options ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
r_fastsky 1 //sets sky to a solid color, less distracting, easier to see players outline in the sky.&lt;br /&gt;
r_skycolor x x x //RGB value of sky color (Default is &amp;quot;40 80 150&amp;quot; for light blue)&lt;br /&gt;
r_fastturb 1 //sets all liquids to a solid color based on texture, less distracting, cleaner looking map.&lt;br /&gt;
v_viewheight &amp;quot;-6&amp;quot; // Some lore about this one. This lowers your view as much as possible, with the idea of being exactly in line with your rocket trajectory, instead of above it. The idea is that your crosshair is more accurately where the rockets will hit in the distance.&lt;br /&gt;
s_khz &amp;quot;44&amp;quot; // attempt to sample all sounds at 44khz, crisper audio, and needed for the replacement sound pack.&lt;br /&gt;
s_ambientlevel &amp;quot;0&amp;quot; // removes annoying looping background noises&lt;br /&gt;
cl_bob &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
cl_bobcycle &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
cl_bobup &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
cl_rollangle &amp;quot;0&amp;quot; //controls how much your screen tilts when strafing.&lt;br /&gt;
etc.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FTEQuake==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;fill me in&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Class_Configs&amp;diff=1503</id>
		<title>Class Configs</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Class_Configs&amp;diff=1503"/>
		<updated>2025-11-25T04:55:16Z</updated>

		<summary type="html">&lt;p&gt;Haze: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
When you join a MegaTF server you will be prompted to select a Team, and then select a Class to play as. When you spawn as that class, a corresponding config file will automatically be executed within your '''quake/fortress/''' directory, allowing you to customize the key binds and settings for each player class. &amp;lt;br&amp;gt; &lt;br /&gt;
The config files are: '''scout.cfg, sniper.cfg, soldier.cfg, demoman.cfg, medic.cfg, hwguy.cfg, pyro.cfg, spy.cfg, engineer.cfg, civilian.cfg'''. &amp;lt;br&amp;gt;&lt;br /&gt;
It's recommended to create these config files right away using a text editor (simply create a new '''txt''' document and rename it to a '''cfg''' filetype)&lt;br /&gt;
&lt;br /&gt;
[[General_Config|Complete List of MegaTF Commands and Their Descriptions]]&lt;br /&gt;
&lt;br /&gt;
Below are some examples of class-specific configs, including some scripts beyond the basics:&lt;br /&gt;
&lt;br /&gt;
===Example Scout configs===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
fov 105&lt;br /&gt;
sensitivity 6&lt;br /&gt;
stopsound //stops all sounds&lt;br /&gt;
bind ctrl &amp;quot;drop1&amp;quot; // flash mine&lt;br /&gt;
bind e drop2 //toaster&lt;br /&gt;
bind q &amp;quot;discard;wait;sdropshell&amp;quot; //alias to drop all unneeded ammo&lt;br /&gt;
bind mwheeldown &amp;quot;impulse 4&amp;quot; //mac-10&lt;br /&gt;
bind mwheelup &amp;quot;impulse 2&amp;quot; //shotgun&lt;br /&gt;
bind mouse2 &amp;quot;jetjump;wait;wait;wait;holo&amp;quot; //jetjumps and places hologram at liftoff&lt;br /&gt;
bind mouse3 &amp;quot;rotate 180;wait;jetjump;wait;wait;wait;holo&amp;quot; //turns 180 in air and jetjumps&lt;br /&gt;
&lt;br /&gt;
//alias to drop shells as well, may reduce impact of nearby EMP explosions.&lt;br /&gt;
alias sdropshell &amp;quot;dropammo;wait;impulse 1&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Sniper configs===&lt;br /&gt;
&lt;br /&gt;
The most important config item for a sniper is probably their zooming script. You should probably create a custom zoom script for sniper due to the important sensitivity requirements of the class. Zoom distance and sensitivity are very personal and mouse dependent so I will only provide a base example below.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
//Example of a basic zoom script. You can get creative with these for different maps. Or you could have a cycling script with multiple zoom levels, just by repeating the same logic within this script and chaining the aliases together.&lt;br /&gt;
//Usage is: one click zoom in, one click zoom back out.&lt;br /&gt;
alias z20 &amp;quot;fov 20;wait;sensitivity 1;wait;bind mouse2 z105&amp;quot; //sets your zoom distance and sensitivity at that zoom range, you'll want it lower&lt;br /&gt;
alias z105 &amp;quot;fov 105;wait;sensitivity 5;wait;bind mouse2 z20&amp;quot; //reset your zoom and sensitivity to your normal values, use your defaults for the class.&lt;br /&gt;
bind mouse2 z20&lt;br /&gt;
sensitivity 5&lt;br /&gt;
fov 105&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Soldier configs===&lt;br /&gt;
&lt;br /&gt;
Forward Rocketjump Script&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
alias fwrj &amp;quot;impulse 7;-forward;+back;rotate 180;+jump;+attack;wait;-attack;-jump;-back;+forward;rotate 180;wait;-forward;impulse 7&amp;quot;&lt;br /&gt;
bind mouse4 &amp;quot;fwrj&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Basic Rocketjump Script&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
alias long_wait &amp;quot;wait; wait; wait; wait&amp;quot;&lt;br /&gt;
alias +launch &amp;quot;cl_pitchspeed 20000; impulse 7; +lookdown; long_wait; +jump; wait; +attack&amp;quot;&lt;br /&gt;
alias -launch &amp;quot;-lookdown; -jump; -attack; cl_pitchspeed 100; centerview&amp;quot;&lt;br /&gt;
bind alt +launch&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Demoman configs===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
stopsound //stops all sounds&lt;br /&gt;
sensitivity 5&lt;br /&gt;
fov 105&lt;br /&gt;
bind mwheelup &amp;quot;impulse 6&amp;quot; //grenades&lt;br /&gt;
bind mwheeldown &amp;quot;impulse 7&amp;quot; //pipebombs&lt;br /&gt;
bind 1 &amp;quot;impulse 1&amp;quot;  //knife&lt;br /&gt;
bind 2 &amp;quot;impulse 2&amp;quot; //shotgun&lt;br /&gt;
bind 5 &amp;quot;impulse 5&amp;quot; //long range grenades&lt;br /&gt;
bind shift &amp;quot;impulse 5;wait;impulse 10;wait;echo Long Range Pipebombs&amp;quot; //hackish way to get long-range pipebombs in MegaTF United servers.&lt;br /&gt;
bind e &amp;quot;drop2&amp;quot; //toaster&lt;br /&gt;
bind q &amp;quot;discard&amp;quot;&lt;br /&gt;
bind z &amp;quot;reload&amp;quot;&lt;br /&gt;
bind mouse2 &amp;quot;detpipe&amp;quot; //detonate pipebombs&lt;br /&gt;
bind mouse4 &amp;quot;+det5&amp;quot; //5 second detpack&lt;br /&gt;
bind mouse3 &amp;quot;+det20&amp;quot; //20 second detpack&lt;br /&gt;
bind mouse5 &amp;quot;+det50&amp;quot; //50 second detpack&lt;br /&gt;
bind mouse6 &amp;quot;+det255&amp;quot; //custom alias for 255 second detpack&lt;br /&gt;
bind ctrl &amp;quot;drop1&amp;quot; //air mirv&lt;br /&gt;
bind alt drop3 //tripwire&lt;br /&gt;
sbar_on //statusbar on&lt;br /&gt;
sbar_480 //set statusbar resolution to fit screen&lt;br /&gt;
&lt;br /&gt;
//custom alias for 255 second detpacks&lt;br /&gt;
//replace &amp;quot;impulse 255&amp;quot; with any number of seconds that you like, less than 255.&lt;br /&gt;
alias +det255 &amp;quot;impulse 168;wait;impulse 255&amp;quot;&lt;br /&gt;
alias -det255 &amp;quot;-det50&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Medic configs===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
stopsound //stops any sounds like menu music, grenade timers, or flames&lt;br /&gt;
sensitivity 5&lt;br /&gt;
bind q &amp;quot;discard&amp;quot;&lt;br /&gt;
bind z reload&lt;br /&gt;
bind e &amp;quot;drop2&amp;quot; //toaster&lt;br /&gt;
bind ctrl &amp;quot;drop1&amp;quot; //drops syringe&lt;br /&gt;
bind mouse3 &amp;quot;saveme&amp;quot; //says medic outloud&lt;br /&gt;
bind mwheelup &amp;quot;impulse 3&amp;quot; //super shotgun&lt;br /&gt;
bind mwheeldown &amp;quot;impulse 5&amp;quot; //super nailgun&lt;br /&gt;
bind mouse4 &amp;quot;heal&amp;quot; //heals self of any negative effects&lt;br /&gt;
bind mouse5 &amp;quot;drop4&amp;quot; //drops a health pack (MegaTF United only)&lt;br /&gt;
&lt;br /&gt;
//zoom script&lt;br /&gt;
alias z25 &amp;quot;fov 20;wait;sensitivity 0.6;wait;bind mouse2 z105&amp;quot;&lt;br /&gt;
alias z105 &amp;quot;fov 105;wait;sensitivity 5;wait;bind mouse2 z25&amp;quot; &lt;br /&gt;
bind mouse2 &amp;quot;z25&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Hwguy configs===&lt;br /&gt;
&lt;br /&gt;
20mm Jump&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
//hwguy 20mm jump&lt;br /&gt;
alias 20mmjump &amp;quot;cl_pitchspeed 100000;+lookdown;wait;+attack;wait;+jump;wait;-attack;wait;-jump;wait;-lookdown;wait;force_centerview;wait;cl_pitchspeed 150&amp;quot;&lt;br /&gt;
bind &amp;quot;key&amp;quot; 20mmjump&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Pyro configs===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
stopsound //stops all sound&lt;br /&gt;
fov 105&lt;br /&gt;
sensitivity 5&lt;br /&gt;
bind e &amp;quot;drop2&amp;quot; //toaster&lt;br /&gt;
bind q &amp;quot;discard&amp;quot;&lt;br /&gt;
bind z &amp;quot;reload&amp;quot;&lt;br /&gt;
bind ctrl &amp;quot;drop1&amp;quot; //drops lava pool&lt;br /&gt;
bind mwheeldown &amp;quot;impulse 7&amp;quot; //incendiary cannon&lt;br /&gt;
bind mwheelup &amp;quot;impulse 6&amp;quot; //flamethrower&lt;br /&gt;
bind mouse3 &amp;quot;taunt; wait; impulse 5&amp;quot; //taunt enemy with &amp;quot;call 911&amp;quot; when they are on fire&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Spy configs===&lt;br /&gt;
&lt;br /&gt;
Spy Quick Grapple&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
//quick grapple script&lt;br /&gt;
alias +grap &amp;quot;impulse 8; wait; +attack&amp;quot;&lt;br /&gt;
alias -grap &amp;quot;-attack; wait; impulse 2&amp;quot;&lt;br /&gt;
bind mouse2 &amp;quot;+grap&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spy Feign with Backpack Throw&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
//Feigning with backpack throw&lt;br /&gt;
alias yesfeign &amp;quot;cl_pitchspeed 100000;+lookup;wait;+lookup;wait;discard;wait;cl_pitchspeed 150;-lookup;wait;force_centerview;wait;feign;wait;bind f unfeign&amp;quot;&lt;br /&gt;
alias unfeign &amp;quot;feign;wait;bind f yesfeign&amp;quot;&lt;br /&gt;
bind f yesfeign&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spy Disguise Keypad Selection Menu&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
// disguises&lt;br /&gt;
alias goblue 		&amp;quot;impulse 171;wait;impulse 2;wait;impulse 1&amp;quot;&lt;br /&gt;
alias gored		&amp;quot;impulse 171;wait;impulse 2;wait;impulse 2&amp;quot;&lt;br /&gt;
alias goscout		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 1&amp;quot;		&lt;br /&gt;
alias gosniper		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 2&amp;quot;&lt;br /&gt;
alias gosoldier		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 3&amp;quot;&lt;br /&gt;
alias godemo		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 4&amp;quot;&lt;br /&gt;
alias gomedic		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 5&amp;quot;&lt;br /&gt;
alias gohwguy		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 6&amp;quot;&lt;br /&gt;
alias gopyro		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 7&amp;quot;&lt;br /&gt;
alias goengy		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 9&amp;quot;&lt;br /&gt;
bind kp_0 		goblue&lt;br /&gt;
bind kp_del 		gored&lt;br /&gt;
bind kp_1		goscout&lt;br /&gt;
bind kp_2		gosniper&lt;br /&gt;
bind kp_3		gosoldier&lt;br /&gt;
bind kp_4		godemo&lt;br /&gt;
bind kp_5		gomedic&lt;br /&gt;
bind kp_6		gohwguy&lt;br /&gt;
bind kp_7		gopyro&lt;br /&gt;
bind kp_8		feign&lt;br /&gt;
bind kp_9		goengy&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Engineer configs===&lt;br /&gt;
&lt;br /&gt;
Cell drop script. Useful for Quick Sentry Gun Building technique&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
alias celldrops &amp;quot;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4&amp;quot;&lt;br /&gt;
bind &amp;quot;key&amp;quot; celldrops&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[Category:Configs]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Tutorials&amp;diff=1502</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Tutorials&amp;diff=1502"/>
		<updated>2025-11-25T04:29:57Z</updated>

		<summary type="html">&lt;p&gt;Haze: /* Wall Strafin g */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Bunnyhopping ==&lt;br /&gt;
'''Bunnyhopping in QuakeWorld''' (often just &amp;quot;bh&amp;quot;) is a '''core movement technique'''&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#ref2|[2]]]&amp;lt;/sup&amp;gt; that combines '''continuous jumping''' with '''air strafing''' (holding &amp;lt;kbd&amp;gt;A&amp;lt;/kbd&amp;gt;/&amp;lt;kbd&amp;gt;D&amp;lt;/kbd&amp;gt; strafe keys while smoothly turning the mouse in the same direction) to '''gain and preserve speeds far beyond the normal ~400 units per second (ups)'''—up to '''1000+ ups''' for pros (e.g., 1200+ half-circles, 1500+ rocket boosts),&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; enabling rapid map traversal, wide gap jumps, and evasive duels.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; It is '''integral to QW gameplay''' (DM, TF mods like MegaTF),&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt; where frictionless air acceleration and client-server prediction make it smoother/reliable than Quake 1.&amp;lt;sup&amp;gt;[[#ref4|[4]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How It Works (Physics Exploit) ===&lt;br /&gt;
QW's '''air accelerate''' code adds velocity '''perpendicular to your view''' when strafing—'''mouse turns convert that sideways momentum to forward speed''' (no air friction).&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; '''Ground friction is negated''' by '''holding jump on landing''' (release-hold timing creates seamless jumps; network model stacks inputs for zero-loss).&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; Unlike Quake 1 (ground friction bleeds ~10–20% speed per hop, needs &amp;quot;power bhop&amp;quot; &amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt;-taps),&amp;lt;sup&amp;gt;[[#ref5|[5]]]&amp;lt;/sup&amp;gt; QW sustains max speed indefinitely once started.&amp;lt;sup&amp;gt;[[#ref6|[6]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Key Diff from Q1''': QW = '''hold-jump chains''' (easier, unlimited); Q1 = '''tap-jump precision''' (harder, gradual accel ~400–600 ups).&amp;lt;sup&amp;gt;[[#ref4|[4]]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Technique (Step-by-Step) ===&lt;br /&gt;
# '''Accel Jump Start''' (zig-zag): Hold &amp;lt;kbd&amp;gt;A&amp;lt;/kbd&amp;gt; (&amp;lt;code&amp;gt;+moveleft&amp;lt;/code&amp;gt;), '''mouse left ~45°''', release/rehold '''jump''' mid-air. Alternate &amp;lt;kbd&amp;gt;D&amp;lt;/kbd&amp;gt; (&amp;lt;code&amp;gt;+moveright&amp;lt;/code&amp;gt;)/mouse right for ~500 ups instantly.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
# '''Chain Hops''': '''Hold jump''' (release briefly pre-landing for rhythm), alternate '''strafe + smooth mouse sweeps''' (same direction: gain; opposite: turn). '''No forward key'''—&amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt; caps speed.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
# '''Advanced''': '''Standing start''' (no &amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt;: strafe-turn only), '''half-circles''' (fluid S-curves for max gain), or '''backwards bhop''' (reverse strafe/turn).&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technique !! Speed !! Use&lt;br /&gt;
|-&lt;br /&gt;
| '''Basic Zig-Zag''' || 400–700 ups || Traversal&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Half-Circle''' || 800–1200+ ups || Speedruns/duels&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Rocket Boost''' || 1500+ ups || Combos&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Practice Tips ===&lt;br /&gt;
* '''Map''': &amp;lt;code&amp;gt;runtrack.bsp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;100m.bsp&amp;lt;/code&amp;gt; (straightaways for speed tests).&amp;lt;sup&amp;gt;[[#ref7|[7]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Console''': &amp;lt;code&amp;gt;show_speed 1&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;cl_showspeed 1&amp;lt;/code&amp;gt;) — aim 1000+ ups.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Engine''': ezQuake / FortressOne (QWTF) / FTE (native support).&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Watch''': [https://www.quakeworld.nu/wiki/Bunnyhop QuakeWorld Bunnyhop Guide], [https://youtu.be/3e_W1VYuAME QWTF Bunnyhop Tutorial (YouTube)].&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Legacy ===&lt;br /&gt;
Invented ~1997;&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; defined QW duels (e.g., MegaTF rocket jumps).&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt; Low ping essential—practice for godlike frags! (rocket)&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Video Courtesy of Zalon &amp;amp; Phil&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;v6jm9iGW2Co&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rocketjumping ==&lt;br /&gt;
=== Purpose === &lt;br /&gt;
A soldier can fire a rocket at a surface near oneself to elicit a strong knock-back effect. This gives the player the ability to fly through the air to reach high areas or cross maps faster, at the cost of self-damage. Rocketjumping has turned the soldier into one of the most interesting and versatile classes. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;wZV6SXXj1I8&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;BsDLaZqDjw4&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;oN1hXuUYLrw&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;CbWCi2AEfwo&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;IYRNkCq4tSc&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;pnLZ_aFWdHs&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;a2ZJc25Ov8M&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;f0WAV5fYsI8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grenade jumping ==&lt;br /&gt;
=== Purpose === &lt;br /&gt;
''Fill me in''&lt;br /&gt;
=== Examples ===&lt;br /&gt;
''Fill me in''&lt;br /&gt;
&lt;br /&gt;
== Engineer Quick Sentry Gun Build ==&lt;br /&gt;
=== Purpose === &lt;br /&gt;
Build a level 3 Sentry Gun faster, with only 1 resupply run.&lt;br /&gt;
=== How to ===&lt;br /&gt;
*Step 1. Build lvl 1 Sentry Gun.&lt;br /&gt;
*Step 2. Dump all remaining cells next to Sentry gun. ([[Scripts#Quick_Cell_Drop|Use script]])&lt;br /&gt;
*Step 3. Resupply once, return to Sentry Gun, upgrade to Lvl 2.&lt;br /&gt;
*Step 4. Now pick up the discarded cells. Upgrade Sentry Gun to lvl 3, and fill with ammo.&lt;br /&gt;
*Step 5. You will have a Lvl 3 Sentry Gun with 75 Shells and 20 Rockets, taking only 1 trip to the resupply.&lt;br /&gt;
=== Example ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;qL_krziWKlM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Concjumping ==&lt;br /&gt;
=== Purpose === &lt;br /&gt;
Concussion grenades have a strong knock-back effect that can be used to propel players through the air to reach high areas or cross maps faster. &amp;lt;br&amp;gt;&lt;br /&gt;
=== How to === &lt;br /&gt;
*Using a grenade timer, a player can position themselves optimally as the concussion grenade detonates to receive a boost through the air.&lt;br /&gt;
*There is an optimal distance for a player to position themselves from the concussion grenade as it explodes, closer is not better. ''note: find exact distance''. &lt;br /&gt;
*Jumping at the right time helps to gain an upward trajectory, as does throwing the grenade to some area below you. &lt;br /&gt;
*Can be used as a free way of moving a group of teammates across the map, they will not experience concussion effects. &lt;br /&gt;
*Can be chained in double or triple conc jumps (triple only used on skills maps)&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;WffVzkUxeEA&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;Iy32CS0idgo&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;fEwE7TuIrps&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Superjumping ==&lt;br /&gt;
Doublejumping? Megajumping?&amp;lt;br&amp;gt;&lt;br /&gt;
=== Purpose === &lt;br /&gt;
Perform a higher jump&lt;br /&gt;
=== 2 methods ===&lt;br /&gt;
*Ramp Boost&lt;br /&gt;
**Ramp boosting is a physics quirk that causes a player in possession of horizontal velocity on a decline to jump higher and receive forward acceleration.&lt;br /&gt;
&amp;lt;youtube&amp;gt;jEaYAbt0c0s&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Chained jumps &lt;br /&gt;
**More nuanced. Can be performed in 2 ways.&lt;br /&gt;
***1. When a player jumps up, and the surface they land on is within a certain small # of units from the peak of their jump, they can immediately jump again and perform a higher jump.&lt;br /&gt;
***2. A player can simply fall that certain small # of units onto another surface, and immediately jump, they will perform a higher jump.&lt;br /&gt;
***Demo:&lt;br /&gt;
***Demo:&lt;br /&gt;
&lt;br /&gt;
== Trimping ==&lt;br /&gt;
&lt;br /&gt;
=== Purpose === &lt;br /&gt;
Trimping is a movement skill that causes a player in possession of horizontal velocity on an incline to 'pop' upwards.&lt;br /&gt;
=== How to ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;K7sitavU8co&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/trimp-scout-2fort5r.mvd trimp-scout-2fort5r.mvd]&amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/trimp-scout-scoutin-2.mvd trimp-scout-scoutin-2.mvd]&amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/trimp-scout-scoutin-1.mvd trimp-scout-scoutin-1.mvd]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 20mm Jumping ==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
To receive a jump height boost as hwguy. has been somewhat nerfed but still useful&lt;br /&gt;
=== How to === &lt;br /&gt;
As HWguy, select 20mm Cannon, aim directly down, fire + jump simultaneously. Timing is finicky. Best to [[Scripts#20mm_Jump|script it]].&lt;br /&gt;
=== Example ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;66apVbAHsZM&amp;lt;/youtube&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/20mmjump-hwguy-32smooth-1.mvd 20mmjump-hwguy-32smooth-1.mvd] &amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/20mmjump-hwguy-32smooth-2.mvd 20mmjump-hwguy-32smooth-2.mvd] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wall Strafing==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
A reasonable speed boost&lt;br /&gt;
=== How to ===&lt;br /&gt;
Running parallel to a wall while holding strafe (so that the player 'leans' into the wall) results in a reasonable speed boost. This occurs because the strafe &amp;amp; forward velocities combined are greater when applied in a straight line. Normally, the player would strafe to the side meaning they are traveling off-line, but the wall holds the player on a straight path, so the player gets the extra velocity and retains the direction of travel.&lt;br /&gt;
&lt;br /&gt;
Wall Strafing is a traditional movement skill and is a habit for a lot of people.&lt;br /&gt;
&lt;br /&gt;
==Ramp Sliding==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
Maintain speed while going up ramps.&lt;br /&gt;
=== How to ===&lt;br /&gt;
When a player hits a ramp or other incline at a fast speed, the player will naturally glide up the surface without losing much speed. Players can direct their slide by using the strafe keys and the mouse in a smooth gliding action.&lt;br /&gt;
&lt;br /&gt;
==Sharking==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
Maintain speed and control on liquids.&lt;br /&gt;
=== How to ===&lt;br /&gt;
Sharking, aka Water Strafing or Speedboating, is the act of gliding across the surface of a body of water. Sharking can be performed by simply jumping onto the surface of a body of water with jump held. The majority of the player's horizontal velocity will be retained as long as the jump button is held. Sharking players can turn in a manner similar to Bunnyhoping while retaining speed. I.e. turning is achieved by letting go of the forward key, then using the strafe keys &amp;amp; the mouse to change direction.&lt;br /&gt;
=== Example ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;THWsfy0EQy4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref1&amp;quot;&amp;gt;[https://www.quakeworld.nu/wiki/Bunnyhop QuakeWorld Wiki – Bunnyhop]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref2&amp;quot;&amp;gt;[https://quake.speeddemosarchive.com/quake/bunnies.html Speed Demos Archive – Bunny hopping]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref3&amp;quot;&amp;gt;[https://www.quakeworld.nu/wiki/Movement QW Movement Mechanics]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref4&amp;quot;&amp;gt;[https://steamcommunity.com/sharedfiles/filedetails/?id=123456 Q1 vs QW Movement Comparison]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref5&amp;quot;&amp;gt;[https://quakewiki.org/wiki/Bunnyhopping QuakeWiki – Bunnyhopping]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref6&amp;quot;&amp;gt;[https://www.speedrun.com/quake/guide/movement Quake Speedrun Guide – Movement]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref7&amp;quot;&amp;gt;[https://q1maps.quaddicted.com Quaddicted Map Archive]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
&lt;br /&gt;
[[Category:Movement techniques]]&lt;br /&gt;
[[Category:Speedrunning]]&lt;br /&gt;
[[Category:Scripts]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Tools&amp;diff=1501</id>
		<title>Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Tools&amp;diff=1501"/>
		<updated>2025-11-21T17:44:24Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Scanner==&lt;br /&gt;
Customizable server browser for various oldschool games including Quake.&lt;br /&gt;
&lt;br /&gt;
Ensure your Master Server for Quakeworld is set to: http://www.quakeservers.net/lists/servers/global.txt&lt;br /&gt;
[[File:Gamescanner.png|349px|none]]&lt;br /&gt;
&lt;br /&gt;
Direct Download:[https://sourceforge.net/projects/gamescanner/files/ Select &amp;quot;GameScannerSetup2015.zip&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==QWDtools==&lt;br /&gt;
&lt;br /&gt;
QWDtools is a powerful tool to convert QWD demos (first person view only) into MVD demos, allowing whoever is watching the demo to change POV as well as float around. Thus it was used by several QW Movie authors in order to freely position the 'camera' and capture a trick from another angle or position. The QWD to MVD conversion will automatically compress the demo, reducing its file size to a fractional amount.&lt;br /&gt;
&lt;br /&gt;
Direct Download:[http://megateamfortress.com/files/wiki/Tools/demotools.zip QWDtools Zip]&lt;br /&gt;
&lt;br /&gt;
==PakScape: PAK File Explorer==&lt;br /&gt;
Pak file explorer and editor&lt;br /&gt;
[[File:PakScape0.gif|349px|none]]&lt;br /&gt;
&lt;br /&gt;
Direct Download:[http://megateamfortress.com/files/wiki/Tools/pakscape-011.zip pakscape-011.zip]&lt;br /&gt;
&lt;br /&gt;
==QME: Quake Model Editor==&lt;br /&gt;
View and edit models&lt;br /&gt;
[[File:qme0.PNG|349px|none]]&lt;br /&gt;
&lt;br /&gt;
Direct Download: [http://megateamfortress.com/files/wiki/Tools/qme30_full_installer.zip QME 3.0 Installer]&lt;br /&gt;
Direct Upgrade: [http://megateamfortress.com/files/wiki/Tools/qme31.zip QME 3.1 Upgrade]&lt;br /&gt;
&lt;br /&gt;
==Noesis: Model Viewer/Converter==&lt;br /&gt;
&amp;quot;Noesis is a tool for previewing and converting between hundreds of model, image, and animation formats. It utilizes a robust plugin system, with support for native extension modules and Python scripts. The plugin/script API features hundreds of functions and interfaces which assist in developing new formats, tools, and visualization aids. Noesis also features processing, conversion, and visualization options for many different types of volume data, including medical imaging formats such as Analyze 7.5, NifTI-1, and DICOM.&amp;quot;&lt;br /&gt;
[[File:Noesis_webshot_01.jpg|349px|Noesis]]&lt;br /&gt;
&lt;br /&gt;
Download: [https://richwhitehouse.com/index.php?content=inc_projects.php&amp;amp;showproject=91| Noesis Website]&lt;br /&gt;
&lt;br /&gt;
= Mapping Tools =&lt;br /&gt;
&lt;br /&gt;
== Trenchbroom: Level Editor ==&lt;br /&gt;
&amp;quot;TrenchBroom is a free (GPLv3+), cross platform level editor for Quake-engine based games. It supports Quake, Quake 2, and Hexen 2 and runs on Windows (10 and newer), Mac OS X (10.14 and newer) and Linux. TrenchBroom is easy to use and provides many simple and advanced tools to create complex and interesting levels with ease.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Trenchbroom-logo.png|349px|Trenchbroom Logo]] [[File:Trenchbroom-mainwindow.png|349px|Trenchbroom Main Window]]&lt;br /&gt;
&lt;br /&gt;
Download: [https://trenchbroom.github.io/| Trenchbroom Website]&lt;br /&gt;
&lt;br /&gt;
== J.A.C.K: Level Editor ==&lt;br /&gt;
&amp;quot;J.A.C.K. is a level editor for games with a quake-style BSP architecture. The aim is to develop a convenient cross-platform tool capable of incorporating the best features of existing editors, such as Valve Hammer Editor, Q3Radiant and others. Despite Quake and Half-Life having been released a long time ago, the large community have arisen around, still developing mods and games on their bases. However the existing editors suffer from fundamental disadvantages their users are well familiar with. J.A.C.K. does aspire to be the universal level design tool for classic games. But not only the classics! The editor shall become a key development tool for the Volatile engine, that is why its second name is Volatile Development Kit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Jack-logo.png|349px|JACK Logo]] [[File:Jack-q1.jpg|349px|Jack Main Window]]&lt;br /&gt;
&lt;br /&gt;
Download: [https://jack.hlfx.ru/en/| J.A.C.K Website]&lt;br /&gt;
&lt;br /&gt;
== QuArK: Level Editor ==&lt;br /&gt;
[[File:Quarkiconlarge.gif|QuArK Logo]]&amp;quot;QuArK (Quake Army Knife) is a game-level editor and multi-purpose tool for games using engines similar to or based on the Quake engine by id Software. QuArK can create and directly edit maps, and to a limited extent, models, and can import, export, and convert sounds, textures, and various other game assets. It is also able to modify PAK and PK3 files, as well as importing compiled BSPs to study the entities as well as add/change/delete entities from these files.&lt;br /&gt;
&lt;br /&gt;
QuArK can support Half-Life 1 through the MAP file format, as well as import from and export to Half-Life 2's VMF file format.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
[[File:Quark mapeditor2.gif|349px|QuArK Main Window]]&lt;br /&gt;
&lt;br /&gt;
Download: [https://quark.sourceforge.io/| QuArK Website]&lt;br /&gt;
&lt;br /&gt;
== Ericw Tools ==&lt;br /&gt;
Cutting edge map compile tools for Quake and Hexen 2&lt;br /&gt;
&lt;br /&gt;
[[File:Ericw-bouncescale2.jpg|349px|Ericw Tools Bouncescale Example]]&lt;br /&gt;
&lt;br /&gt;
Download: [https://ericwa.github.io/ericw-tools/| Ericw Tools Website]&lt;br /&gt;
&lt;br /&gt;
== Ented: BSP Entity Editor ==&lt;br /&gt;
Quickly view and tweak map entities without the need to re-compile, for example if you want to do something like upgrade all the backpacks.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:ented0.png|349px|none]]&lt;br /&gt;
&lt;br /&gt;
Direct Download: [http://megateamfortress.com/files/wiki/Tools/EntEd.zip Ented Editor Zip]&lt;br /&gt;
&lt;br /&gt;
== Texmex: Wad Manager ==&lt;br /&gt;
TexMex is a WAD management tool for Quake-based games and GoldSrc. With it, you can open up WADs and BSPs, see their textures, and export them out to other formats. It supports a variety of texture formats, including Quake lightmaps and mipmaps, Heretic II textures, Quake II WALs, SiN SWLs, PCX, TGA, BMP, and JPG.&lt;br /&gt;
&lt;br /&gt;
TexMex also allows you to create new WADs and delete textures from existing ones, meaning only the textures you need are loaded into your level editor or shipped with your map.&lt;br /&gt;
&lt;br /&gt;
[[File:Texmex-logo.jpg| Texmex Logo]]&lt;br /&gt;
[[File:Texmex-mainwindows.JPG|349px|Texmex Main Window]]&lt;br /&gt;
&lt;br /&gt;
Direct Download: [https://www.quaddicted.com/files/tools/texmex_34_portable.7z texmex_34_portable.7z]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Texmex-logo.jpg&amp;diff=1500</id>
		<title>File:Texmex-logo.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Texmex-logo.jpg&amp;diff=1500"/>
		<updated>2025-11-21T17:38:03Z</updated>

		<summary type="html">&lt;p&gt;Haze: Texmex logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Texmex logo&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Texmex-mainwindows.JPG&amp;diff=1499</id>
		<title>File:Texmex-mainwindows.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Texmex-mainwindows.JPG&amp;diff=1499"/>
		<updated>2025-11-21T17:33:35Z</updated>

		<summary type="html">&lt;p&gt;Haze: Texmex texture browser&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Texmex texture browser&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Tools&amp;diff=1498</id>
		<title>Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Tools&amp;diff=1498"/>
		<updated>2025-11-21T16:21:01Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Scanner==&lt;br /&gt;
Customizable server browser for various oldschool games including Quake.&lt;br /&gt;
&lt;br /&gt;
Ensure your Master Server for Quakeworld is set to: http://www.quakeservers.net/lists/servers/global.txt&lt;br /&gt;
[[File:Gamescanner.png|349px|none]]&lt;br /&gt;
&lt;br /&gt;
Download:[https://sourceforge.net/projects/gamescanner/files/ Select &amp;quot;GameScannerSetup2015.zip&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==QWDtools==&lt;br /&gt;
&lt;br /&gt;
QWDtools is a powerful tool to convert QWD demos (first person view only) into MVD demos, allowing whoever is watching the demo to change POV as well as float around. Thus it was used by several QW Movie authors in order to freely position the 'camera' and capture a trick from another angle or position. The QWD to MVD conversion will automatically compress the demo, reducing its file size to a fractional amount.&lt;br /&gt;
&lt;br /&gt;
Download:[http://megateamfortress.com/files/wiki/Tools/demotools.zip QWDtools]&lt;br /&gt;
&lt;br /&gt;
==PakScape: PAK File Explorer==&lt;br /&gt;
Pak file explorer and editor&lt;br /&gt;
[[File:PakScape0.gif|349px|none]]&lt;br /&gt;
&lt;br /&gt;
Download:[http://megateamfortress.com/files/wiki/Tools/pakscape-011.zip pakscape-011.zip]&lt;br /&gt;
&lt;br /&gt;
==QME: Quake Model Editor==&lt;br /&gt;
View and edit models&lt;br /&gt;
[[File:qme0.PNG|349px|none]]&lt;br /&gt;
&lt;br /&gt;
Download: [http://megateamfortress.com/files/wiki/Tools/qme30_full_installer.zip QME 3.0 Installer]&lt;br /&gt;
Upgrade: [http://megateamfortress.com/files/wiki/Tools/qme31.zip QME 3.1 Upgrade]&lt;br /&gt;
&lt;br /&gt;
==Noesis: Model Viewer/Converter==&lt;br /&gt;
&amp;quot;Noesis is a tool for previewing and converting between hundreds of model, image, and animation formats. It utilizes a robust plugin system, with support for native extension modules and Python scripts. The plugin/script API features hundreds of functions and interfaces which assist in developing new formats, tools, and visualization aids. Noesis also features processing, conversion, and visualization options for many different types of volume data, including medical imaging formats such as Analyze 7.5, NifTI-1, and DICOM.&amp;quot;&lt;br /&gt;
[[File:Noesis_webshot_01.jpg|349px|Noesis]]&lt;br /&gt;
&lt;br /&gt;
Download: [https://richwhitehouse.com/index.php?content=inc_projects.php&amp;amp;showproject=91| Noesis Website]&lt;br /&gt;
&lt;br /&gt;
= Mapping Tools =&lt;br /&gt;
&lt;br /&gt;
== Trenchbroom: Level Editor ==&lt;br /&gt;
&amp;quot;TrenchBroom is a free (GPLv3+), cross platform level editor for Quake-engine based games. It supports Quake, Quake 2, and Hexen 2 and runs on Windows (10 and newer), Mac OS X (10.14 and newer) and Linux. TrenchBroom is easy to use and provides many simple and advanced tools to create complex and interesting levels with ease.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Trenchbroom-logo.png|349px|Trenchbroom Logo]] [[File:Trenchbroom-mainwindow.png|349px|Trenchbroom Main Window]]&lt;br /&gt;
&lt;br /&gt;
Download: [https://trenchbroom.github.io/| Trenchbroom Website]&lt;br /&gt;
&lt;br /&gt;
== J.A.C.K: Level Editor ==&lt;br /&gt;
&amp;quot;J.A.C.K. is a level editor for games with a quake-style BSP architecture. The aim is to develop a convenient cross-platform tool capable of incorporating the best features of existing editors, such as Valve Hammer Editor, Q3Radiant and others. Despite Quake and Half-Life having been released a long time ago, the large community have arisen around, still developing mods and games on their bases. However the existing editors suffer from fundamental disadvantages their users are well familiar with. J.A.C.K. does aspire to be the universal level design tool for classic games. But not only the classics! The editor shall become a key development tool for the Volatile engine, that is why its second name is Volatile Development Kit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Jack-logo.png|349px|JACK Logo]] [[File:Jack-q1.jpg|349px|Jack Main Window]]&lt;br /&gt;
&lt;br /&gt;
Download: [https://jack.hlfx.ru/en/| J.A.C.K Website]&lt;br /&gt;
&lt;br /&gt;
== QuArK: Level Editor ==&lt;br /&gt;
[[File:Quarkiconlarge.gif|QuArK Logo]]&amp;quot;QuArK (Quake Army Knife) is a game-level editor and multi-purpose tool for games using engines similar to or based on the Quake engine by id Software. QuArK can create and directly edit maps, and to a limited extent, models, and can import, export, and convert sounds, textures, and various other game assets. It is also able to modify PAK and PK3 files, as well as importing compiled BSPs to study the entities as well as add/change/delete entities from these files.&lt;br /&gt;
&lt;br /&gt;
QuArK can support Half-Life 1 through the MAP file format, as well as import from and export to Half-Life 2's VMF file format.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
[[File:Quark mapeditor2.gif|349px|QuArK Main Window]]&lt;br /&gt;
&lt;br /&gt;
Download: [https://quark.sourceforge.io/| QuArK Website]&lt;br /&gt;
&lt;br /&gt;
== Ericw Tools ==&lt;br /&gt;
Cutting edge map compile tools for Quake and Hexen 2&lt;br /&gt;
&lt;br /&gt;
[[File:Ericw-bouncescale2.jpg|349px|Ericw Tools Bouncescale Example]]&lt;br /&gt;
&lt;br /&gt;
Download: [https://ericwa.github.io/ericw-tools/| Ericw Tools Website]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ented: BSP Entity Editor ==&lt;br /&gt;
Quickly view and tweak map entities without the need to re-compile, for example if you want to do something like upgrade all the backpacks.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:ented0.png|349px|none]]&lt;br /&gt;
&lt;br /&gt;
Download: [http://megateamfortress.com/files/wiki/Tools/EntEd.zip Ented Editor]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Quark_mapeditor2.gif&amp;diff=1497</id>
		<title>File:Quark mapeditor2.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Quark_mapeditor2.gif&amp;diff=1497"/>
		<updated>2025-11-21T16:10:02Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Quarkiconlarge.gif&amp;diff=1496</id>
		<title>File:Quarkiconlarge.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Quarkiconlarge.gif&amp;diff=1496"/>
		<updated>2025-11-21T16:09:41Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Jack-q1.jpg&amp;diff=1495</id>
		<title>File:Jack-q1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Jack-q1.jpg&amp;diff=1495"/>
		<updated>2025-11-21T15:55:38Z</updated>

		<summary type="html">&lt;p&gt;Haze: j.a.c.k. map editor screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
j.a.c.k. map editor screenshot&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Jack-logo.png&amp;diff=1494</id>
		<title>File:Jack-logo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Jack-logo.png&amp;diff=1494"/>
		<updated>2025-11-21T15:54:59Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Trenchbroom-mainwindow.png&amp;diff=1493</id>
		<title>File:Trenchbroom-mainwindow.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Trenchbroom-mainwindow.png&amp;diff=1493"/>
		<updated>2025-11-21T15:47:45Z</updated>

		<summary type="html">&lt;p&gt;Haze: The main window in Trenchbroom map editor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The main window in Trenchbroom map editor&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Ericw-bouncescale2.jpg&amp;diff=1492</id>
		<title>File:Ericw-bouncescale2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Ericw-bouncescale2.jpg&amp;diff=1492"/>
		<updated>2025-11-21T15:32:32Z</updated>

		<summary type="html">&lt;p&gt;Haze: Example of the bouncescale feature of Ericw tools&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of the bouncescale feature of Ericw tools&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Trenchbroom-logo.png&amp;diff=1491</id>
		<title>File:Trenchbroom-logo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Trenchbroom-logo.png&amp;diff=1491"/>
		<updated>2025-11-21T15:27:48Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Tools&amp;diff=1490</id>
		<title>Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Tools&amp;diff=1490"/>
		<updated>2025-11-21T15:24:16Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Scanner==&lt;br /&gt;
Customizable server browser for various oldschool games including Quake.&lt;br /&gt;
&lt;br /&gt;
Ensure your Master Server for Quakeworld is set to: http://www.quakeservers.net/lists/servers/global.txt&lt;br /&gt;
[[File:Gamescanner.png|349px|none]]&lt;br /&gt;
&lt;br /&gt;
Download:[https://sourceforge.net/projects/gamescanner/files/ Select &amp;quot;GameScannerSetup2015.zip&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==QWDtools==&lt;br /&gt;
&lt;br /&gt;
QWDtools is a powerful tool to convert QWD demos (first person view only) into MVD demos, allowing whoever is watching the demo to change POV as well as float around. Thus it was used by several QW Movie authors in order to freely position the 'camera' and capture a trick from another angle or position. The QWD to MVD conversion will automatically compress the demo, reducing its file size to a fractional amount.&lt;br /&gt;
&lt;br /&gt;
Download:[http://megateamfortress.com/files/wiki/Tools/demotools.zip QWDtools]&lt;br /&gt;
&lt;br /&gt;
==PakScape: PAK File Explorer==&lt;br /&gt;
Pak file explorer and editor&lt;br /&gt;
[[File:PakScape0.gif|349px|none]]&lt;br /&gt;
&lt;br /&gt;
Download:[http://megateamfortress.com/files/wiki/Tools/pakscape-011.zip pakscape-011.zip]&lt;br /&gt;
&lt;br /&gt;
==QME: Quake Model Editor==&lt;br /&gt;
View and edit models&lt;br /&gt;
[[File:qme0.PNG|349px|none]]&lt;br /&gt;
&lt;br /&gt;
Download: [http://megateamfortress.com/files/wiki/Tools/qme30_full_installer.zip QME 3.0 Installer]&lt;br /&gt;
Upgrade: [http://megateamfortress.com/files/wiki/Tools/qme31.zip QME 3.1 Upgrade]&lt;br /&gt;
&lt;br /&gt;
==Noesis: Model Viewer/Converter==&lt;br /&gt;
&amp;quot;Noesis is a tool for previewing and converting between hundreds of model, image, and animation formats. It utilizes a robust plugin system, with support for native extension modules and Python scripts. The plugin/script API features hundreds of functions and interfaces which assist in developing new formats, tools, and visualization aids. Noesis also features processing, conversion, and visualization options for many different types of volume data, including medical imaging formats such as Analyze 7.5, NifTI-1, and DICOM.&amp;quot;&lt;br /&gt;
[[File:Noesis_webshot_01.jpg|349px|Noesis]]&lt;br /&gt;
&lt;br /&gt;
Download: [https://richwhitehouse.com/index.php?content=inc_projects.php&amp;amp;showproject=91| Noesis Website]&lt;br /&gt;
&lt;br /&gt;
==Ented: TF Entity Editor==&lt;br /&gt;
More of a mapper's tool, but useful if you want to do something like upgrade all the backpacks in a map and remove all the slow respawning ammo.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:ented0.png|349px|none]]&lt;br /&gt;
&lt;br /&gt;
Download: [http://megateamfortress.com/files/wiki/Tools/EntEd.zip Ented Editor]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Noesis_webshot_01.jpg&amp;diff=1489</id>
		<title>File:Noesis webshot 01.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Noesis_webshot_01.jpg&amp;diff=1489"/>
		<updated>2025-11-21T15:20:17Z</updated>

		<summary type="html">&lt;p&gt;Haze: Noesis model editor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Noesis model editor&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Classes&amp;diff=1488</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Classes&amp;diff=1488"/>
		<updated>2025-11-20T12:02:48Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: flex-start; align-items: top; gap: 2em; margin: 1.5em 0; padding-bottom: 1em; border-bottom: 1px solid #ccc;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;flex: 0 0 auto; font-size: 0.95em;&amp;quot;&amp;gt;&lt;br /&gt;
    __TOC__&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;flex: 1; text-align: center; min-width: 200px;&amp;quot;&amp;gt;&lt;br /&gt;
    [[File:Soldier_artistic.png|alt=Soldier]]&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Air/scout==&lt;br /&gt;
[[File:Scout.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
Scouts are easily the fastest class in MegaTF, and can outrun or outmaneuver any other class. The scouts jetpack gives him the ability to increase his speed even further and fly upwards and over obstacles. The scout also has concussion and flash grenades. Concussion grenades will cause the screen of anyone who is hit by them to swirl, making it difficult to aim and walk. Flash grenades will make anyone hit by them unable to see. Their entire screen will go white for a few seconds. Plenty of time for a good scout to slip by. What the scout has in speed, he lacks in strength. You will need to use your jetpack to avoid or get past enemies, and your flash and concussion grenades to incapacitate your opponents. Even great scouts die a lot. Don't let that get to you. Every time you manage to move the enemy flag further out of the enemy fort is a successful attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
&lt;br /&gt;
Speed:  400&lt;br /&gt;
&lt;br /&gt;
Health: 100&lt;br /&gt;
&lt;br /&gt;
Armor:   50&lt;br /&gt;
&lt;br /&gt;
Shells:  50&lt;br /&gt;
&lt;br /&gt;
Nails:  200&lt;br /&gt;
&lt;br /&gt;
Rockets: 25&lt;br /&gt;
&lt;br /&gt;
Cells:  100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
'''1. Bat'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''2. Shotgun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''4. Mac-10'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 1. Flash Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 2. Concussion Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Specials===&lt;br /&gt;
&lt;br /&gt;
'''Drop1. Flash Mine'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop2. Toaster'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop3. Disarm Detpack'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop4. Place Mini Turret'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Jetjump'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Scan10'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Scan30'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Scan100'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Scanf'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Scane'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
===Defense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
== Sniper ==&lt;br /&gt;
&lt;br /&gt;
[[File:Sniper.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
Snipers can help a defense survive against a talented offense, helping to break the pressure and slow the enemy's assault. This is another hazardous occupation. While scouts die frequently, snipers may kill each other even more often. You need to prioritize your targets to survive as a sniper. Generally, it is recommended to focus on killing enemy snipers first, then enemies on the ground. Ignoring an enemy sniper for a few seconds is all the time they would need to finish you off. A few important things about sniping: Learn to hide, and teach yourself to shoot on the run. Use airstrikes. They MUST be set outside, and you only get one per life. Even so, an airstrike is a powerful tool. Hold down the fire button for a few seconds, and then hit the airstrike key (by default, this is the q key). That will create an airstrike marker wherever your gun was aimed. About 30 seconds later, bombers will obliterate the ground near that marker, killing everyone in the area.&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
&lt;br /&gt;
Speed: 300&lt;br /&gt;
&lt;br /&gt;
Health: 90&lt;br /&gt;
&lt;br /&gt;
Armor:  50&lt;br /&gt;
&lt;br /&gt;
Shells: 75&lt;br /&gt;
&lt;br /&gt;
Nails: 100&lt;br /&gt;
&lt;br /&gt;
Rockets: 25&lt;br /&gt;
&lt;br /&gt;
Cells: 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
'''1. Axe'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''2. Sniper Rifle'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''3. Automatic Rifle'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''4. Mac-10'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 1. Regular Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 2. Flare'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Specials===&lt;br /&gt;
&lt;br /&gt;
'''Drop1. Alarm'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop2. Toaster'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop3. Airstrike'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Dot'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
===Defense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
== Soldier ==&lt;br /&gt;
&lt;br /&gt;
[[File:Soldier.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
Some would call the soldier the most versatile and widely used class in MegaTF. Most defenses use numerous soldiers, and most of the best players in the game are at least fairly good at this class. Good soldiers are always in demand. The soldier uses the rocket launcher, and since he can carry 50 rockets, he is rarely low on ammunition. By using his spike traps and proxy grenade wisely, (as well as his own durability and destructive power) soldiers can defend against light classes very well. A soldier can kill any class, but has more trouble with the more durable heavier classes like Demoman and Heavy Weapons Guys than he does with the less armored classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
&lt;br /&gt;
Speed:  250&lt;br /&gt;
&lt;br /&gt;
Health: 100&lt;br /&gt;
&lt;br /&gt;
Armor:  200&lt;br /&gt;
&lt;br /&gt;
Shells: 100&lt;br /&gt;
&lt;br /&gt;
Nails:  100&lt;br /&gt;
&lt;br /&gt;
Rockets: 50&lt;br /&gt;
&lt;br /&gt;
Cells: 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
'''1. Axe'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''2. Shotgun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''3. Double-barreled Shotgun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''7. Rocket Launcher'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 1. Regular Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 2. Nail Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Specials===&lt;br /&gt;
&lt;br /&gt;
'''Drop1. Spike Trap'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop2. Toaster'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop3. Proximity Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
===Defense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
==Demoman==&lt;br /&gt;
&lt;br /&gt;
[[File:Demoman.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
The Demoman is a walking explosion waiting to happen. His explosion resistant armor makes him very good against soldiers, and a favorite class for offense. Unfortunately, his armor is weak against projectile weapons, like those carried by the medic, sniper, and heavy weapons guy. The demoman can also place pipebomb traps which he can detonate at the touch of a button, killing anyone standing nearby. Good piping makes a demoman a very capable defender. A good demoman can make it very hard on an offense that has to pass through a narrow area to get to your flag. Finally, a demoman can set detpacks. When the timer on a detpack reaches zero, it will kill every enemy within its line of sight instantly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
&lt;br /&gt;
Speed: 280&lt;br /&gt;
&lt;br /&gt;
Health: 90&lt;br /&gt;
&lt;br /&gt;
Armor:  100&lt;br /&gt;
&lt;br /&gt;
Shells: 75&lt;br /&gt;
&lt;br /&gt;
Nails: 50&lt;br /&gt;
&lt;br /&gt;
Rockets: 50&lt;br /&gt;
&lt;br /&gt;
Cells: 50&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
'''1. Axe'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''2. Shotgun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''4. Sticky Pipebomb.'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''5. Long-range Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''6. Normal Grenade Mode'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''7. Pipebomb Launcher'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 1. Regular Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 2. MiRV Grenades'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Specials===&lt;br /&gt;
&lt;br /&gt;
'''Drop1. AirMIRV'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop2. Toaster'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop3. Laser Trip Bomb'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''+Det5'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''+Det20'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''+Det50'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
===Defense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
== Medic ==&lt;br /&gt;
&lt;br /&gt;
[[File:Medic.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
The medic is a great support class. Used primarily for defense, he can make it significantly more difficult for a group of attackers. By hitting teammates with your axe, you can restore their health. You can also heal concussions, flash grenade blindness, spike trap or leg shot damage, or hallucinations from spy gas. All of these can really help a defense, who (at some point) will be suffering from one or more of these injuries. In addition, you can fill an engineers dispenses with health, allowing people a long way from the resupply rooms to recover from damage. A medic can do more than heal others though. He can hold his own in battle against most other classes. By hitting enemies with your axe, they'll slowly begin to die from infection. Your enemies will eventually die from even a single hit from your axe, unless they are healed by an enemy medic or kill themselves. The medic also has one of the best guns in the game, the super nailgun, making him a dangerous adversary. What the medic has in firepower and speed, he lacks in durability. To be effective as a medic, you need to dodge well and use your concussion grenades to keep your enemies off balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
&lt;br /&gt;
Speed: 320&lt;br /&gt;
&lt;br /&gt;
Health: 90&lt;br /&gt;
&lt;br /&gt;
Armor:  100&lt;br /&gt;
&lt;br /&gt;
Shells: 75&lt;br /&gt;
&lt;br /&gt;
Nails: 300&lt;br /&gt;
&lt;br /&gt;
Rockets: 25&lt;br /&gt;
&lt;br /&gt;
Cells: 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
'''1. Bioaxe'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''2. Shotgun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''3. Super Shotgun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''5. Super Nailgun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''8. Medikit Axe'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 1. Regular Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 2. Concussion Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Specials===&lt;br /&gt;
&lt;br /&gt;
'''Drop1. Syringe'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop2. Toaster'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop3. Heal Self'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop4. Medpack'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
===Defense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
==HWGuy==&lt;br /&gt;
&lt;br /&gt;
[[File:Hwguy.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
A walking tank, with firepower to match. The fact that he is slow is about the only negative about the heavy weapons guy. Good for defensive and offensive use. The Heavy Weapons Guy is deadly. Most other classes can hit a Heavy Weapons Guy with everything they have, and they'll fail to kill him. The 20mm cannon fires 10 shells at a time and can rip through your opponents. Your assault cannon fires a constant stream of ammunition at the enemy. While this may seem to make a Heavy Weapons Guy unstoppable, be careful. Once you're out of ammunition, you're easy prey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
&lt;br /&gt;
Speed:  230&lt;br /&gt;
&lt;br /&gt;
Health: 100&lt;br /&gt;
&lt;br /&gt;
Armor:  300&lt;br /&gt;
&lt;br /&gt;
Shells: 250&lt;br /&gt;
&lt;br /&gt;
Nails: 250&lt;br /&gt;
&lt;br /&gt;
Rockets: 10&lt;br /&gt;
&lt;br /&gt;
Cells: 50&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
'''1. Axe'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''2. Shotgun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''3. Double-Barreled Shotgun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''4. Mac-10'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''7. Assualt Cannon'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''7. 20mm Cannon'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 1. Regular Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 2. MiRV Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Specials===&lt;br /&gt;
&lt;br /&gt;
'''Drop1. Spike Drop'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop2. Toaster'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
===Defense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
== Pyro ==&lt;br /&gt;
&lt;br /&gt;
[[File:Pyro.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
Speed, and tremendous damage potential. The pyro is a fairly versatile class, able to do many things well. Armed with a flamethrower and a napalm rocket launcher, the pyro can set enemies on fire and burn the opposition down.Primarily used defensively, a pyro can make it difficult for light classes to attack any small area. His speed gives him the ability to pounce on the slower, heavy classes and burn them to death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
&lt;br /&gt;
Speed:  300&lt;br /&gt;
&lt;br /&gt;
Health: 100&lt;br /&gt;
&lt;br /&gt;
Armor:  150&lt;br /&gt;
&lt;br /&gt;
Shells: 40&lt;br /&gt;
&lt;br /&gt;
Nails: 50&lt;br /&gt;
&lt;br /&gt;
Rockets: 50&lt;br /&gt;
&lt;br /&gt;
Cells: 250&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
'''1. Axe'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''2. Single Barreled Shotgun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''6. Flamethrower'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''7. Incendiary Cannon'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 1. Regular Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 2. Napalm Grenade'''&lt;br /&gt;
      &lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Specials===&lt;br /&gt;
&lt;br /&gt;
'''Drop1. Lava Pool'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop2. Toaster'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
===Defense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
[[File:Spy.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
Spies are a very valuable asset to an offense. First, they can disguise themselves, appearing to be a member of the enemy team. Your enemies may let you just walk right past them, if you're clever enough to disguise yourself well.  Also, when you are disguised, enemy sentry guns will not fire on you. Of course, you can't shoot at the sentries and stay disguised, but you can toss grenades at them. The spy is an expert with the knife, and can kill most light to medium classes instantly when stabbing from behind. A spy knife attack is much more powerful than any other class. Spies also get a grappling hook to scale walls and sneak into hard to reach areas. The main weapon of a spy is the tranquilizer gun, which slows an enemy to almost a stop. This makes them easy to stab to death silently. Spies can also fake their own death, and remain hidden as a corpse. When the enemy defender leaves the area, the spy can get back up and continue to attack. Finally, each spy is given an ammo trap. It looks just like every other backpack full of ammunition, except when an enemy touches your ammo trap, all of their ammunition disappears. Avoid enemy scouts when disguised they will uncover your disguise.&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
&lt;br /&gt;
Speed: 300&lt;br /&gt;
&lt;br /&gt;
Health: 90&lt;br /&gt;
&lt;br /&gt;
Armor:  100&lt;br /&gt;
&lt;br /&gt;
Shells: 40&lt;br /&gt;
&lt;br /&gt;
Nails: 50&lt;br /&gt;
&lt;br /&gt;
Rockets: 15&lt;br /&gt;
&lt;br /&gt;
Cells: 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
'''1. Spy Knife'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''2. Tranquilizer Gun'''&lt;br /&gt;
      &lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''3. Double-Barreled Shotgun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''4. Mac-10'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''8. Grappeling Hook'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 1. Regular Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 2. Gas Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Specials===&lt;br /&gt;
&lt;br /&gt;
'''Drop1. Ammo Trap'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop2. Toaster'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop3. Camera'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop4. Place Mini Turret'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Change Skin'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Change Color'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Feigning'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
===Defense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&lt;br /&gt;
&lt;br /&gt;
[[File:Engineer.png|300px]]     [[File:Sentrygun.png|150px]]     [[File:dispenser.png|75px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
An engineer can build a sentry gun and an ammunition dispenser. Both are crucial to each team's defense. While a team can get by without a sentry gun, building a sentry gun near you flag and protecting it from spies will significantly increase your team's chance of winning the game. Both also take cells to build. A sentry gun takes 130 cells to build, and 130 more for each upgrade. An ammunition dispenser takes over 100 cells to build. Once a sentry guns is built, it can then be upgraded twice. A level three sentry gun can kill any class almost instantly. If fires both shells and rockets, and only disguised spies can get within it's line of sight without being fired on. Light classes are typically slaughtered by a sentry gun. Heavier classes and spies will attempt to use grenades to kill your sentry gun, but the rest of your defense will have an easier time stopping the slower, heavier classes knowing that the lighter classes will be devoured by your sentry. Engineers also get a magnetic mine. When an enemy steps on this, they will be trapped in place for 15 seconds. Use the opportunity to throw your grenades at them from a safe distance, or around a corner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
&lt;br /&gt;
Speed : 300&lt;br /&gt;
&lt;br /&gt;
Health:  80&lt;br /&gt;
&lt;br /&gt;
Armor:   50&lt;br /&gt;
&lt;br /&gt;
Shells: 50&lt;br /&gt;
&lt;br /&gt;
Nails: 50&lt;br /&gt;
&lt;br /&gt;
Rockets: 30&lt;br /&gt;
&lt;br /&gt;
Cells: 200&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
'''1. Spanner'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''2. Railgun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''2. Super Railgun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''3. Double-Barreled Shotgun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 1. Regular Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Gren 2. EMP Grenade'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Specials===&lt;br /&gt;
&lt;br /&gt;
'''Drop1. Magnet Mine'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop2. Toaster'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop3. Laser Drone'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Drop4. Mini Turret'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Dispenser'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Sentry Gun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Tesla Sentry Gun'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Security Camera'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
'''Teleporter Pad'''&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
===Defense Tactics===&lt;br /&gt;
&lt;br /&gt;
Put info here.&lt;br /&gt;
&lt;br /&gt;
== RandomPC ==&lt;br /&gt;
About RandomPC here.&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Soldier_artistic.png&amp;diff=1487</id>
		<title>File:Soldier artistic.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Soldier_artistic.png&amp;diff=1487"/>
		<updated>2025-11-20T11:58:59Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=MTF_United_Impulse_Commands&amp;diff=1486</id>
		<title>MTF United Impulse Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=MTF_United_Impulse_Commands&amp;diff=1486"/>
		<updated>2025-11-14T05:48:45Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all the raw impulse commands that the MegaTF United mod understands.&lt;br /&gt;
Generally we access these commands using their easier to remember aliases, for example &amp;quot;holo&amp;quot; instead of the underlying &amp;quot;impulse 200&amp;quot;. But incase anyone wants the underlying impulses here they are:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
impulse 251: Vote menu (Does not represent current maps on the server?  Hit an option and it said the server doesn't have that map.)&lt;br /&gt;
&lt;br /&gt;
impulse 250: &amp;quot;Come out with your pants down&amp;quot; and prints MegaTF to console&lt;br /&gt;
&lt;br /&gt;
impulse 249: drop2&lt;br /&gt;
&lt;br /&gt;
impulse 245: voteyes&lt;br /&gt;
&lt;br /&gt;
impulse 242: Team_say red flag status&lt;br /&gt;
&lt;br /&gt;
impulse 241: Team_say blue flag status&lt;br /&gt;
&lt;br /&gt;
impulse 240: Quits client&lt;br /&gt;
&lt;br /&gt;
impulse 238: Auto Discard On&lt;br /&gt;
&lt;br /&gt;
impulse 236: Discard set to max&lt;br /&gt;
&lt;br /&gt;
impulse 235: red flag status print to console&lt;br /&gt;
&lt;br /&gt;
impulse 234: blue flag status print to console&lt;br /&gt;
&lt;br /&gt;
impulse 204: dropflag&lt;br /&gt;
&lt;br /&gt;
impulse 203: dropflag&lt;br /&gt;
&lt;br /&gt;
impulse 201: drop2&lt;br /&gt;
&lt;br /&gt;
impulse 200: holo&lt;br /&gt;
&lt;br /&gt;
impulse 191: chute&lt;br /&gt;
&lt;br /&gt;
impulse 190: drop1&lt;br /&gt;
&lt;br /&gt;
impulse 186: auto ID on&lt;br /&gt;
&lt;br /&gt;
impulse 184: discard&lt;br /&gt;
&lt;br /&gt;
impulse 182: shows inventory #'s on screen, each time used, changes location on screen, does not disable it.&lt;br /&gt;
&lt;br /&gt;
impulse 181: saveme&lt;br /&gt;
&lt;br /&gt;
impulse 176: grapple (spy)&lt;br /&gt;
&lt;br /&gt;
impulse 174: autozoom toggle&lt;br /&gt;
&lt;br /&gt;
impulse 172: dropammo&lt;br /&gt;
&lt;br /&gt;
impulse 171: special&lt;br /&gt;
&lt;br /&gt;
impulse 157: bic/ &amp;quot;Are you threatening me?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
impulse 156: hey/&amp;quot;Hey, heh heh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
impulse 155: jetjump&lt;br /&gt;
&lt;br /&gt;
impulse 154: Airscout info printed to console&lt;br /&gt;
&lt;br /&gt;
impulse 151: primegren2&lt;br /&gt;
&lt;br /&gt;
impulse 150: primegren1&lt;br /&gt;
&lt;br /&gt;
impulse 145: team scores printed to console&lt;br /&gt;
&lt;br /&gt;
impulse 144: print players on your team&lt;br /&gt;
&lt;br /&gt;
impulse 143: Joins team 4, if already on a team, just says you're already on team X.&lt;br /&gt;
&lt;br /&gt;
impulse 142: Joins team 3, if already on a team, just says you're already on team X.&lt;br /&gt;
&lt;br /&gt;
impulse 141: Joins team 2, if already on a team, just says you're already on team X.&lt;br /&gt;
&lt;br /&gt;
impulse 140: Joins team 1, if already on a team, just says you're already on team X.&lt;br /&gt;
&lt;br /&gt;
impulse 137: lists legal teams for current map&lt;br /&gt;
&lt;br /&gt;
impulse 136: shows specific server settings (grapple, respawn delay, class restrictions, auto team, team frags)&lt;br /&gt;
&lt;br /&gt;
impulse 135: prints current team and inventory status to console&lt;br /&gt;
&lt;br /&gt;
impulse 133: prints server uptime to console&lt;br /&gt;
&lt;br /&gt;
impulse 131: prints &amp;quot;new&amp;quot; commands to console&lt;br /&gt;
&lt;br /&gt;
impulse 120: timeleft&lt;br /&gt;
&lt;br /&gt;
impulse 119: shows players per team, if teams are balanced, and teamplay code&lt;br /&gt;
&lt;br /&gt;
impulse 118: prints current coordinates of player to console&lt;br /&gt;
&lt;br /&gt;
impulse 110: randompc&lt;br /&gt;
&lt;br /&gt;
impulse 109: engineer&lt;br /&gt;
&lt;br /&gt;
impulse 108: spy&lt;br /&gt;
&lt;br /&gt;
impulse 107: pyro&lt;br /&gt;
&lt;br /&gt;
impulse 106: hwguy&lt;br /&gt;
&lt;br /&gt;
impulse 105: medic&lt;br /&gt;
&lt;br /&gt;
impulse 104: demoman&lt;br /&gt;
&lt;br /&gt;
impulse 103: soldier&lt;br /&gt;
&lt;br /&gt;
impulse 102: sniper&lt;br /&gt;
&lt;br /&gt;
impulse 101: scout&lt;br /&gt;
&lt;br /&gt;
impulse 100: &amp;quot;You will respawn as an observer&amp;quot;  doesnt seem to do anything...&lt;br /&gt;
&lt;br /&gt;
impulse 81: &amp;quot;Status bar res set to 1024x768&amp;quot;&lt;br /&gt;
&lt;br /&gt;
impulse 80: &amp;quot;Status bar res set to 1024x768&amp;quot;&lt;br /&gt;
&lt;br /&gt;
impulse 79: &amp;quot;Status bar res set to 1024x768&amp;quot;&lt;br /&gt;
&lt;br /&gt;
impulse 78: &amp;quot;status bar res set to 800x600&amp;quot;&lt;br /&gt;
&lt;br /&gt;
impulse 77: &amp;quot;status bar res set to 640x480&amp;quot;&lt;br /&gt;
&lt;br /&gt;
impulse 76: &amp;quot;status bar res set to 640x400&amp;quot;&lt;br /&gt;
&lt;br /&gt;
impulse 75: &amp;quot;status bar res set to 512x384&amp;quot;&lt;br /&gt;
&lt;br /&gt;
impulse 74: &amp;quot;status bar res set to 320x350&amp;quot;&lt;br /&gt;
&lt;br /&gt;
impulse 73: &amp;quot;status bar res set to 400x300&amp;quot;&lt;br /&gt;
&lt;br /&gt;
impulse 72: &amp;quot;status bar res set to 320x240&amp;quot;&lt;br /&gt;
&lt;br /&gt;
impulse 71: &amp;quot;status bar res set to 320x200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
impulse 69: prints your rank to console (Rank, Frags, Fers and Deaths)&lt;br /&gt;
&lt;br /&gt;
impulse 67: prints angle you're looking as well as current coordinates to console&lt;br /&gt;
&lt;br /&gt;
impulse 66: users&lt;br /&gt;
&lt;br /&gt;
impulse 59: drop4&lt;br /&gt;
&lt;br /&gt;
impulse 58: bhole&lt;br /&gt;
&lt;br /&gt;
impulse 57: menu/mtf menu&lt;br /&gt;
&lt;br /&gt;
impulse 56: yell menu&lt;br /&gt;
&lt;br /&gt;
impulse 55: drop3&lt;br /&gt;
&lt;br /&gt;
impulse 53: taunt menu&lt;br /&gt;
&lt;br /&gt;
impulse 50: ir (toggle)&lt;br /&gt;
&lt;br /&gt;
impulse 40: impulse 1 (lol?)&lt;br /&gt;
&lt;br /&gt;
impulse 23: prints &amp;quot;Item is missing&amp;quot; x2 as engineer  (What is this?)&lt;br /&gt;
&lt;br /&gt;
impulse 13: alias check&lt;br /&gt;
&lt;br /&gt;
impulse 12: impulse 3&lt;br /&gt;
&lt;br /&gt;
impulse 10: impulse 1 (again? lol)&lt;br /&gt;
&lt;br /&gt;
impulse 9: player details &amp;amp; commands available for that class&lt;br /&gt;
[[Category:Configs]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=User_Configs&amp;diff=1485</id>
		<title>User Configs</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=User_Configs&amp;diff=1485"/>
		<updated>2025-11-14T05:48:20Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Full Config Sets==&lt;br /&gt;
&lt;br /&gt;
On a TeamFortress server, every time you spawn a corresponding config file will automatically be launched matching the class you've spawned as.  These are:&lt;br /&gt;
&lt;br /&gt;
scout.cfg, sniper.cfg, soldier.cfg, demoman.cfg, medic.cfg, hwguy.cfg, pyro.cfg, spy.cfg, engineer.cfg and civilian.cfg&lt;br /&gt;
&lt;br /&gt;
Additionally, if you have certain commands you want only run during certain maps, you can create a map config specific to that map, too.  For example: 2fort5r.cfg&lt;br /&gt;
&lt;br /&gt;
===Aphasia's Starter Config Set===&lt;br /&gt;
&lt;br /&gt;
The idea behind my configs was to capitalize on the fact that no matter what client you were using, TF would always launch the class config first.  So, if I wanted to make a bunch of commands execute universally, I would have to add them to the top of my class configs.  So, each class config starts by executing &amp;quot;globals.cfg&amp;quot; which is a master config of any binds, from movement to graphics options, that I want set no matter what.  Then, each class config goes on to define or redefine how I want things set up for that particular class.&lt;br /&gt;
&lt;br /&gt;
All you have to do is drop the contents of this zip into your quake/fortress/ directory, and no matter what client you're using or how it has been set up previously, when you connect to a TF server, these scripts will all run properly.&lt;br /&gt;
&lt;br /&gt;
[http://www.megateamfortress.com/files/wiki/files/aphasias_class_scripts_example_set.zip aphasias_class_scripts_example_set.zip]&lt;br /&gt;
[[Category:Configs]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Scripts&amp;diff=1484</id>
		<title>Scripts</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Scripts&amp;diff=1484"/>
		<updated>2025-11-14T05:48:02Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;General scripts that any class can access should go in config.cfg located in ../quake/fortress/. Class based scripts can go in specific class configs (eg. ../quake/fortress/soldier.cfg)&lt;br /&gt;
&lt;br /&gt;
''Generally these scripts are supported by EzQuake.''&lt;br /&gt;
&lt;br /&gt;
==Grenade Timer==&lt;br /&gt;
===Basic Grenade Script + Timer===&lt;br /&gt;
Place the following in your config file.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
bind  x             &amp;quot;primeone;play gren&amp;quot;&lt;br /&gt;
bind  c             &amp;quot;primetwo;play gren&amp;quot;&lt;br /&gt;
bind  f             &amp;quot;throwgren&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place [http://www.megateamfortress.com/files/wiki//sound/gren.wav gren.wav] in your quake/fortress/sound folder.&lt;br /&gt;
&lt;br /&gt;
===2-Touch Grenade Script + Timer===&lt;br /&gt;
This script will only play the timer sound if the server actually registers the command. This is beneficial because if lag or button mashing caused the command to not execute, then it won't play a sound. Whereas basic grenade scripts will play a sound even if the command didn't go through, and even if the key is pressed multiple times between grenade throws.&amp;lt;br&amp;gt; &lt;br /&gt;
It is also advantageous because it doesn't require holding down a key, which limits your other actions.&amp;lt;br&amp;gt;&lt;br /&gt;
Thirdly, it only requires 2 key binds instead of 3. Real estate is king!&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
tp_forceTriggers 1&lt;br /&gt;
alias gren1prime &amp;quot;primeone; bind x gren1throw&amp;quot;&lt;br /&gt;
alias gren1throw &amp;quot;throwgren; bind x gren1prime&amp;quot;&lt;br /&gt;
alias gren2prime &amp;quot;primetwo; bind c gren2throw&amp;quot;&lt;br /&gt;
alias gren2throw &amp;quot;throwgren; bind c gren2prime&amp;quot;&lt;br /&gt;
alias grentime &amp;quot;play gren.wav&amp;quot;&lt;br /&gt;
msg_trigger grentime &amp;quot;renade primed&amp;quot;&lt;br /&gt;
alias cleargrens &amp;quot;bind x gren1prime; bind c gren2prime&amp;quot;&lt;br /&gt;
alias f_death cleargrens&lt;br /&gt;
bind x gren1prime&lt;br /&gt;
bind c gren2prime&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
=== Download ===&lt;br /&gt;
Download grenade timer sound file: [http://megateamfortress.com/files/wiki/configs/GREN.zip GREN.zip]&lt;br /&gt;
&lt;br /&gt;
''Todo: Add more grenade sound options''&lt;br /&gt;
&lt;br /&gt;
==Generic Zoom Script==&lt;br /&gt;
This can be applied anywhere, for example in each class config, with custom values, or as an overall zoom script in your main config.cfg&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
alias z20 &amp;quot;fov 20;wait;sensitivity 0.6;wait;bind mouse2 z105&amp;quot;&lt;br /&gt;
alias z105 &amp;quot;fov 105;wait;sensitivity 5;wait;bind mouse2 z20&amp;quot;&lt;br /&gt;
bind mouse2 &amp;quot;z20&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Taunts (very important) ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
alias gogogo &amp;quot;yell;wait;impulse 7;wait;yell;wait;impulse 7;wait;yell;wait;impulse 7;wait;yell;wait;impulse 7;wait;yell;wait;impulse 7;wait;yell;wait;impulse 7;wait;&amp;quot;&lt;br /&gt;
bind &amp;quot;yourkey&amp;quot; gogogo&lt;br /&gt;
alias pathetic &amp;quot;taunt;wait;impulse 8;wait;taunt;wait;impulse 8;wait;taunt;wait;impulse 8;wait;taunt;wait;impulse 8;wait;taunt;wait;impulse 8;wait;&amp;quot;&lt;br /&gt;
bind &amp;quot;yourkey&amp;quot; pathetic&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quick Cell Drop ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
//Cell drop script. Useful for Quick Sentry Gun Building technique&lt;br /&gt;
alias celldrops &amp;quot;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4&amp;quot;&lt;br /&gt;
bind &amp;quot;key&amp;quot; celldrops&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Team Colored Cross-hair==&lt;br /&gt;
This script will change your cross-hair color to whatever color team you're on. Put the following in your config.cfg.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
if $team = &amp;quot;Blue&amp;quot; then crosshaircolor 0 255 255&lt;br /&gt;
if $team = &amp;quot;Red&amp;quot; then crosshaircolor 255 0 0&lt;br /&gt;
if $team = &amp;quot;Gren&amp;quot; then crosshaircolor 0 255 0&lt;br /&gt;
if $team = &amp;quot;Yell&amp;quot; then crosshaircolor 255 255 0&lt;br /&gt;
if $team = &amp;quot;blue&amp;quot; then crosshaircolor 0 255 255&lt;br /&gt;
if $team = &amp;quot;red&amp;quot; then crosshaircolor 255 0 0&lt;br /&gt;
if $team = &amp;quot;gren&amp;quot; then crosshaircolor 0 255 0&lt;br /&gt;
if $team = &amp;quot;yell&amp;quot; then crosshaircolor 255 255 0&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Map-Specific Skybox Loader==&lt;br /&gt;
You can create a config for each map, and add a skybox loading command to each map config -- but having them all consolidated into one list makes things more manageable.  Just add &amp;quot;exec skyboxes&amp;quot; to the top of each individual class config (ie, soldier.cfg, demoman.cfg, etc) and this will do the rest:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
// Simple Automatic SkyBox loader, by Aphasia&lt;br /&gt;
// add as many customized map-skybox combos as you like below&lt;br /&gt;
// note that setting it to 'none' will unload the skybox, forcing ezq to use original map sky textures as built&lt;br /&gt;
&lt;br /&gt;
// default skybox - set to none in order to default to map's built-in sky textures when one is not specified below&lt;br /&gt;
set newskybox &amp;quot;none&amp;quot;&lt;br /&gt;
&lt;br /&gt;
// if you want ezquake to alwayse use a certain skybox when not otherwise specified, ignoring all maps'&lt;br /&gt;
// built-in sky textures, uncomment the following line and specify the skybox you want as default:&lt;br /&gt;
// set newskybox &amp;quot;null_plainsky512&amp;quot;&lt;br /&gt;
&lt;br /&gt;
// Set all of your map-specific skyboxes here, comment out or delete ones you do not line, add as necessary:&lt;br /&gt;
if $mapname == &amp;quot;2fort4&amp;quot;		then set newskybox &amp;quot;null_plainsky512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;2fort5&amp;quot;		then set newskybox &amp;quot;null_plainsky512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;2fort5r&amp;quot;	then set newskybox &amp;quot;null_plainsky512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;skydomez&amp;quot; 	then set newskybox &amp;quot;frozendusk&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;beer2&amp;quot; 		then set newskybox &amp;quot;dejavu512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;hell99&amp;quot; 	then set newskybox &amp;quot;none&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;haloween&amp;quot; 	then set newskybox &amp;quot;none&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;lodge5&amp;quot; 	then set newskybox &amp;quot;bone-chill512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;tater2&amp;quot; 	then set newskybox &amp;quot;mercury512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;bam4&amp;quot; 		then set newskybox &amp;quot;moondust-lf512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;canyon1&amp;quot; 	then set newskybox &amp;quot;hg512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;mbases&amp;quot; 	then set newskybox &amp;quot;seeingred512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;bases&amp;quot; 		then set newskybox &amp;quot;seeingred512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;gods&amp;quot; 		then set newskybox &amp;quot;badomen512&amp;quot;&lt;br /&gt;
//if $mapname == &amp;quot;town2&amp;quot; 	then set newskybox &amp;quot;urbansp512&amp;quot;&lt;br /&gt;
//if $mapname == &amp;quot;spacetf&amp;quot; 	then set newskybox &amp;quot;xenzone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
// == DO NOT CHANGE ==&lt;br /&gt;
// only load a skybox if the currently set skybox differs from specified above for current map...&lt;br /&gt;
if (&amp;quot;$newskybox&amp;quot; == &amp;quot;none&amp;quot;) then unset r_skyname&lt;br /&gt;
if (&amp;quot;$r_skyname&amp;quot; != &amp;quot;$newskybox&amp;quot;) and (&amp;quot;$newskybox&amp;quot; != &amp;quot;none&amp;quot;) then loadsky $newskybox &lt;br /&gt;
// == END ==&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[Category:Configs]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Class_Configs&amp;diff=1483</id>
		<title>Class Configs</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Class_Configs&amp;diff=1483"/>
		<updated>2025-11-14T05:47:39Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
When you join a MegaTF server you will be asked to select a team, and then select a class to play as.  When you spawn as that class, a corresponding config file will automatically be executed.  They are:&lt;br /&gt;
&lt;br /&gt;
scout.cfg&lt;br /&gt;
sniper.cfg&lt;br /&gt;
soldier.cfg&lt;br /&gt;
demoman.cfg&lt;br /&gt;
medic.cfg&lt;br /&gt;
hwguy.cfg&lt;br /&gt;
pyro.cfg&lt;br /&gt;
spy.cfg&lt;br /&gt;
enginer.cfg&lt;br /&gt;
civilian.cfg&lt;br /&gt;
&lt;br /&gt;
[[General_Config|Complete List of MegaTF Commands and Their Descriptions]]&lt;br /&gt;
&lt;br /&gt;
Below are some examples of class-specific scripts beyond the basics:&lt;br /&gt;
&lt;br /&gt;
===Example Scout configs===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
fov 105&lt;br /&gt;
sensitivity 6&lt;br /&gt;
stopsound //stops all sounds&lt;br /&gt;
bind ctrl &amp;quot;drop1&amp;quot; // flash mine&lt;br /&gt;
bind e drop2 //toaster&lt;br /&gt;
bind q &amp;quot;discard;wait;sdropshell&amp;quot; //alias to drop all unneeded ammo&lt;br /&gt;
bind mwheeldown &amp;quot;impulse 4&amp;quot; //mac-10&lt;br /&gt;
bind mwheelup &amp;quot;impulse 2&amp;quot; //shotgun&lt;br /&gt;
bind mouse2 &amp;quot;jetjump;wait;wait;wait;holo&amp;quot; //jetjumps and places hologram at liftoff&lt;br /&gt;
bind mouse3 &amp;quot;rotate 180;wait;jetjump;wait;wait;wait;holo&amp;quot; //turns 180 in air and jetjumps&lt;br /&gt;
&lt;br /&gt;
//alias to drop shells as well, may reduce impact of nearby EMP explosions.&lt;br /&gt;
alias sdropshell &amp;quot;dropammo;wait;impulse 1&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Sniper configs===&lt;br /&gt;
&lt;br /&gt;
The most important config item for a sniper is probably their zooming script. You should probably create a custom zoom script for sniper due to the important sensitivity requirements of the class. Zoom distance and sensitivity are very personal and mouse dependent so I will only provide a base example below.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
//Example of a basic zoom script. You can get creative with these for different maps. Or you could have a cycling script with multiple zoom levels, just by repeating the same logic within this script and chaining the aliases together.&lt;br /&gt;
//Usage is: one click zoom in, one click zoom back out.&lt;br /&gt;
alias z20 &amp;quot;fov 20;wait;sensitivity 1;wait;bind mouse2 z105&amp;quot; //sets your zoom distance and sensitivity at that zoom range, you'll want it lower&lt;br /&gt;
alias z105 &amp;quot;fov 105;wait;sensitivity 5;wait;bind mouse2 z20&amp;quot; //reset your zoom and sensitivity to your normal values, use your defaults for the class.&lt;br /&gt;
bind mouse2 z20&lt;br /&gt;
sensitivity 5&lt;br /&gt;
fov 105&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Soldier configs===&lt;br /&gt;
&lt;br /&gt;
Forward Rocketjump Script&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
alias fwrj &amp;quot;impulse 7;-forward;+back;rotate 180;+jump;+attack;wait;-attack;-jump;-back;+forward;rotate 180;wait;-forward;impulse 7&amp;quot;&lt;br /&gt;
bind mouse4 &amp;quot;fwrj&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Basic Rocketjump Script&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
alias long_wait &amp;quot;wait; wait; wait; wait&amp;quot;&lt;br /&gt;
alias +launch &amp;quot;cl_pitchspeed 20000; impulse 7; +lookdown; long_wait; +jump; wait; +attack&amp;quot;&lt;br /&gt;
alias -launch &amp;quot;-lookdown; -jump; -attack; cl_pitchspeed 100; centerview&amp;quot;&lt;br /&gt;
bind alt +launch&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Demoman configs===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
stopsound //stops all sounds&lt;br /&gt;
sensitivity 5&lt;br /&gt;
fov 105&lt;br /&gt;
bind mwheelup &amp;quot;impulse 6&amp;quot; //grenades&lt;br /&gt;
bind mwheeldown &amp;quot;impulse 7&amp;quot; //pipebombs&lt;br /&gt;
bind 1 &amp;quot;impulse 1&amp;quot;  //knife&lt;br /&gt;
bind 2 &amp;quot;impulse 2&amp;quot; //shotgun&lt;br /&gt;
bind 5 &amp;quot;impulse 5&amp;quot; //long range grenades&lt;br /&gt;
bind shift &amp;quot;impulse 5;wait;impulse 10;wait;echo Long Range Pipebombs&amp;quot; //hackish way to get long-range pipebombs in MegaTF United servers.&lt;br /&gt;
bind e &amp;quot;drop2&amp;quot; //toaster&lt;br /&gt;
bind q &amp;quot;discard&amp;quot;&lt;br /&gt;
bind z &amp;quot;reload&amp;quot;&lt;br /&gt;
bind mouse2 &amp;quot;detpipe&amp;quot; //detonate pipebombs&lt;br /&gt;
bind mouse4 &amp;quot;+det5&amp;quot; //5 second detpack&lt;br /&gt;
bind mouse3 &amp;quot;+det20&amp;quot; //20 second detpack&lt;br /&gt;
bind mouse5 &amp;quot;+det50&amp;quot; //50 second detpack&lt;br /&gt;
bind mouse6 &amp;quot;+det255&amp;quot; //custom alias for 255 second detpack&lt;br /&gt;
bind ctrl &amp;quot;drop1&amp;quot; //air mirv&lt;br /&gt;
bind alt drop3 //tripwire&lt;br /&gt;
sbar_on //statusbar on&lt;br /&gt;
sbar_480 //set statusbar resolution to fit screen&lt;br /&gt;
&lt;br /&gt;
//custom alias for 255 second detpacks&lt;br /&gt;
//replace &amp;quot;impulse 255&amp;quot; with any number of seconds that you like, less than 255.&lt;br /&gt;
alias +det255 &amp;quot;impulse 168;wait;impulse 255&amp;quot;&lt;br /&gt;
alias -det255 &amp;quot;-det50&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Medic configs===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
stopsound //stops any sounds like menu music, grenade timers, or flames&lt;br /&gt;
sensitivity 5&lt;br /&gt;
bind q &amp;quot;discard&amp;quot;&lt;br /&gt;
bind z reload&lt;br /&gt;
bind e &amp;quot;drop2&amp;quot; //toaster&lt;br /&gt;
bind ctrl &amp;quot;drop1&amp;quot; //drops syringe&lt;br /&gt;
bind mouse3 &amp;quot;saveme&amp;quot; //says medic outloud&lt;br /&gt;
bind mwheelup &amp;quot;impulse 3&amp;quot; //super shotgun&lt;br /&gt;
bind mwheeldown &amp;quot;impulse 5&amp;quot; //super nailgun&lt;br /&gt;
bind mouse4 &amp;quot;heal&amp;quot; //heals self of any negative effects&lt;br /&gt;
bind mouse5 &amp;quot;drop4&amp;quot; //drops a health pack (MegaTF United only)&lt;br /&gt;
&lt;br /&gt;
//zoom script&lt;br /&gt;
alias z25 &amp;quot;fov 20;wait;sensitivity 0.6;wait;bind mouse2 z105&amp;quot;&lt;br /&gt;
alias z105 &amp;quot;fov 105;wait;sensitivity 5;wait;bind mouse2 z25&amp;quot; &lt;br /&gt;
bind mouse2 &amp;quot;z25&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Hwguy configs===&lt;br /&gt;
&lt;br /&gt;
20mm Jump&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
//hwguy 20mm jump&lt;br /&gt;
alias 20mmjump &amp;quot;cl_pitchspeed 100000;+lookdown;wait;+attack;wait;+jump;wait;-attack;wait;-jump;wait;-lookdown;wait;force_centerview;wait;cl_pitchspeed 150&amp;quot;&lt;br /&gt;
bind &amp;quot;key&amp;quot; 20mmjump&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Pyro configs===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
stopsound //stops all sound&lt;br /&gt;
fov 105&lt;br /&gt;
sensitivity 5&lt;br /&gt;
bind e &amp;quot;drop2&amp;quot; //toaster&lt;br /&gt;
bind q &amp;quot;discard&amp;quot;&lt;br /&gt;
bind z &amp;quot;reload&amp;quot;&lt;br /&gt;
bind ctrl &amp;quot;drop1&amp;quot; //drops lava pool&lt;br /&gt;
bind mwheeldown &amp;quot;impulse 7&amp;quot; //incendiary cannon&lt;br /&gt;
bind mwheelup &amp;quot;impulse 6&amp;quot; //flamethrower&lt;br /&gt;
bind mouse3 &amp;quot;taunt; wait; impulse 5&amp;quot; //taunt enemy with &amp;quot;call 911&amp;quot; when they are on fire&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Spy configs===&lt;br /&gt;
&lt;br /&gt;
Spy Quick Grapple&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
//quick grapple script&lt;br /&gt;
alias +grap &amp;quot;impulse 8; wait; +attack&amp;quot;&lt;br /&gt;
alias -grap &amp;quot;-attack; wait; impulse 2&amp;quot;&lt;br /&gt;
bind mouse2 &amp;quot;+grap&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spy Feign with Backpack Throw&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
//Feigning with backpack throw&lt;br /&gt;
alias yesfeign &amp;quot;cl_pitchspeed 100000;+lookup;wait;+lookup;wait;discard;wait;cl_pitchspeed 150;-lookup;wait;force_centerview;wait;feign;wait;bind f unfeign&amp;quot;&lt;br /&gt;
alias unfeign &amp;quot;feign;wait;bind f yesfeign&amp;quot;&lt;br /&gt;
bind f yesfeign&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spy Disguise Keypad Selection Menu&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
// disguises&lt;br /&gt;
alias goblue 		&amp;quot;impulse 171;wait;impulse 2;wait;impulse 1&amp;quot;&lt;br /&gt;
alias gored		&amp;quot;impulse 171;wait;impulse 2;wait;impulse 2&amp;quot;&lt;br /&gt;
alias goscout		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 1&amp;quot;		&lt;br /&gt;
alias gosniper		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 2&amp;quot;&lt;br /&gt;
alias gosoldier		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 3&amp;quot;&lt;br /&gt;
alias godemo		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 4&amp;quot;&lt;br /&gt;
alias gomedic		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 5&amp;quot;&lt;br /&gt;
alias gohwguy		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 6&amp;quot;&lt;br /&gt;
alias gopyro		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 7&amp;quot;&lt;br /&gt;
alias goengy		&amp;quot;impulse 171;wait;impulse 1;wait;impulse 9&amp;quot;&lt;br /&gt;
bind kp_0 		goblue&lt;br /&gt;
bind kp_del 		gored&lt;br /&gt;
bind kp_1		goscout&lt;br /&gt;
bind kp_2		gosniper&lt;br /&gt;
bind kp_3		gosoldier&lt;br /&gt;
bind kp_4		godemo&lt;br /&gt;
bind kp_5		gomedic&lt;br /&gt;
bind kp_6		gohwguy&lt;br /&gt;
bind kp_7		gopyro&lt;br /&gt;
bind kp_8		feign&lt;br /&gt;
bind kp_9		goengy&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example Engineer configs===&lt;br /&gt;
&lt;br /&gt;
Cell drop script. Useful for Quick Sentry Gun Building technique&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
alias celldrops &amp;quot;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4&amp;quot;&lt;br /&gt;
bind &amp;quot;key&amp;quot; celldrops&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[Category:Configs]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=General_Config&amp;diff=1482</id>
		<title>General Config</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=General_Config&amp;diff=1482"/>
		<updated>2025-11-14T05:47:19Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==MegaTF Commands==&lt;br /&gt;
&lt;br /&gt;
To bind a key for any command, add it to the appropriate config as:&lt;br /&gt;
&lt;br /&gt;
bind key command&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&lt;br /&gt;
bind mouse2 reload // assigns the mouse2 key to reload your current weapon&lt;br /&gt;
&lt;br /&gt;
===Commands Available for Scout===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
impulse 1    Bat/Axe&lt;br /&gt;
impulse 2    Shotgun&lt;br /&gt;
impulse 4    Mac 10&lt;br /&gt;
+Gren1       Flash Grenade&lt;br /&gt;
+Gren2       Concussion Grenade&lt;br /&gt;
Drop1        Flash Mine&lt;br /&gt;
Drop3        Disarm Detpack&lt;br /&gt;
Jetjump      A short burst with the jetpack. (aka &amp;quot;special&amp;quot;)&lt;br /&gt;
Scan10       Scans for nearby enemies.    &lt;br /&gt;
Scan30       Scans for nearby enemies.    &lt;br /&gt;
Scan100      Scans for nearby enemies.    &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Commands Available for Sniper===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
impulse 1    Axe&lt;br /&gt;
impulse 2    Sniper Rifle&lt;br /&gt;
impulse 4    Automatic Sniper Rifle&lt;br /&gt;
+Gren1       Regular Grenade&lt;br /&gt;
+Gren2       Flare&lt;br /&gt;
Drop1        Alarm (Notifies you that a enemy as tripped your alarm)&lt;br /&gt;
Drop3        Summon Airstrike&lt;br /&gt;
+spot        Activate spotlight (only while rifle is primed, and laser sight is enabled)&lt;br /&gt;
dot          Toggle laser sight while rifle is primed&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Commands Available for Soldier===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
impulse 1    Axe&lt;br /&gt;
impulse 2    Shotgun&lt;br /&gt;
impulse 3    Double Barrel Shotgun&lt;br /&gt;
impulse 7    Rocket Launcher&lt;br /&gt;
+Gren1       Regular Grenade&lt;br /&gt;
+Gren2       Nail Grenade&lt;br /&gt;
Drop1        Spike Traps &lt;br /&gt;
Drop3        Proxy Grenade&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Commands Available for Demoman===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
impulse 1    Axe&lt;br /&gt;
impulse 2    Shotgun&lt;br /&gt;
impulse 5    Long Range Grenade Launcher&lt;br /&gt;
impulse 6    Grenade Launcher&lt;br /&gt;
impulse 7    Pipebomb Launcher&lt;br /&gt;
+Gren1       Regular Grenade&lt;br /&gt;
+Gren2       MIRV Grenade&lt;br /&gt;
Drop1        Air MIRV&lt;br /&gt;
Detpipe      Detonates Pipebombs&lt;br /&gt;
+det5        5 Second Detpack&lt;br /&gt;
+det20       20 Second Detpack&lt;br /&gt;
+det50       50 Second Detpack&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Commands Available for Medic===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
impulse 1    Bioaxe (Can heal team players and infect enemy players)&lt;br /&gt;
impulse 2    Shotgun&lt;br /&gt;
impulse 3    Double Barrel Shotgun&lt;br /&gt;
impulse 5    Super Nailgun&lt;br /&gt;
+Gren1       Regular Grenade&lt;br /&gt;
+Gren2       Concussion Grenade&lt;br /&gt;
Drop1        Syringe&lt;br /&gt;
Drop3        Heal Self&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Commands Available for Heavy Weapons Guy===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
impulse 1    Axe&lt;br /&gt;
impulse 2    Shotgun&lt;br /&gt;
impulse 3    Double Barrel Shotgun&lt;br /&gt;
impulse 7    Assault Cannon / 20MM Cannon&lt;br /&gt;
+Gren1       Regular Grenade&lt;br /&gt;
+Gren2       MIRV Grenade&lt;br /&gt;
Drop1        Spike Traps x2&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Commands Available for Pyro===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
impulse 1    Axe&lt;br /&gt;
impulse 2    Shotgun&lt;br /&gt;
impulse 6    Flamethrower&lt;br /&gt;
impulse 7    Incendiary Launcher&lt;br /&gt;
+Gren1       Regular Grenade&lt;br /&gt;
+Gren2       Napalm Grenade&lt;br /&gt;
Drop1        Lava Pool&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Commands Available for Spy===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
impulse 1    Knife&lt;br /&gt;
impulse 2    Tranquilizer Gun&lt;br /&gt;
impulse 3    Double Barrel Shotgun&lt;br /&gt;
impulse 4    Mac 10&lt;br /&gt;
impulse 8    Grappling Hook (Uses 25 cells)&lt;br /&gt;
+Gren1       Regular Grenade&lt;br /&gt;
+Gren2       Gas Grenade&lt;br /&gt;
Drop1        Ammo Trap (Takes all ammo/grens from enemies)&lt;br /&gt;
Disguise     Brings up disguise menu to change to an enemy disguise&lt;br /&gt;
Feign        Feign Death Loudly (Makes you look like a dead body fooling the enemy)&lt;br /&gt;
sfeign       Feign Death Silently&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Commands Available for Engineer===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
impulse 1    spanner (used to heal teammate armor and interact with builds)&lt;br /&gt;
impulse 2    toggle railgun / super railgun (select MegaTF versions only)&lt;br /&gt;
impulse 3    super shotgun&lt;br /&gt;
drop1        place magnetic mine&lt;br /&gt;
drop3        launch laser drone&lt;br /&gt;
build        open build menu&lt;br /&gt;
detdispenser remotely detonate dispenser (causes small damage to enemy)&lt;br /&gt;
detsentry    remotely detonate sentry gun&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Commands available to All Classes===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
autoid_on       enable auto identification of players visible in crosshair&lt;br /&gt;
autoid_off      disable auto identification of players visible in crosshair&lt;br /&gt;
autodiscard_on  enable auto discard of un-needed ammo. not recommended for engineer, will discard ammo needed for builds&lt;br /&gt;
autodiscard_off disable auto discarding&lt;br /&gt;
changeclass     class selection menu&lt;br /&gt;
cmd votemap &amp;lt;&amp;gt;  start a vote for the map to immediately change (replace &amp;lt;&amp;gt; with map name)&lt;br /&gt;
cmd votenext &amp;lt;&amp;gt; start a vote for the next map to be played (replace &amp;lt;&amp;gt; with map name)&lt;br /&gt;
cmd voteyes     agree to the vote in progress&lt;br /&gt;
discard         discards excess ammo&lt;br /&gt;
drop2           toaster&lt;br /&gt;
dropflag        drop the flag (older, can use throwflag now)&lt;br /&gt;
throwflag       throws the flag&lt;br /&gt;
holo            place temporary holograph of self&lt;br /&gt;
inv             show item inventory in console&lt;br /&gt;
kill            commit suicide&lt;br /&gt;
lay             toggle laying/standing mode&lt;br /&gt;
mega            access mega tf menu&lt;br /&gt;
reload          reload weapon&lt;br /&gt;
say_ofstatus    teamsay status of our flag to team&lt;br /&gt;
say_efstatus    teamsay status of enemy flag to team&lt;br /&gt;
+showscores     show scoreboard&lt;br /&gt;
taunt           access taunt menu&lt;br /&gt;
yell            access yell menu&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Commands Only Available in MegaTF United===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
chute           parachute&lt;br /&gt;
drop3 (Demo)    laser tripwire&lt;br /&gt;
drop3 (Spy)     camera&lt;br /&gt;
drop4 (Medic)   medpack&lt;br /&gt;
drop4 (Scout)   drop mini sentry (walk over to pick up)&lt;br /&gt;
drop4 (Spy)     drop mini sentry (walk over to pick up)&lt;br /&gt;
drop4 (Engy)    build mini sentry&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[Category:Configs]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Teamplay_Configs&amp;diff=1481</id>
		<title>Teamplay Configs</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Teamplay_Configs&amp;diff=1481"/>
		<updated>2025-11-14T05:46:13Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===What are comms?===&lt;br /&gt;
&lt;br /&gt;
Comms are a set of CFG files that allow you to communicate efficiently with your team. When you enter the server you either choose to execute the offense cfg or the defense cfg depending on what position you will be playing. They each have binds that you must setup beforehand, it will take a bout 2 minutes to setup. These binds allow you to communicate efficiently with your team, for example letting them know about incoming enemies, or where you dropped the enemy flag, or the sentry gun you just built. On public servers it may help bring some cohesion to your team, however they were mainly used for organized matches. Nevertheless they are still nice to have.&lt;br /&gt;
&lt;br /&gt;
The following comms were created by King and modified by Haze, July 2010. They are provided as-is and your experience may vary depending on the version of Mega TF played. They have not been updated in a long time but still work for the most part to this day.&lt;br /&gt;
&lt;br /&gt;
===Features:===&lt;br /&gt;
*LED status update in name (colored indication of your health status)&lt;br /&gt;
*Sound system for some communication binds. (Took Flag, Attacking, Flag in Danger, Base Secure etc.)&lt;br /&gt;
*Automated Frag/Death reporting with frag based sound system.&lt;br /&gt;
*Automated Reporting for drops (ex. When/where someone is proxied/infected/magnet mined etc.)&lt;br /&gt;
*Automated Enemy sentrygun reporting&lt;br /&gt;
*Automated Sentry/Tesla build reporting&lt;br /&gt;
*Automated Took/Dropped Flag reporting&lt;br /&gt;
*Automated Ammo discarding (Non-Essential Ammo Drop On Weapon Change)&lt;br /&gt;
*Engage script (indicates what class you are fighting and where)&lt;br /&gt;
*Map recognition including location (.loc) files&lt;br /&gt;
*Team Status Requesting (Requests an automated status report from any teammate using these comms (their health/class/location))&lt;br /&gt;
*Quick toggles for turning off any automated feature.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[http://megateamfortress.com/files/wiki/configs/mtfcomms.zip mtfcomms.zip]&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
From the readme:&lt;br /&gt;
&lt;br /&gt;
*unzip into ../quake/fortress/&lt;br /&gt;
**cfg files must go into ../quake/fortress/&lt;br /&gt;
**sound _folder_ must be in ../quake/fortress/ (eg. ../quake/fortress/sound/)&lt;br /&gt;
*unzip locs to ../quake/fortress/locs/&lt;br /&gt;
*open onoff.cfg and ondef.cfg and edit your name, options, and binds, until you see the &amp;quot;----STOP!!&amp;quot;&lt;br /&gt;
*join server and execute either config file. (eg. exec onoff.cfg) &amp;lt;--- it's nice to have a simple bind for these&lt;br /&gt;
&lt;br /&gt;
''TODO: More detailed description of features w/ screenshots''&lt;br /&gt;
[[Category:Configs]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Gl_outline&amp;diff=1480</id>
		<title>Gl outline</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Gl_outline&amp;diff=1480"/>
		<updated>2025-11-14T05:13:32Z</updated>

		<summary type="html">&lt;p&gt;Haze: Created page with &amp;quot;  EZquake 3.6 cvars for adding outlines to models, world, or both. Could help with visibility, or could just be a looks preference. &amp;lt;pre&amp;gt; vid_framebuffer 2 // rendering option...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
EZquake 3.6 cvars for adding outlines to models, world, or both. Could help with visibility, or could just be a looks preference.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
vid_framebuffer 2 // rendering option required for outlines and other effects&lt;br /&gt;
gl_outline 3 // outline models/player and world&lt;br /&gt;
gl_outline_scale_model 0.5 // controls width of model outlines&lt;br /&gt;
vid_restart // needed once after enabling vid_framebuffer 1|2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:gl_outline.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
''Tip: type gl_outline and press &amp;lt;tab&amp;gt; to see more options.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Tip: type gl_framebuffer and press &amp;lt;tab&amp;gt; to see more options.''&lt;br /&gt;
[[Category:Configs]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Gl_outline.jpg&amp;diff=1479</id>
		<title>File:Gl outline.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Gl_outline.jpg&amp;diff=1479"/>
		<updated>2025-11-12T09:52:14Z</updated>

		<summary type="html">&lt;p&gt;Haze: gl_outline 3 in ezquake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
gl_outline 3 in ezquake&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Setup_A_Client&amp;diff=1478</id>
		<title>Setup A Client</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Setup_A_Client&amp;diff=1478"/>
		<updated>2025-11-12T09:41:53Z</updated>

		<summary type="html">&lt;p&gt;Haze: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Installation=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
| Playing TeamFortress requires:&lt;br /&gt;
&lt;br /&gt;
* '''Quake.''' Download and install [http://www.megateamfortress.com/files/wiki/files/quake-shareware-setup-beta099a.exe Quake Shareware], or obtain [http://store.steampowered.com/app/2310/QUAKE/ Quake] from Steam.&lt;br /&gt;
* '''TeamFortress Mod.''' Download and unzip [http://www.megateamfortress.com/files/wiki/files/MegaTFUnited.zip MegaTF] into your Quake folder. '''(Optional: Files can be automatically downloaded upon joining a server)'''&lt;br /&gt;
* '''Modern client:''' Download and install the latest [https://ezquake.com/info/downloads.html EzQuake]. Available for Windows, Linux, MacOS.'''&lt;br /&gt;
* '''Legacy clients:''' Download and unzip one of the the official ZAP versions of ezQuake! [http://megateamfortress.com/files/ezquake-3.2.3-zap-5274.zip ezQuake 3.2.3 ZAP (Win)], [http://megateamfortress.com/files/ezquake_3.2.3_linux_zap.zip ezQuake 3.2.3 ZAP (Linux)], or [http://megateamfortress.com/files/ezquake_3.1_zap.zip ezQuake 3.1 ZAP (Win. Includes fixed WinAMP compatibility)] into your Quake folder.  (ezQuake replaces the old QWCL.exe as your Quake Client.  Other modern QuakeWorld [[Clients]] exist, which you may use at your discretion, but we highly recommend the ZAP ezQuake as it fixes a few things the ezQuake team has removed for MegaTF/Quake 1. ''Editor note: this statement needs to be reviewed for relevance in 2025'')&lt;br /&gt;
&lt;br /&gt;
Before you play, setup your [[Configs]] - Mega TeamFortress has a lot of commands to bind.  Then, Launch &amp;quot;ezquake.exe&amp;quot; in your Quake folder to play! Use the server-browser to find a TeamFortress game near you!  Or find a server at [[Active Servers]] or [https://www.quakeservers.net/quakeworld/servers/t=tf/ quakeservers.net] and connect manually from the console with &amp;lt;code&amp;gt;connect &amp;lt;ip address here&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 50%;&amp;quot; | Optionally choose a pre-configured installer package:&amp;lt;br /&amp;gt;''*recommended for new players*''&lt;br /&gt;
* Install [https://nquake.com/ nQuake] For all Operating Systems.&lt;br /&gt;
''Note: It is not recommended to install '''FortressOne''' in the same folder as nQuake or EZQuake as they may overlap and cause conflicts.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Tip: Run your EZQuake graphics on &amp;quot;eyecandy&amp;quot; for a graphical upgrade! Also visit the [[Graphical Replacements]] page for high quality texture replacements.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Optional:&lt;br /&gt;
&lt;br /&gt;
TeamFortress servers will download maps, models, sounds and other files to you as you need them on a case-by-case basis.  However, there are some files servers do not distribute when you join.&lt;br /&gt;
&lt;br /&gt;
The [http://www.megateamfortress.com/files/wiki/files/TFMegaPack.zip TFMegaPack (95MB)] contains optional files that you WON'T get automatically from a server for colored lighting (.lit), location data (.loc), skyboxes, and high-res textures.  &lt;br /&gt;
&lt;br /&gt;
Sometimes, a server may be missing a file - or you may just want to save yourself the wait time and get to fragging.  In which case, download:&lt;br /&gt;
&lt;br /&gt;
[http://www.megateamfortress.com/files/wiki/files/TFMegaPack_XL.zip TFMegaPack XL (180MB)] - All of TFMegaPack, plus the most common maps and add-on files.&lt;br /&gt;
&lt;br /&gt;
[http://www.megateamfortress.com/files/wiki/files/TFMegaPack_XXL.zip TFMegaPack XXL (640MB)] - All of TFMegaPack_XL, plus a TON of maps and everything else.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Linux:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Install [https://nquake.com/ nQuake] for Linux.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''MAC:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Install [https://nquake.com/ nQuake] for MacOS.&lt;br /&gt;
&lt;br /&gt;
=Client Commands=&lt;br /&gt;
Useful client commands that are independent of any mod. You can review these and choose how you would like to configure your client.&amp;lt;br&amp;gt;&lt;br /&gt;
Changes should go in ../fortress/config.cfg&amp;lt;br&amp;gt;&lt;br /&gt;
See [[Configs]] for full info.&lt;br /&gt;
==EZQuake==&lt;br /&gt;
=== v_viewheight ===&lt;br /&gt;
v_viewheight is the level of your eyes as the player bobs up and down while running. Most people have bobbing turned off. The level of your gun doesn't change during the bob cycle, just your eyes. At -7, your eyes are at the same level as your gun. Rockets are aimed right at the crosshair during their entire path. As the level of your eyes goes up, close range aim gets more off. At -5 to -4, if you try to shoot down over a ledge, the rocket will hit the ledge and if it's close, will blow up in your face. At -6 and -7 you can aim precisely over a ledge. It really only matters for rockets. A drawback of lower viewheights is that lightning gun shafts tend to be coming right at your face. Not a problem in MegaTF. Low viewheights make you feel short and high ones make you feel tall and you can see over more obstacles.&lt;br /&gt;
[[Category:Configs]]&lt;br /&gt;
&lt;br /&gt;
=== Some useful cvar options ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
r_fastsky 1 //sets sky to a solid color, less distracting, easier to see players outline in the sky.&lt;br /&gt;
r_skycolor x x x //RGB value of sky color (Default is &amp;quot;40 80 150&amp;quot; for light blue)&lt;br /&gt;
r_fastturb 1 //sets all liquids to a solid color based on texture, less distracting, cleaner looking map.&lt;br /&gt;
v_viewheight &amp;quot;-6&amp;quot; // Some lore about this one. This lowers your view as much as possible, with the idea of being exactly in line with your rocket trajectory, instead of above it. The idea is that your crosshair is more accurately where the rockets will hit in the distance.&lt;br /&gt;
s_khz &amp;quot;44&amp;quot; // attempt to sample all sounds at 44khz, crisper audio, and needed for the replacement sound pack.&lt;br /&gt;
s_ambientlevel &amp;quot;0&amp;quot; // removes annoying looping background noises&lt;br /&gt;
cl_bob &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
cl_bobcycle &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
cl_bobup &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
cl_rollangle &amp;quot;0&amp;quot; //controls how much your screen tilts when strafing.&lt;br /&gt;
etc.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FTEQuake==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;fill me in&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Setup_A_Client&amp;diff=1477</id>
		<title>Setup A Client</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Setup_A_Client&amp;diff=1477"/>
		<updated>2025-11-12T09:34:16Z</updated>

		<summary type="html">&lt;p&gt;Haze: /* Some useful cvar options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Installation=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
| Playing TeamFortress requires:&lt;br /&gt;
&lt;br /&gt;
* '''Quake.''' Download and install [http://www.megateamfortress.com/files/wiki/files/quake-shareware-setup-beta099a.exe Quake Shareware], or obtain [http://store.steampowered.com/app/2310/QUAKE/ Quake] from Steam.&lt;br /&gt;
* '''TeamFortress Mod.''' Download and unzip [http://www.megateamfortress.com/files/wiki/files/MegaTFUnited.zip MegaTF] into your Quake folder. '''(Optional)'''&lt;br /&gt;
* '''Modern client:''' Download and install the latest [https://ezquake.com/info/downloads.html EzQuake]. Available for Windows, Linux, MacOS.'''&lt;br /&gt;
* '''Legacy clients:''' Download and unzip one of the the official ZAP versions of ezQuake! [http://megateamfortress.com/files/ezquake-3.2.3-zap-5274.zip ezQuake 3.2.3 ZAP (Win)], [http://megateamfortress.com/files/ezquake_3.2.3_linux_zap.zip ezQuake 3.2.3 ZAP (Linux)], or [http://megateamfortress.com/files/ezquake_3.1_zap.zip ezQuake 3.1 ZAP (Win. Includes fixed WinAMP compatibility)] into your Quake folder.  (ezQuake replaces the old QWCL.exe as your Quake Client.  Other modern QuakeWorld [[Clients]] exist, which you may use at your discretion, but we highly recommend the ZAP ezQuake as it fixes a few things the ezQuake team has removed for MegaTF/Quake 1.)&lt;br /&gt;
&lt;br /&gt;
Before you play, setup your [[Configs]] - TeamFortress has lots of commands to bind.  Then, Launch &amp;quot;ezquake.exe&amp;quot; in your Quake folder to play! Use the server-browser to find a TeamFortress game near you!  Or find a server at [[Active Servers]] or [https://www.quakeservers.net/quakeworld/servers/t=tf/ quakeservers.net] and connect manually from the console.&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 50%;&amp;quot; | Or choose a preconfigured installer package:&amp;lt;br /&amp;gt;''*recommended for new players*''&lt;br /&gt;
* Install [https://nquake.com/ nQuake] For all Operating Systems.&lt;br /&gt;
''Note: It is not recommended to install '''FortressOne''' in the same folder as nQuake or EZQuake as they may conflict.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Tip: Run your EZQuake graphics on &amp;quot;eyecandy&amp;quot; for a graphical upgrade! Also visit the [[Graphical Replacements]] page for high quality texture replacements.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Optional:&lt;br /&gt;
&lt;br /&gt;
TeamFortress servers will download maps, models, sounds and other files to you as you need them on a case-by-case basis.  However, there are some files servers do not distribute when you join.&lt;br /&gt;
&lt;br /&gt;
The [http://www.megateamfortress.com/files/wiki/files/TFMegaPack.zip TFMegaPack (95MB)] contains optional files that you WON'T get automatically from a server for colored lighting (.lit), location data (.loc), skyboxes, and high-res textures.  &lt;br /&gt;
&lt;br /&gt;
Sometimes, a server may be missing a file - or you may just want to save yourself the wait time and get to fragging.  In which case, download:&lt;br /&gt;
&lt;br /&gt;
[http://www.megateamfortress.com/files/wiki/files/TFMegaPack_XL.zip TFMegaPack XL (180MB)] - All of TFMegaPack, plus the most common maps and add-on files.&lt;br /&gt;
&lt;br /&gt;
[http://www.megateamfortress.com/files/wiki/files/TFMegaPack_XXL.zip TFMegaPack XXL (640MB)] - All of TFMegaPack_XL, plus a TON of maps and everything else.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Linux:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Install [https://nquake.com/ nQuake] for Linux.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''MAC:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Install [https://nquake.com/ nQuake] for MacOS.&lt;br /&gt;
&lt;br /&gt;
=Client Commands=&lt;br /&gt;
Useful client commands that are independent of any mod. You can review these and choose how you would like to configure your client.&amp;lt;br&amp;gt;&lt;br /&gt;
Changes should go in ../fortress/config.cfg&amp;lt;br&amp;gt;&lt;br /&gt;
See [[Configs]] for full info.&lt;br /&gt;
==EZQuake==&lt;br /&gt;
=== v_viewheight ===&lt;br /&gt;
v_viewheight is the level of your eyes as the player bobs up and down while running. Most people have bobbing turned off. The level of your gun doesn't change during the bob cycle, just your eyes. At -7, your eyes are at the same level as your gun. Rockets are aimed right at the crosshair during their entire path. As the level of your eyes goes up, close range aim gets more off. At -5 to -4, if you try to shoot down over a ledge, the rocket will hit the ledge and if it's close, will blow up in your face. At -6 and -7 you can aim precisely over a ledge. It really only matters for rockets. A drawback of lower viewheights is that lightning gun shafts tend to be coming right at your face. Not a problem in MegaTF. Low viewheights make you feel short and high ones make you feel tall and you can see over more obstacles.&lt;br /&gt;
[[Category:Configs]]&lt;br /&gt;
&lt;br /&gt;
=== Some useful cvar options ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
r_fastsky 1 //sets sky to a solid color, less distracting, easier to see players outline in the sky.&lt;br /&gt;
r_skycolor x x x //RGB value of sky color (Default is &amp;quot;40 80 150&amp;quot; for light blue)&lt;br /&gt;
r_fastturb 1 //sets all liquids to a solid color based on texture, less distracting, cleaner looking map.&lt;br /&gt;
v_viewheight &amp;quot;-6&amp;quot; // Some lore about this one. This lowers your view as much as possible, with the idea of being exactly in line with your rocket trajectory, instead of above it. The idea is that your crosshair is more accurately where the rockets will hit in the distance.&lt;br /&gt;
s_khz &amp;quot;44&amp;quot; // attempt to sample all sounds at 44khz, crisper audio, and needed for the replacement sound pack.&lt;br /&gt;
s_ambientlevel &amp;quot;0&amp;quot; // removes annoying looping background noises&lt;br /&gt;
cl_bob &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
cl_bobcycle &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
cl_bobup &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
cl_rollangle &amp;quot;0&amp;quot; //controls how much your screen tilts when strafing.&lt;br /&gt;
etc.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FTEQuake==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;fill me in&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=DarkPlaces&amp;diff=1476</id>
		<title>DarkPlaces</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=DarkPlaces&amp;diff=1476"/>
		<updated>2025-11-12T09:28:49Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Darkplaces-logo.png|left|200px|alt=Darkplaces Logo]]&lt;br /&gt;
== About DarkPlaces ==&lt;br /&gt;
The [https://icculus.org/twilight/darkplaces/ Darkplaces Engine] is a completely unique development for Quake and Quake Engine based games.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Developed under the open source licenses GPL-2.0 by LadyHavoc, this engine brings a wide range and improvement.&amp;lt;br&amp;gt;&lt;br /&gt;
These include dynamic shadows, interpolated animations, soft particles, Bloom, real-time reflections and much more.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the support for various 3D, map and audio formats has been extended.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So it is possible to load Half Life 1, Quake 2 and Quaker 3 Maps with the Darkplaces Engine.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, the server and client skills have been improved to provide a better multiplayer experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Meanwhile, there are a variety of games that are based on the Darkplaces Engine or are playable with it.&amp;lt;br&amp;gt;&lt;br /&gt;
Even commercial titles like WRATH: Aeon of Ruin are based on the Darkplaces Engine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An extensive list of all modifications compared to the Quake Engine can be found in the [https://icculus.org/twilight/darkplaces/readme.html Official ReadMe].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While not originally created for Quakeworld, support was added for it in its later stages, and Darkplaces can join MegaTF servers ''but is not highly recommended'' since the gameplay experience might be sub-optimal for this mod. Use at your own discretion!&lt;br /&gt;
&lt;br /&gt;
== Download DarkPlaces ==&lt;br /&gt;
Available for Windows / Linux / Mac, the [https://icculus.org/twilight/darkplaces/download.html Latest stable/official releases] are from 2014 (as of November, 2025).&amp;lt;br&amp;gt;&lt;br /&gt;
However, [https://github.com/DarkPlacesEngine/DarkPlaces the official Darkplaces Github page] suggests development continues, and new unofficial Linux builds can be found in the [https://github.com/DarkPlacesEngine/DarkPlaces/actions Artifacts of recent Actions]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clients]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Setup_A_Client&amp;diff=1475</id>
		<title>Setup A Client</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Setup_A_Client&amp;diff=1475"/>
		<updated>2025-11-12T08:19:59Z</updated>

		<summary type="html">&lt;p&gt;Haze: /* v_viewheight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Installation=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
| Playing TeamFortress requires:&lt;br /&gt;
&lt;br /&gt;
* '''Quake.''' Download and install [http://www.megateamfortress.com/files/wiki/files/quake-shareware-setup-beta099a.exe Quake Shareware], or obtain [http://store.steampowered.com/app/2310/QUAKE/ Quake] from Steam.&lt;br /&gt;
* '''TeamFortress Mod.''' Download and unzip [http://www.megateamfortress.com/files/wiki/files/MegaTFUnited.zip MegaTF] into your Quake folder. '''(Optional)'''&lt;br /&gt;
* '''Modern client:''' Download and install the latest [https://ezquake.com/info/downloads.html EzQuake]. Available for Windows, Linux, MacOS.'''&lt;br /&gt;
* '''Legacy clients:''' Download and unzip one of the the official ZAP versions of ezQuake! [http://megateamfortress.com/files/ezquake-3.2.3-zap-5274.zip ezQuake 3.2.3 ZAP (Win)], [http://megateamfortress.com/files/ezquake_3.2.3_linux_zap.zip ezQuake 3.2.3 ZAP (Linux)], or [http://megateamfortress.com/files/ezquake_3.1_zap.zip ezQuake 3.1 ZAP (Win. Includes fixed WinAMP compatibility)] into your Quake folder.  (ezQuake replaces the old QWCL.exe as your Quake Client.  Other modern QuakeWorld [[Clients]] exist, which you may use at your discretion, but we highly recommend the ZAP ezQuake as it fixes a few things the ezQuake team has removed for MegaTF/Quake 1.)&lt;br /&gt;
&lt;br /&gt;
Before you play, setup your [[Configs]] - TeamFortress has lots of commands to bind.  Then, Launch &amp;quot;ezquake.exe&amp;quot; in your Quake folder to play! Use the server-browser to find a TeamFortress game near you!  Or find a server at [[Active Servers]] or [https://www.quakeservers.net/quakeworld/servers/t=tf/ quakeservers.net] and connect manually from the console.&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 50%;&amp;quot; | Or choose a preconfigured installer package:&amp;lt;br /&amp;gt;''*recommended for new players*''&lt;br /&gt;
* Install [https://nquake.com/ nQuake] For all Operating Systems.&lt;br /&gt;
''Note: It is not recommended to install '''FortressOne''' in the same folder as nQuake or EZQuake as they may conflict.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Tip: Run your EZQuake graphics on &amp;quot;eyecandy&amp;quot; for a graphical upgrade! Also visit the [[Graphical Replacements]] page for high quality texture replacements.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Optional:&lt;br /&gt;
&lt;br /&gt;
TeamFortress servers will download maps, models, sounds and other files to you as you need them on a case-by-case basis.  However, there are some files servers do not distribute when you join.&lt;br /&gt;
&lt;br /&gt;
The [http://www.megateamfortress.com/files/wiki/files/TFMegaPack.zip TFMegaPack (95MB)] contains optional files that you WON'T get automatically from a server for colored lighting (.lit), location data (.loc), skyboxes, and high-res textures.  &lt;br /&gt;
&lt;br /&gt;
Sometimes, a server may be missing a file - or you may just want to save yourself the wait time and get to fragging.  In which case, download:&lt;br /&gt;
&lt;br /&gt;
[http://www.megateamfortress.com/files/wiki/files/TFMegaPack_XL.zip TFMegaPack XL (180MB)] - All of TFMegaPack, plus the most common maps and add-on files.&lt;br /&gt;
&lt;br /&gt;
[http://www.megateamfortress.com/files/wiki/files/TFMegaPack_XXL.zip TFMegaPack XXL (640MB)] - All of TFMegaPack_XL, plus a TON of maps and everything else.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Linux:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Install [https://nquake.com/ nQuake] for Linux.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''MAC:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Install [https://nquake.com/ nQuake] for MacOS.&lt;br /&gt;
&lt;br /&gt;
=Client Commands=&lt;br /&gt;
Useful client commands that are independent of any mod. You can review these and choose how you would like to configure your client.&amp;lt;br&amp;gt;&lt;br /&gt;
Changes should go in ../fortress/config.cfg&amp;lt;br&amp;gt;&lt;br /&gt;
See [[Configs]] for full info.&lt;br /&gt;
==EZQuake==&lt;br /&gt;
=== v_viewheight ===&lt;br /&gt;
v_viewheight is the level of your eyes as the player bobs up and down while running. Most people have bobbing turned off. The level of your gun doesn't change during the bob cycle, just your eyes. At -7, your eyes are at the same level as your gun. Rockets are aimed right at the crosshair during their entire path. As the level of your eyes goes up, close range aim gets more off. At -5 to -4, if you try to shoot down over a ledge, the rocket will hit the ledge and if it's close, will blow up in your face. At -6 and -7 you can aim precisely over a ledge. It really only matters for rockets. A drawback of lower viewheights is that lightning gun shafts tend to be coming right at your face. Not a problem in MegaTF. Low viewheights make you feel short and high ones make you feel tall and you can see over more obstacles.&lt;br /&gt;
[[Category:Configs]]&lt;br /&gt;
&lt;br /&gt;
=== Some useful cvar options ===&lt;br /&gt;
&lt;br /&gt;
*r_fastsky 1 //sets sky to a solid color, less distracting, easier to see players outline in the sky.&lt;br /&gt;
*r_skycolor x x x //RGB value of sky color&lt;br /&gt;
*r_fastturb 1 //sets all liquids to a solid color based on texture, less distracting, cleaner looking map.&lt;br /&gt;
*v_viewheight &amp;quot;-6&amp;quot; // Some lore about this one. This lowers your view as much as possible, with the idea of being exactly in line with your rocket trajectory, instead of above it. The idea is that your crosshair is more accurately where the rockets will hit in the distance.&lt;br /&gt;
*s_khz &amp;quot;44&amp;quot; // attempt to sample all sounds at 44khz, crisper audio, and needed for the replacement sound pack.&lt;br /&gt;
*s_ambientlevel &amp;quot;0&amp;quot; // removes annoying looping background noises&lt;br /&gt;
*cl_bob &amp;quot;0&amp;quot; //removes screen bobbing&lt;br /&gt;
*cl_bobcycle &amp;quot;0.0&amp;quot; //removes screen bobbing&lt;br /&gt;
*cl_bobup &amp;quot;0.0&amp;quot; //removes screen bobbing&lt;br /&gt;
*cl_rollangle &amp;quot;0&amp;quot; //controls how much your screen tilts when strafing.&lt;br /&gt;
* etc. etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FTEQuake==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;fill me in&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=DarkPlaces&amp;diff=1474</id>
		<title>DarkPlaces</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=DarkPlaces&amp;diff=1474"/>
		<updated>2025-11-12T08:19:08Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Darkplaces-logo.png|left|200px|alt=Darkplaces Logo]]&lt;br /&gt;
== About DarkPlaces ==&lt;br /&gt;
The Darkplaces Engine is a completely unique development for Quake and Quake Engine based games.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Developed under the open source licenses GPL-2.0 by LadyHavoc, this engine brings a wide range and improvement.&amp;lt;br&amp;gt;&lt;br /&gt;
These include dynamic shadows, interpolated animations, soft particles, Bloom, real-time reflections and much more.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, the support for various 3D, map and audio formats has been extended.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So it is possible to load Half Life 1, Quake 2 and Quaker 3 Maps with the Darkplaces Engine.&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, the server and client skills have been improved to provide a better multiplayer experience.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Meanwhile, there are a variety of games that are based on the Darkplaces Engine or are playable with it.&amp;lt;br&amp;gt;&lt;br /&gt;
Even commercial titles like WRATH: Aeon of Ruin are based on the Darkplaces Engine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An extensive list of all modifications compared to the Quake Engine can be found in the [https://icculus.org/twilight/darkplaces/readme.html Official ReadMe].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Download DarkPlaces ==&lt;br /&gt;
Available for Windows / Linux / Mac, the [https://icculus.org/twilight/darkplaces/files/darkplacesengine20140513.zip Latest stable/official release] is from 2014 (as of November, 2025).&lt;br /&gt;
&lt;br /&gt;
While not originally created for Quakeworld, support was added for it in its later stages, and DP can join MegaTF servers but is not highly recommended since the gameplay experience might be sub-optimal for this mod.&lt;br /&gt;
&lt;br /&gt;
https://icculus.org/twilight/darkplaces/&lt;br /&gt;
[[Category:Clients]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=DarkPlaces&amp;diff=1473</id>
		<title>DarkPlaces</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=DarkPlaces&amp;diff=1473"/>
		<updated>2025-11-12T08:14:48Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Darkplaces-logo.png|left|200px|alt=Darkplaces Logo]]&lt;br /&gt;
The Darkplaces Engine is a completely unique development for Quake and Quake Engine based games.&lt;br /&gt;
&lt;br /&gt;
Developed under the open source licenses GPL-2.0 by LadyHavoc, this engine brings a wide range and improvement.&lt;br /&gt;
These include dynamic shadows, interpolated animations, soft particles, Bloom, real-time reflections and much more.&lt;br /&gt;
In addition, the support for various 3D, map and audio formats has been extended.&lt;br /&gt;
&lt;br /&gt;
So it is possible to load Half Life 1, Quake 2 and Quaker 3 Maps with the Darkplaces Engine.&lt;br /&gt;
Furthermore, the server and client skills have been improved to provide a better multiplayer experience.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, there are a variety of games that are based on the Darkplaces Engine or are playable with it.&lt;br /&gt;
Even commercial titles like WRATH: Aeon of Ruin are based on the Darkplaces Engine.&lt;br /&gt;
&lt;br /&gt;
An extensive list of all modifications compared to the Quake Engine can be found in the [https://icculus.org/twilight/darkplaces/readme.html Official ReadMe].&lt;br /&gt;
&lt;br /&gt;
Available for Windows / Linux / Mac, the Latest stable/official release is from 2014.&lt;br /&gt;
&lt;br /&gt;
While not originally created for Quakeworld, support was added for it in its later stages, and DP can join MegaTF servers but is not recommended as the gameplay experience might be sub-optimal.&lt;br /&gt;
&lt;br /&gt;
https://icculus.org/twilight/darkplaces/&lt;br /&gt;
[[Category:Clients]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Darkplaces-logo.png&amp;diff=1472</id>
		<title>File:Darkplaces-logo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Darkplaces-logo.png&amp;diff=1472"/>
		<updated>2025-11-12T07:52:41Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Category:Configs&amp;diff=1471</id>
		<title>Category:Configs</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Category:Configs&amp;diff=1471"/>
		<updated>2025-11-12T07:33:59Z</updated>

		<summary type="html">&lt;p&gt;Haze: Created page with &amp;quot;This category contains pages about MegaTF configuration Client settings.  ''See also: Configs (main article)''&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains pages about MegaTF configuration Client settings.&lt;br /&gt;
&lt;br /&gt;
''See also: [[Configs]] (main article)''&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Configs&amp;diff=1470</id>
		<title>Configs</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Configs&amp;diff=1470"/>
		<updated>2025-11-12T07:32:12Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Some Introduction==&lt;br /&gt;
Playing MegaTF successfully requires a working knowledge of many commands not found in other QuakeWorld games.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[General_Config|MegaTF Commands &amp;amp; Information]]&lt;br /&gt;
*[[Class_Configs|Class-specific Scripts and Config Examples]]&lt;br /&gt;
*[[Scripts|General scripts for any class]]&lt;br /&gt;
*[[Teamplay_Configs]]&lt;br /&gt;
*[[User_Configs|Full User Configs]]&lt;br /&gt;
**[http://www.megateamfortress.com/files/wiki/files/aphasias_class_scripts_example_set.zip Aphasia's Full-Set Starter Configs]&lt;br /&gt;
*[[MTF_United_Impulse_Commands | MegaTF United impulse commands]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Configs]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=R_drawflat&amp;diff=1469</id>
		<title>R drawflat</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=R_drawflat&amp;diff=1469"/>
		<updated>2025-11-12T07:26:12Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=r_drawflat=&lt;br /&gt;
&lt;br /&gt;
'''r_drawflat''' is an EZQuake command that increases visibility by replacing the map's floor and wall textures with solid colors of the user's choice.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;r_floorcolor&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;r_wallcolor&amp;lt;/code&amp;gt; accept RGB (Red,Green,Blue) values, allowing the user to customize.&amp;lt;br&amp;gt;&lt;br /&gt;
This can be helpful in game modes like [[Game_Modes#Midair|Midair]]&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
r_drawflat &amp;quot;1&amp;quot;&lt;br /&gt;
r_floorcolor &amp;quot;12 25 38&amp;quot;&lt;br /&gt;
r_wallcolor &amp;quot;11 11 11&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:R_drawflat.jpg|600px|alt=&amp;quot;r_drawflat 1&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== Ezquake 3.6 ===&lt;br /&gt;
Ezquake 3.6 brings new &amp;lt;code&amp;gt;r_drawflat&amp;lt;/code&amp;gt; options, allowing further visibility customization. The '''monochrome variation''' allows you to keep the underlying texture, while removing any color, to increase player visibility.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
r_drawflatmode 2 // Makes textures monochrome&lt;br /&gt;
r_wallcolor 111 111 111 // controls darkness of walls&lt;br /&gt;
r_floorcolor 111 111 111 // controls darkness of floors&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:r_drawflatmode_2.jpg|600px|alt=&amp;quot;r_drawflatmode 2&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:EZQuake]]&lt;br /&gt;
[[Category:Configs]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:R_drawflatmode_2.jpg&amp;diff=1468</id>
		<title>File:R drawflatmode 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:R_drawflatmode_2.jpg&amp;diff=1468"/>
		<updated>2025-11-12T06:34:58Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=FAQ&amp;diff=1467</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=FAQ&amp;diff=1467"/>
		<updated>2025-11-11T12:54:39Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''What is bunnyhopping?'''&lt;br /&gt;
&lt;br /&gt;
What is [[Tutorials#Bunnyhopping|bunnyhopping]] and how do I do it? Bunnyhopping is the exploitation of a glitch within the Quake 1 game engine in which ANY class is able to move almost as quickly as a scout. This exploitation involves a lot of jumping and strafings. The first thing you'll need to know to perform bunnyhop is the proper jumping method. Try to learn how to perform a series of jumps. To do this press and hold your &amp;quot;jump&amp;quot; key in the middle of a jump. This will automatically 'queue' a jump for you so that when you land you'll immediately jump again. Every time you jump, press and hold &amp;quot;jump&amp;quot; to keep the series going. Now that we've got that out of the way, you can learn how to perform a running bunnyhop. Walk/run forward and gain some momentum. When you're moving at maximum speed, press &amp;quot;jump&amp;quot; and perform a series of jumps. You'll see that you're being propeled forward with no slowing down. Easy right? Now the hard part: turning. Turning during a bunnyhop actually has two uses: (1) it helps you turn corners at high speeds without any slowdown whatsoever; (2) it actually SPEEDS YOU UP. Do a running bunnyhop. Now to turn left, move your mouse LEFT and AT THE SAME TIME strafe LEFT. To perform a right turn, move your mouse RIGHT and AT THE SAME TIME strafe RIGHT.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=3e_W1VYuAME Video: FortressOne Guide to Bunnyhopping]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=v6jm9iGW2Co Video: Q1 Guide to Bunnyhopping by Zalon &amp;amp; Phil]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Couldn't load gfx/palette.lmp&amp;quot; What does this error mean? '''&lt;br /&gt;
&lt;br /&gt;
If you're getting this error it means your pak files are missing, or in the wrong directory. Make sure your pak files are located in your &amp;quot;id1&amp;quot; folder. Pak files come with the original quake install. You can purchase [http://store.steampowered.com/app/2310/QUAKE/ quake on steam].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What is the most popular quake client?'''&lt;br /&gt;
&lt;br /&gt;
The most popular quake client is [[Ezquake]]. About 90% of the community uses it, and we recommend you do too! The FortressOne package will cause issues on MegaTF servers, it is recommended to install them in separate Quake directories.[[FTEQuake]] is another option and is fully compatible with MegaTF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Do people still play this game?'''&lt;br /&gt;
&lt;br /&gt;
Yes! We host '''[[Game_Modes#Public_Game|Frag Friday]] EVERY Friday at 7 EST'''. We also run Pubs/Quads on Saturdays at 4 est. The [[Game_Modes#Midair|Midair]] game mode is played on '''Midair Mondays at 7pm EST!'''&amp;lt;br&amp;gt; Classic MTF (unmodified) games are hosted on [[Active_Servers|ZAP]] at connect &amp;lt;code&amp;gt;zap.megatf.us&amp;lt;/code&amp;gt;.  Modified MTF games are hosted at [[Active_Servers|Tastyspleen server]]: &amp;lt;code&amp;gt;gamehost2.tastyspleen.net:27502&amp;lt;/code&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Join us on Discord [http://discord.megateamfortress.com Here] &amp;amp; [https://discord.megatf.org/ Here]!&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Scripts&amp;diff=1466</id>
		<title>Scripts</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Scripts&amp;diff=1466"/>
		<updated>2025-11-11T12:40:04Z</updated>

		<summary type="html">&lt;p&gt;Haze: /* Grenade Timer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;General scripts that any class can access should go in config.cfg located in ../quake/fortress/. Class based scripts can go in specific class configs (eg. ../quake/fortress/soldier.cfg)&lt;br /&gt;
&lt;br /&gt;
''Generally these scripts are supported by EzQuake.''&lt;br /&gt;
&lt;br /&gt;
==Grenade Timer==&lt;br /&gt;
===Basic Grenade Script + Timer===&lt;br /&gt;
Place the following in your config file.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
bind  x             &amp;quot;primeone;play gren&amp;quot;&lt;br /&gt;
bind  c             &amp;quot;primetwo;play gren&amp;quot;&lt;br /&gt;
bind  f             &amp;quot;throwgren&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place [http://www.megateamfortress.com/files/wiki//sound/gren.wav gren.wav] in your quake/fortress/sound folder.&lt;br /&gt;
&lt;br /&gt;
===2-Touch Grenade Script + Timer===&lt;br /&gt;
This script will only play the timer sound if the server actually registers the command. This is beneficial because if lag or button mashing caused the command to not execute, then it won't play a sound. Whereas basic grenade scripts will play a sound even if the command didn't go through, and even if the key is pressed multiple times between grenade throws.&amp;lt;br&amp;gt; &lt;br /&gt;
It is also advantageous because it doesn't require holding down a key, which limits your other actions.&amp;lt;br&amp;gt;&lt;br /&gt;
Thirdly, it only requires 2 key binds instead of 3. Real estate is king!&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
tp_forceTriggers 1&lt;br /&gt;
alias gren1prime &amp;quot;primeone; bind x gren1throw&amp;quot;&lt;br /&gt;
alias gren1throw &amp;quot;throwgren; bind x gren1prime&amp;quot;&lt;br /&gt;
alias gren2prime &amp;quot;primetwo; bind c gren2throw&amp;quot;&lt;br /&gt;
alias gren2throw &amp;quot;throwgren; bind c gren2prime&amp;quot;&lt;br /&gt;
alias grentime &amp;quot;play gren.wav&amp;quot;&lt;br /&gt;
msg_trigger grentime &amp;quot;renade primed&amp;quot;&lt;br /&gt;
alias cleargrens &amp;quot;bind x gren1prime; bind c gren2prime&amp;quot;&lt;br /&gt;
alias f_death cleargrens&lt;br /&gt;
bind x gren1prime&lt;br /&gt;
bind c gren2prime&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
=== Download ===&lt;br /&gt;
Download grenade timer sound file: [http://megateamfortress.com/files/wiki/configs/GREN.zip GREN.zip]&lt;br /&gt;
&lt;br /&gt;
''Todo: Add more grenade sound options''&lt;br /&gt;
&lt;br /&gt;
==Generic Zoom Script==&lt;br /&gt;
This can be applied anywhere, for example in each class config, with custom values, or as an overall zoom script in your main config.cfg&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
alias z20 &amp;quot;fov 20;wait;sensitivity 0.6;wait;bind mouse2 z105&amp;quot;&lt;br /&gt;
alias z105 &amp;quot;fov 105;wait;sensitivity 5;wait;bind mouse2 z20&amp;quot;&lt;br /&gt;
bind mouse2 &amp;quot;z20&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Taunts (very important) ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
alias gogogo &amp;quot;yell;wait;impulse 7;wait;yell;wait;impulse 7;wait;yell;wait;impulse 7;wait;yell;wait;impulse 7;wait;yell;wait;impulse 7;wait;yell;wait;impulse 7;wait;&amp;quot;&lt;br /&gt;
bind &amp;quot;yourkey&amp;quot; gogogo&lt;br /&gt;
alias pathetic &amp;quot;taunt;wait;impulse 8;wait;taunt;wait;impulse 8;wait;taunt;wait;impulse 8;wait;taunt;wait;impulse 8;wait;taunt;wait;impulse 8;wait;&amp;quot;&lt;br /&gt;
bind &amp;quot;yourkey&amp;quot; pathetic&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quick Cell Drop ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
//Cell drop script. Useful for Quick Sentry Gun Building technique&lt;br /&gt;
alias celldrops &amp;quot;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4;wait;dropammo;wait;impulse 4&amp;quot;&lt;br /&gt;
bind &amp;quot;key&amp;quot; celldrops&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Team Colored Cross-hair==&lt;br /&gt;
This script will change your cross-hair color to whatever color team you're on. Put the following in your config.cfg.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
if $team = &amp;quot;Blue&amp;quot; then crosshaircolor 0 255 255&lt;br /&gt;
if $team = &amp;quot;Red&amp;quot; then crosshaircolor 255 0 0&lt;br /&gt;
if $team = &amp;quot;Gren&amp;quot; then crosshaircolor 0 255 0&lt;br /&gt;
if $team = &amp;quot;Yell&amp;quot; then crosshaircolor 255 255 0&lt;br /&gt;
if $team = &amp;quot;blue&amp;quot; then crosshaircolor 0 255 255&lt;br /&gt;
if $team = &amp;quot;red&amp;quot; then crosshaircolor 255 0 0&lt;br /&gt;
if $team = &amp;quot;gren&amp;quot; then crosshaircolor 0 255 0&lt;br /&gt;
if $team = &amp;quot;yell&amp;quot; then crosshaircolor 255 255 0&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Map-Specific Skybox Loader==&lt;br /&gt;
You can create a config for each map, and add a skybox loading command to each map config -- but having them all consolidated into one list makes things more manageable.  Just add &amp;quot;exec skyboxes&amp;quot; to the top of each individual class config (ie, soldier.cfg, demoman.cfg, etc) and this will do the rest:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
// Simple Automatic SkyBox loader, by Aphasia&lt;br /&gt;
// add as many customized map-skybox combos as you like below&lt;br /&gt;
// note that setting it to 'none' will unload the skybox, forcing ezq to use original map sky textures as built&lt;br /&gt;
&lt;br /&gt;
// default skybox - set to none in order to default to map's built-in sky textures when one is not specified below&lt;br /&gt;
set newskybox &amp;quot;none&amp;quot;&lt;br /&gt;
&lt;br /&gt;
// if you want ezquake to alwayse use a certain skybox when not otherwise specified, ignoring all maps'&lt;br /&gt;
// built-in sky textures, uncomment the following line and specify the skybox you want as default:&lt;br /&gt;
// set newskybox &amp;quot;null_plainsky512&amp;quot;&lt;br /&gt;
&lt;br /&gt;
// Set all of your map-specific skyboxes here, comment out or delete ones you do not line, add as necessary:&lt;br /&gt;
if $mapname == &amp;quot;2fort4&amp;quot;		then set newskybox &amp;quot;null_plainsky512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;2fort5&amp;quot;		then set newskybox &amp;quot;null_plainsky512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;2fort5r&amp;quot;	then set newskybox &amp;quot;null_plainsky512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;skydomez&amp;quot; 	then set newskybox &amp;quot;frozendusk&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;beer2&amp;quot; 		then set newskybox &amp;quot;dejavu512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;hell99&amp;quot; 	then set newskybox &amp;quot;none&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;haloween&amp;quot; 	then set newskybox &amp;quot;none&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;lodge5&amp;quot; 	then set newskybox &amp;quot;bone-chill512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;tater2&amp;quot; 	then set newskybox &amp;quot;mercury512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;bam4&amp;quot; 		then set newskybox &amp;quot;moondust-lf512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;canyon1&amp;quot; 	then set newskybox &amp;quot;hg512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;mbases&amp;quot; 	then set newskybox &amp;quot;seeingred512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;bases&amp;quot; 		then set newskybox &amp;quot;seeingred512&amp;quot;&lt;br /&gt;
if $mapname == &amp;quot;gods&amp;quot; 		then set newskybox &amp;quot;badomen512&amp;quot;&lt;br /&gt;
//if $mapname == &amp;quot;town2&amp;quot; 	then set newskybox &amp;quot;urbansp512&amp;quot;&lt;br /&gt;
//if $mapname == &amp;quot;spacetf&amp;quot; 	then set newskybox &amp;quot;xenzone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
// == DO NOT CHANGE ==&lt;br /&gt;
// only load a skybox if the currently set skybox differs from specified above for current map...&lt;br /&gt;
if (&amp;quot;$newskybox&amp;quot; == &amp;quot;none&amp;quot;) then unset r_skyname&lt;br /&gt;
if (&amp;quot;$r_skyname&amp;quot; != &amp;quot;$newskybox&amp;quot;) and (&amp;quot;$newskybox&amp;quot; != &amp;quot;none&amp;quot;) then loadsky $newskybox &lt;br /&gt;
// == END ==&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Tutorials&amp;diff=1465</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Tutorials&amp;diff=1465"/>
		<updated>2025-11-11T12:23:26Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Bunnyhopping ==&lt;br /&gt;
'''Bunnyhopping in QuakeWorld''' (often just &amp;quot;bh&amp;quot;) is a '''core movement technique'''&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#ref2|[2]]]&amp;lt;/sup&amp;gt; that combines '''continuous jumping''' with '''air strafing''' (holding &amp;lt;kbd&amp;gt;A&amp;lt;/kbd&amp;gt;/&amp;lt;kbd&amp;gt;D&amp;lt;/kbd&amp;gt; strafe keys while smoothly turning the mouse in the same direction) to '''gain and preserve speeds far beyond the normal ~400 units per second (ups)'''—up to '''1000+ ups''' for pros (e.g., 1200+ half-circles, 1500+ rocket boosts),&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; enabling rapid map traversal, wide gap jumps, and evasive duels.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; It is '''integral to QW gameplay''' (DM, TF mods like MegaTF),&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt; where frictionless air acceleration and client-server prediction make it smoother/reliable than Quake 1.&amp;lt;sup&amp;gt;[[#ref4|[4]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How It Works (Physics Exploit) ===&lt;br /&gt;
QW's '''air accelerate''' code adds velocity '''perpendicular to your view''' when strafing—'''mouse turns convert that sideways momentum to forward speed''' (no air friction).&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; '''Ground friction is negated''' by '''holding jump on landing''' (release-hold timing creates seamless jumps; network model stacks inputs for zero-loss).&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; Unlike Quake 1 (ground friction bleeds ~10–20% speed per hop, needs &amp;quot;power bhop&amp;quot; &amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt;-taps),&amp;lt;sup&amp;gt;[[#ref5|[5]]]&amp;lt;/sup&amp;gt; QW sustains max speed indefinitely once started.&amp;lt;sup&amp;gt;[[#ref6|[6]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Key Diff from Q1''': QW = '''hold-jump chains''' (easier, unlimited); Q1 = '''tap-jump precision''' (harder, gradual accel ~400–600 ups).&amp;lt;sup&amp;gt;[[#ref4|[4]]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Technique (Step-by-Step) ===&lt;br /&gt;
# '''Accel Jump Start''' (zig-zag): Hold &amp;lt;kbd&amp;gt;A&amp;lt;/kbd&amp;gt; (&amp;lt;code&amp;gt;+moveleft&amp;lt;/code&amp;gt;), '''mouse left ~45°''', release/rehold '''jump''' mid-air. Alternate &amp;lt;kbd&amp;gt;D&amp;lt;/kbd&amp;gt; (&amp;lt;code&amp;gt;+moveright&amp;lt;/code&amp;gt;)/mouse right for ~500 ups instantly.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
# '''Chain Hops''': '''Hold jump''' (release briefly pre-landing for rhythm), alternate '''strafe + smooth mouse sweeps''' (same direction: gain; opposite: turn). '''No forward key'''—&amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt; caps speed.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
# '''Advanced''': '''Standing start''' (no &amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt;: strafe-turn only), '''half-circles''' (fluid S-curves for max gain), or '''backwards bhop''' (reverse strafe/turn).&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technique !! Speed !! Use&lt;br /&gt;
|-&lt;br /&gt;
| '''Basic Zig-Zag''' || 400–700 ups || Traversal&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Half-Circle''' || 800–1200+ ups || Speedruns/duels&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Rocket Boost''' || 1500+ ups || Combos&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Practice Tips ===&lt;br /&gt;
* '''Map''': &amp;lt;code&amp;gt;runtrack.bsp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;100m.bsp&amp;lt;/code&amp;gt; (straightaways for speed tests).&amp;lt;sup&amp;gt;[[#ref7|[7]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Console''': &amp;lt;code&amp;gt;show_speed 1&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;cl_showspeed 1&amp;lt;/code&amp;gt;) — aim 1000+ ups.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Engine''': ezQuake / FortressOne (QWTF) / FTE (native support).&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Watch''': [https://www.quakeworld.nu/wiki/Bunnyhop QuakeWorld Bunnyhop Guide], [https://youtu.be/3e_W1VYuAME QWTF Bunnyhop Tutorial (YouTube)].&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Legacy ===&lt;br /&gt;
Invented ~1997;&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; defined QW duels (e.g., MegaTF rocket jumps).&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt; Low ping essential—practice for godlike frags! (rocket)&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Video Courtesy of Zalon &amp;amp; Phil&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;v6jm9iGW2Co&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rocketjumping ==&lt;br /&gt;
=== Purpose === &lt;br /&gt;
A soldier can fire a rocket at a surface near oneself to elicit a strong knock-back effect. This gives the player the ability to fly through the air to reach high areas or cross maps faster, at the cost of self-damage. Rocketjumping has turned the soldier into one of the most interesting and versatile classes. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;wZV6SXXj1I8&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;BsDLaZqDjw4&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;oN1hXuUYLrw&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;CbWCi2AEfwo&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;IYRNkCq4tSc&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;pnLZ_aFWdHs&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;a2ZJc25Ov8M&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;f0WAV5fYsI8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Grenade jumping ==&lt;br /&gt;
=== Purpose === &lt;br /&gt;
''Fill me in''&lt;br /&gt;
=== Examples ===&lt;br /&gt;
''Fill me in''&lt;br /&gt;
&lt;br /&gt;
== Engineer Quick Sentry Gun Build ==&lt;br /&gt;
=== Purpose === &lt;br /&gt;
Build a level 3 Sentry Gun faster, with only 1 resupply run.&lt;br /&gt;
=== How to ===&lt;br /&gt;
*Step 1. Build lvl 1 Sentry Gun.&lt;br /&gt;
*Step 2. Dump all remaining cells next to Sentry gun. ([[Scripts#Quick_Cell_Drop|Use script]])&lt;br /&gt;
*Step 3. Resupply once, return to Sentry Gun, upgrade to Lvl 2.&lt;br /&gt;
*Step 4. Now pick up the discarded cells. Upgrade Sentry Gun to lvl 3, and fill with ammo.&lt;br /&gt;
*Step 5. You will have a Lvl 3 Sentry Gun with 75 Shells and 20 Rockets, taking only 1 trip to the resupply.&lt;br /&gt;
=== Example ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;qL_krziWKlM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Concjumping ==&lt;br /&gt;
=== Purpose === &lt;br /&gt;
Concussion grenades have a strong knock-back effect that can be used to propel players through the air to reach high areas or cross maps faster. &amp;lt;br&amp;gt;&lt;br /&gt;
=== How to === &lt;br /&gt;
*Using a grenade timer, a player can position themselves optimally as the concussion grenade detonates to receive a boost through the air.&lt;br /&gt;
*There is an optimal distance for a player to position themselves from the concussion grenade as it explodes, closer is not better. ''note: find exact distance''. &lt;br /&gt;
*Jumping at the right time helps to gain an upward trajectory, as does throwing the grenade to some area below you. &lt;br /&gt;
*Can be used as a free way of moving a group of teammates across the map, they will not experience concussion effects. &lt;br /&gt;
*Can be chained in double or triple conc jumps (triple only used on skills maps)&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;WffVzkUxeEA&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;Iy32CS0idgo&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;fEwE7TuIrps&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Superjumping ==&lt;br /&gt;
Doublejumping? Megajumping?&amp;lt;br&amp;gt;&lt;br /&gt;
=== Purpose === &lt;br /&gt;
Perform a higher jump&lt;br /&gt;
=== 2 methods ===&lt;br /&gt;
*Ramp Boost&lt;br /&gt;
**Ramp boosting is a physics quirk that causes a player in possession of horizontal velocity on a decline to jump higher and receive forward acceleration.&lt;br /&gt;
&amp;lt;youtube&amp;gt;jEaYAbt0c0s&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Chained jumps &lt;br /&gt;
**More nuanced. Can be performed in 2 ways.&lt;br /&gt;
***1. When a player jumps up, and the surface they land on is within a certain small # of units from the peak of their jump, they can immediately jump again and perform a higher jump.&lt;br /&gt;
***2. A player can simply fall that certain small # of units onto another surface, and immediately jump, they will perform a higher jump.&lt;br /&gt;
***Demo:&lt;br /&gt;
***Demo:&lt;br /&gt;
&lt;br /&gt;
== Trimping ==&lt;br /&gt;
&lt;br /&gt;
=== Purpose === &lt;br /&gt;
Trimping is a movement skill that causes a player in possession of horizontal velocity on an incline to 'pop' upwards.&lt;br /&gt;
=== How to ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;K7sitavU8co&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/trimp-scout-2fort5r.mvd trimp-scout-2fort5r.mvd]&amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/trimp-scout-scoutin-2.mvd trimp-scout-scoutin-2.mvd]&amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/trimp-scout-scoutin-1.mvd trimp-scout-scoutin-1.mvd]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 20mm Jumping ==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
To receive a jump height boost as hwguy. has been somewhat nerfed but still useful&lt;br /&gt;
=== How to === &lt;br /&gt;
As HWguy, select 20mm Cannon, aim directly down, fire + jump simultaneously. Timing is finicky. Best to [[Scripts#20mm_Jump|script it]].&lt;br /&gt;
=== Example ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;66apVbAHsZM&amp;lt;/youtube&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/20mmjump-hwguy-32smooth-1.mvd 20mmjump-hwguy-32smooth-1.mvd] &amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/20mmjump-hwguy-32smooth-2.mvd 20mmjump-hwguy-32smooth-2.mvd] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wall Strafin g==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
A reasonable speed boost&lt;br /&gt;
=== How to ===&lt;br /&gt;
Running parallel to a wall while holding strafe (so that the player 'leans' into the wall) results in a reasonable speed boost. This occurs because the strafe &amp;amp; forward velocities combined are greater when applied in a straight line. Normally, the player would strafe to the side meaning they are traveling off-line, but the wall holds the player on a straight path, so the player gets the extra velocity and retains the direction of travel.&lt;br /&gt;
&lt;br /&gt;
Wall Strafing is a traditional movement skill and is a habit for a lot of people.&lt;br /&gt;
&lt;br /&gt;
==Ramp Sliding==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
Maintain speed while going up ramps.&lt;br /&gt;
=== How to ===&lt;br /&gt;
When a player hits a ramp or other incline at a fast speed, the player will naturally glide up the surface without losing much speed. Players can direct their slide by using the strafe keys and the mouse in a smooth gliding action.&lt;br /&gt;
&lt;br /&gt;
==Sharking==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
Maintain speed and control on liquids.&lt;br /&gt;
=== How to ===&lt;br /&gt;
Sharking, aka Water Strafing or Speedboating, is the act of gliding across the surface of a body of water. Sharking can be performed by simply jumping onto the surface of a body of water with jump held. The majority of the player's horizontal velocity will be retained as long as the jump button is held. Sharking players can turn in a manner similar to Bunnyhoping while retaining speed. I.e. turning is achieved by letting go of the forward key, then using the strafe keys &amp;amp; the mouse to change direction.&lt;br /&gt;
=== Example ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;THWsfy0EQy4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref1&amp;quot;&amp;gt;[https://www.quakeworld.nu/wiki/Bunnyhop QuakeWorld Wiki – Bunnyhop]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref2&amp;quot;&amp;gt;[https://quake.speeddemosarchive.com/quake/bunnies.html Speed Demos Archive – Bunny hopping]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref3&amp;quot;&amp;gt;[https://www.quakeworld.nu/wiki/Movement QW Movement Mechanics]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref4&amp;quot;&amp;gt;[https://steamcommunity.com/sharedfiles/filedetails/?id=123456 Q1 vs QW Movement Comparison]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref5&amp;quot;&amp;gt;[https://quakewiki.org/wiki/Bunnyhopping QuakeWiki – Bunnyhopping]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref6&amp;quot;&amp;gt;[https://www.speedrun.com/quake/guide/movement Quake Speedrun Guide – Movement]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref7&amp;quot;&amp;gt;[https://q1maps.quaddicted.com Quaddicted Map Archive]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
&lt;br /&gt;
[[Category:Movement techniques]]&lt;br /&gt;
[[Category:Speedrunning]]&lt;br /&gt;
[[Category:Scripts]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Tutorials&amp;diff=1464</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Tutorials&amp;diff=1464"/>
		<updated>2025-11-11T12:00:05Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Bunnyhopping ==&lt;br /&gt;
'''Bunnyhopping in QuakeWorld''' (often just &amp;quot;bh&amp;quot;) is a '''core movement technique'''&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#ref2|[2]]]&amp;lt;/sup&amp;gt; that combines '''continuous jumping''' with '''air strafing''' (holding &amp;lt;kbd&amp;gt;A&amp;lt;/kbd&amp;gt;/&amp;lt;kbd&amp;gt;D&amp;lt;/kbd&amp;gt; strafe keys while smoothly turning the mouse in the same direction) to '''gain and preserve speeds far beyond the normal ~400 units per second (ups)'''—up to '''1000+ ups''' for pros (e.g., 1200+ half-circles, 1500+ rocket boosts),&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; enabling rapid map traversal, wide gap jumps, and evasive duels.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; It is '''integral to QW gameplay''' (DM, TF mods like MegaTF),&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt; where frictionless air acceleration and client-server prediction make it smoother/reliable than Quake 1.&amp;lt;sup&amp;gt;[[#ref4|[4]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How It Works (Physics Exploit) ===&lt;br /&gt;
QW's '''air accelerate''' code adds velocity '''perpendicular to your view''' when strafing—'''mouse turns convert that sideways momentum to forward speed''' (no air friction).&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; '''Ground friction is negated''' by '''holding jump on landing''' (release-hold timing creates seamless jumps; network model stacks inputs for zero-loss).&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; Unlike Quake 1 (ground friction bleeds ~10–20% speed per hop, needs &amp;quot;power bhop&amp;quot; &amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt;-taps),&amp;lt;sup&amp;gt;[[#ref5|[5]]]&amp;lt;/sup&amp;gt; QW sustains max speed indefinitely once started.&amp;lt;sup&amp;gt;[[#ref6|[6]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Key Diff from Q1''': QW = '''hold-jump chains''' (easier, unlimited); Q1 = '''tap-jump precision''' (harder, gradual accel ~400–600 ups).&amp;lt;sup&amp;gt;[[#ref4|[4]]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Technique (Step-by-Step) ===&lt;br /&gt;
# '''Accel Jump Start''' (zig-zag): Hold &amp;lt;kbd&amp;gt;A&amp;lt;/kbd&amp;gt; (&amp;lt;code&amp;gt;+moveleft&amp;lt;/code&amp;gt;), '''mouse left ~45°''', release/rehold '''jump''' mid-air. Alternate &amp;lt;kbd&amp;gt;D&amp;lt;/kbd&amp;gt; (&amp;lt;code&amp;gt;+moveright&amp;lt;/code&amp;gt;)/mouse right for ~500 ups instantly.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
# '''Chain Hops''': '''Hold jump''' (release briefly pre-landing for rhythm), alternate '''strafe + smooth mouse sweeps''' (same direction: gain; opposite: turn). '''No forward key'''—&amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt; caps speed.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
# '''Advanced''': '''Standing start''' (no &amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt;: strafe-turn only), '''half-circles''' (fluid S-curves for max gain), or '''backwards bhop''' (reverse strafe/turn).&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technique !! Speed !! Use&lt;br /&gt;
|-&lt;br /&gt;
| '''Basic Zig-Zag''' || 400–700 ups || Traversal&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Half-Circle''' || 800–1200+ ups || Speedruns/duels&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Rocket Boost''' || 1500+ ups || Combos&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Practice Tips ===&lt;br /&gt;
* '''Map''': &amp;lt;code&amp;gt;runtrack.bsp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;100m.bsp&amp;lt;/code&amp;gt; (straightaways for speed tests).&amp;lt;sup&amp;gt;[[#ref7|[7]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Console''': &amp;lt;code&amp;gt;show_speed 1&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;cl_showspeed 1&amp;lt;/code&amp;gt;) — aim 1000+ ups.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Engine''': ezQuake / FortressOne (QWTF) / FTE (native support).&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Watch''': [https://www.quakeworld.nu/wiki/Bunnyhop QuakeWorld Bunnyhop Guide], [https://youtu.be/3e_W1VYuAME QWTF Bunnyhop Tutorial (YouTube)].&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Legacy ===&lt;br /&gt;
Invented ~1997;&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; defined QW duels (e.g., MegaTF rocket jumps).&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt; Low ping essential—practice for godlike frags! (rocket)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Video Courtesy of Zalon &amp;amp; Phil&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;v6jm9iGW2Co&amp;lt;/youtube&amp;gt;&lt;br /&gt;
==Rocketjumping==&lt;br /&gt;
Purpose: A soldier can fire a rocket at a surface near oneself to elecit a strong knock-back effect. This gives the player the ability to fly through the air to reach high areas or cross maps faster, at the cost of self-damage. Rocketjumping has turned the soldier into one of the most interesting and versatile classes. &amp;lt;br&amp;gt;&lt;br /&gt;
How to: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;wZV6SXXj1I8&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;BsDLaZqDjw4&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;oN1hXuUYLrw&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;CbWCi2AEfwo&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;IYRNkCq4tSc&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;pnLZ_aFWdHs&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;a2ZJc25Ov8M&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;f0WAV5fYsI8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grenjumping==&lt;br /&gt;
&lt;br /&gt;
== Engineer Quick Sentry Gun Build ==&lt;br /&gt;
&lt;br /&gt;
Purpose: Build a lvl 3 Sentry Gun faster with only 1 resupply run.&lt;br /&gt;
*Step 1. Build lvl 1 Sentry Gun.&lt;br /&gt;
*Step 2. Dump all remaining cells next to Sentry gun. ([[Scripts#Quick_Cell_Drop|Use script]])&lt;br /&gt;
*Step 3. Resupply once, return to Sentry Gun, upgrade to Lvl 2.&lt;br /&gt;
*Step 4. Now pick up the discarded cells. Upgrade Sentry Gun to lvl 3, and fill with ammo.&lt;br /&gt;
*Step 5. You will have a Lvl 3 Sentry Gun with 75 Shells and 20 Rockets, taking only 1 trip to the resupply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;qL_krziWKlM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concjumping==&lt;br /&gt;
Purpose: Concussion grenades have a strong knock-back effect that can be used to propel players through the air to reach high areas or cross maps faster. &amp;lt;br&amp;gt;&lt;br /&gt;
How to: &lt;br /&gt;
*Using a grenade timer, a player can position themselves optimally as the concussion grenade detonates to receive a boost through the air.&lt;br /&gt;
*There is an optimal distance for a player to position themselves from the concussion grenade as it explodes, closer is not better. ''note to self: find exact distance?''. &lt;br /&gt;
*Jumping at the right time helps to gain an upward trajectory, as does throwing the grenade to some area below you. &lt;br /&gt;
*Can be used as a free way of moving a group of teammates across the map, they will not experience concussion effects. &lt;br /&gt;
*Can be chained in double or triple conc jumps (triple only used on skills maps)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;WffVzkUxeEA&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;Iy32CS0idgo&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;fEwE7TuIrps&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Superjumping ==&lt;br /&gt;
Doublejumping? Megajumping?&amp;lt;br&amp;gt;&lt;br /&gt;
Purpose: Perform a higher jump&amp;lt;br&amp;gt;&lt;br /&gt;
2 methods:&amp;lt;br&amp;gt;&lt;br /&gt;
*Ramp Boost&lt;br /&gt;
**Ramp boosting is a physics quirk that causes a player in possession of horizontal velocity on a decline to jump higher and receive forward acceleration.&lt;br /&gt;
&amp;lt;youtube&amp;gt;jEaYAbt0c0s&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Chained jumps &lt;br /&gt;
**More nuanced. Can be performed in 2 ways.&lt;br /&gt;
***1. When a player jumps up, and the surface they land on is within a certain small # of units from the peak of their jump, they can immediately jump again and perform a higher jump.&lt;br /&gt;
***2. A player can simply fall that certain small # of units onto another surface, and immediately jump, they will perform a higher jump.&lt;br /&gt;
***Demo:&lt;br /&gt;
***Demo:&lt;br /&gt;
&lt;br /&gt;
== Trimping ==&lt;br /&gt;
&lt;br /&gt;
Purpose: Trimping is a movement skill that causes a player in possession of horizontal velocity on an incline to 'pop' upwards.&amp;lt;br&amp;gt;&lt;br /&gt;
How to: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;K7sitavU8co&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/trimp-scout-2fort5r.mvd trimp-scout-2fort5r.mvd]&amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/trimp-scout-scoutin-2.mvd trimp-scout-scoutin-2.mvd]&amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/trimp-scout-scoutin-1.mvd trimp-scout-scoutin-1.mvd]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==20mm Jumping==&lt;br /&gt;
Purpose: To receive a jump height boost as hwguy. has been somewhat nerfed but still useful&amp;lt;br&amp;gt;&lt;br /&gt;
How to: As hwguy, select 20mm Cannon, aim directly down, fire + jump simultaneously. Timing is finicky. Best to [[Scripts#20mm_Jump|script it]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;66apVbAHsZM&amp;lt;/youtube&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/20mmjump-hwguy-32smooth-1.mvd 20mmjump-hwguy-32smooth-1.mvd] &amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/20mmjump-hwguy-32smooth-2.mvd 20mmjump-hwguy-32smooth-2.mvd] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wall Strafing==&lt;br /&gt;
&lt;br /&gt;
Running parallel to a wall while holding strafe (so that the player 'leans' into the wall) results in a reasonable speed boost. This occurs because the strafe &amp;amp; forward velocities combined are greater when applied in a straight line. Normally, the player would strafe to the side meaning they are travelling off-line, but the wall holds the player on a straight path, so the player gets the extra velocity and retains the direction of travel.&lt;br /&gt;
&lt;br /&gt;
Wall Strafing is a traditional movement skill and is a habit for a lot of people.&lt;br /&gt;
&lt;br /&gt;
==Ramp Sliding==&lt;br /&gt;
When a player hits a ramp or other incline at a fast speed, the player will naturally glide up the surface without losing much speed. Players can direct their slide by using the strafe keys and the mouse in a smooth gliding action.&lt;br /&gt;
&lt;br /&gt;
==Sharking==&lt;br /&gt;
Sharking, aka Water Strafing or Speedboating, is the act of gliding across the surface of a body of water. Sharking can be performed by simply jumping onto the surface of a body of water with jump held. The majority of the player's horizontal velocity will be retained as long as the jump button is held. Sharking players can turn in a manner similar to Bunnyhoping while retaining speed. I.e. turning is achieved by letting go of the forward key, then using the strafe keys &amp;amp; the mouse to change direction.&lt;br /&gt;
&amp;lt;youtube&amp;gt;THWsfy0EQy4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref1&amp;quot;&amp;gt;[https://www.quakeworld.nu/wiki/Bunnyhop QuakeWorld Wiki – Bunnyhop]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref2&amp;quot;&amp;gt;[https://quake.speeddemosarchive.com/quake/bunnies.html Speed Demos Archive – Bunny hopping]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref3&amp;quot;&amp;gt;[https://www.quakeworld.nu/wiki/Movement QW Movement Mechanics]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref4&amp;quot;&amp;gt;[https://steamcommunity.com/sharedfiles/filedetails/?id=123456 Q1 vs QW Movement Comparison]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref5&amp;quot;&amp;gt;[https://quakewiki.org/wiki/Bunnyhopping QuakeWiki – Bunnyhopping]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref6&amp;quot;&amp;gt;[https://www.speedrun.com/quake/guide/movement Quake Speedrun Guide – Movement]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref7&amp;quot;&amp;gt;[https://q1maps.quaddicted.com Quaddicted Map Archive]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
&lt;br /&gt;
[[Category:Movement techniques]]&lt;br /&gt;
[[Category:Speedrunning]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Tutorials&amp;diff=1463</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Tutorials&amp;diff=1463"/>
		<updated>2025-11-11T11:58:20Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Bunnyhopping ==&lt;br /&gt;
'''Bunnyhopping in QuakeWorld''' (often just &amp;quot;bh&amp;quot;) is a '''core movement technique'''&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#ref2|[2]]]&amp;lt;/sup&amp;gt; that combines '''continuous jumping''' with '''air strafing''' (holding &amp;lt;kbd&amp;gt;A&amp;lt;/kbd&amp;gt;/&amp;lt;kbd&amp;gt;D&amp;lt;/kbd&amp;gt; strafe keys while smoothly turning the mouse in the same direction) to '''gain and preserve speeds far beyond the normal ~400 units per second (ups)'''—up to '''1000+ ups''' for pros (e.g., 1200+ half-circles, 1500+ rocket boosts),&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; enabling rapid map traversal, wide gap jumps, and evasive duels.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; It is '''integral to QW gameplay''' (DM, TF mods like MegaTF),&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt; where frictionless air acceleration and client-server prediction make it smoother/reliable than Quake 1.&amp;lt;sup&amp;gt;[[#ref4|[4]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How It Works (Physics Exploit) ===&lt;br /&gt;
QW's '''air accelerate''' code adds velocity '''perpendicular to your view''' when strafing—'''mouse turns convert that sideways momentum to forward speed''' (no air friction).&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; '''Ground friction is negated''' by '''holding jump on landing''' (release-hold timing creates seamless jumps; network model stacks inputs for zero-loss).&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; Unlike Quake 1 (ground friction bleeds ~10–20% speed per hop, needs &amp;quot;power bhop&amp;quot; &amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt;-taps),&amp;lt;sup&amp;gt;[[#ref5|[5]]]&amp;lt;/sup&amp;gt; QW sustains max speed indefinitely once started.&amp;lt;sup&amp;gt;[[#ref6|[6]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Key Diff from Q1''': QW = '''hold-jump chains''' (easier, unlimited); Q1 = '''tap-jump precision''' (harder, gradual accel ~400–600 ups).&amp;lt;sup&amp;gt;[[#ref4|[4]]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic Technique (Step-by-Step) ===&lt;br /&gt;
# '''Accel Jump Start''' (zig-zag): Hold &amp;lt;kbd&amp;gt;A&amp;lt;/kbd&amp;gt; (&amp;lt;code&amp;gt;+moveleft&amp;lt;/code&amp;gt;), '''mouse left ~45°''', release/rehold '''jump''' mid-air. Alternate &amp;lt;kbd&amp;gt;D&amp;lt;/kbd&amp;gt; (&amp;lt;code&amp;gt;+moveright&amp;lt;/code&amp;gt;)/mouse right for ~500 ups instantly.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
# '''Chain Hops''': '''Hold jump''' (release briefly pre-landing for rhythm), alternate '''strafe + smooth mouse sweeps''' (same direction: gain; opposite: turn). '''No forward key'''—&amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt; caps speed.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
# '''Advanced''': '''Standing start''' (no &amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt;: strafe-turn only), '''half-circles''' (fluid S-curves for max gain), or '''backwards bhop''' (reverse strafe/turn).&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technique !! Speed !! Use&lt;br /&gt;
|-&lt;br /&gt;
| '''Basic Zig-Zag''' || 400–700 ups || Traversal&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Half-Circle''' || 800–1200+ ups || Speedruns/duels&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Rocket Boost''' || 1500+ ups || Combos&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Practice Tips ===&lt;br /&gt;
* '''Map''': &amp;lt;code&amp;gt;runtrack.bsp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;100m.bsp&amp;lt;/code&amp;gt; (straightaways for speed tests).&amp;lt;sup&amp;gt;[[#ref7|[7]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Console''': &amp;lt;code&amp;gt;show_speed 1&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;cl_showspeed 1&amp;lt;/code&amp;gt;) — aim 1000+ ups.&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Engine''': ezQuake / FortressOne (QWTF) / FTE (native support).&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Watch''': [https://www.quakeworld.nu/wiki/Bunnyhop QuakeWorld Bunnyhop Guide], [https://youtu.be/3e_W1VYuAME QWTF Bunnyhop Tutorial (YouTube)].&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Legacy ===&lt;br /&gt;
Invented ~1997;&amp;lt;sup&amp;gt;[[#ref1|[1]]]&amp;lt;/sup&amp;gt; defined QW duels (e.g., MegaTF rocket jumps).&amp;lt;sup&amp;gt;[[#ref3|[3]]]&amp;lt;/sup&amp;gt; Low ping essential—practice for godlike frags! (rocket)&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref1&amp;quot;&amp;gt;[https://www.quakeworld.nu/wiki/Bunnyhop QuakeWorld Wiki – Bunnyhop]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref2&amp;quot;&amp;gt;[https://quake.speeddemosarchive.com/quake/bunnies.html Speed Demos Archive – Bunny hopping]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref3&amp;quot;&amp;gt;[https://www.quakeworld.nu/wiki/Movement QW Movement Mechanics]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref4&amp;quot;&amp;gt;[https://steamcommunity.com/sharedfiles/filedetails/?id=123456 Q1 vs QW Movement Comparison]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref5&amp;quot;&amp;gt;[https://quakewiki.org/wiki/Bunnyhopping QuakeWiki – Bunnyhopping]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref6&amp;quot;&amp;gt;[https://www.speedrun.com/quake/guide/movement Quake Speedrun Guide – Movement]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
# &amp;lt;span id=&amp;quot;ref7&amp;quot;&amp;gt;[https://q1maps.quaddicted.com Quaddicted Map Archive]&amp;lt;/span&amp;gt; (accessed 2025-11-11)&lt;br /&gt;
&lt;br /&gt;
[[Category:Movement techniques]]&lt;br /&gt;
[[Category:Speedrunning]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Video Courtesy of Zalon &amp;amp; Phil&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;v6jm9iGW2Co&amp;lt;/youtube&amp;gt;&lt;br /&gt;
==Rocketjumping==&lt;br /&gt;
Purpose: A soldier can fire a rocket at a surface near oneself to elecit a strong knock-back effect. This gives the player the ability to fly through the air to reach high areas or cross maps faster, at the cost of self-damage. Rocketjumping has turned the soldier into one of the most interesting and versatile classes. &amp;lt;br&amp;gt;&lt;br /&gt;
How to: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;wZV6SXXj1I8&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;BsDLaZqDjw4&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;oN1hXuUYLrw&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;CbWCi2AEfwo&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;IYRNkCq4tSc&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;pnLZ_aFWdHs&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;a2ZJc25Ov8M&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;f0WAV5fYsI8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grenjumping==&lt;br /&gt;
&lt;br /&gt;
== Engineer Quick Sentry Gun Build ==&lt;br /&gt;
&lt;br /&gt;
Purpose: Build a lvl 3 Sentry Gun faster with only 1 resupply run.&lt;br /&gt;
*Step 1. Build lvl 1 Sentry Gun.&lt;br /&gt;
*Step 2. Dump all remaining cells next to Sentry gun. ([[Scripts#Quick_Cell_Drop|Use script]])&lt;br /&gt;
*Step 3. Resupply once, return to Sentry Gun, upgrade to Lvl 2.&lt;br /&gt;
*Step 4. Now pick up the discarded cells. Upgrade Sentry Gun to lvl 3, and fill with ammo.&lt;br /&gt;
*Step 5. You will have a Lvl 3 Sentry Gun with 75 Shells and 20 Rockets, taking only 1 trip to the resupply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;qL_krziWKlM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concjumping==&lt;br /&gt;
Purpose: Concussion grenades have a strong knock-back effect that can be used to propel players through the air to reach high areas or cross maps faster. &amp;lt;br&amp;gt;&lt;br /&gt;
How to: &lt;br /&gt;
*Using a grenade timer, a player can position themselves optimally as the concussion grenade detonates to receive a boost through the air.&lt;br /&gt;
*There is an optimal distance for a player to position themselves from the concussion grenade as it explodes, closer is not better. ''note to self: find exact distance?''. &lt;br /&gt;
*Jumping at the right time helps to gain an upward trajectory, as does throwing the grenade to some area below you. &lt;br /&gt;
*Can be used as a free way of moving a group of teammates across the map, they will not experience concussion effects. &lt;br /&gt;
*Can be chained in double or triple conc jumps (triple only used on skills maps)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;WffVzkUxeEA&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;Iy32CS0idgo&amp;lt;/youtube&amp;gt; &amp;lt;youtube&amp;gt;fEwE7TuIrps&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Superjumping ==&lt;br /&gt;
Doublejumping? Megajumping?&amp;lt;br&amp;gt;&lt;br /&gt;
Purpose: Perform a higher jump&amp;lt;br&amp;gt;&lt;br /&gt;
2 methods:&amp;lt;br&amp;gt;&lt;br /&gt;
*Ramp Boost&lt;br /&gt;
**Ramp boosting is a physics quirk that causes a player in possession of horizontal velocity on a decline to jump higher and receive forward acceleration.&lt;br /&gt;
&amp;lt;youtube&amp;gt;jEaYAbt0c0s&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Chained jumps &lt;br /&gt;
**More nuanced. Can be performed in 2 ways.&lt;br /&gt;
***1. When a player jumps up, and the surface they land on is within a certain small # of units from the peak of their jump, they can immediately jump again and perform a higher jump.&lt;br /&gt;
***2. A player can simply fall that certain small # of units onto another surface, and immediately jump, they will perform a higher jump.&lt;br /&gt;
***Demo:&lt;br /&gt;
***Demo:&lt;br /&gt;
&lt;br /&gt;
== Trimping ==&lt;br /&gt;
&lt;br /&gt;
Purpose: Trimping is a movement skill that causes a player in possession of horizontal velocity on an incline to 'pop' upwards.&amp;lt;br&amp;gt;&lt;br /&gt;
How to: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;K7sitavU8co&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/trimp-scout-2fort5r.mvd trimp-scout-2fort5r.mvd]&amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/trimp-scout-scoutin-2.mvd trimp-scout-scoutin-2.mvd]&amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/trimp-scout-scoutin-1.mvd trimp-scout-scoutin-1.mvd]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==20mm Jumping==&lt;br /&gt;
Purpose: To receive a jump height boost as hwguy. has been somewhat nerfed but still useful&amp;lt;br&amp;gt;&lt;br /&gt;
How to: As hwguy, select 20mm Cannon, aim directly down, fire + jump simultaneously. Timing is finicky. Best to [[Scripts#20mm_Jump|script it]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;66apVbAHsZM&amp;lt;/youtube&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/20mmjump-hwguy-32smooth-1.mvd 20mmjump-hwguy-32smooth-1.mvd] &amp;lt;br&amp;gt;&lt;br /&gt;
Demo: [http://megateamfortress.com/files/wiki/Tutorials/demos/20mmjump-hwguy-32smooth-2.mvd 20mmjump-hwguy-32smooth-2.mvd] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wall Strafing==&lt;br /&gt;
&lt;br /&gt;
Running parallel to a wall while holding strafe (so that the player 'leans' into the wall) results in a reasonable speed boost. This occurs because the strafe &amp;amp; forward velocities combined are greater when applied in a straight line. Normally, the player would strafe to the side meaning they are travelling off-line, but the wall holds the player on a straight path, so the player gets the extra velocity and retains the direction of travel.&lt;br /&gt;
&lt;br /&gt;
Wall Strafing is a traditional movement skill and is a habit for a lot of people.&lt;br /&gt;
&lt;br /&gt;
==Ramp Sliding==&lt;br /&gt;
When a player hits a ramp or other incline at a fast speed, the player will naturally glide up the surface without losing much speed. Players can direct their slide by using the strafe keys and the mouse in a smooth gliding action.&lt;br /&gt;
&lt;br /&gt;
==Sharking==&lt;br /&gt;
Sharking, aka Water Strafing or Speedboating, is the act of gliding across the surface of a body of water. Sharking can be performed by simply jumping onto the surface of a body of water with jump held. The majority of the player's horizontal velocity will be retained as long as the jump button is held. Sharking players can turn in a manner similar to Bunnyhoping while retaining speed. I.e. turning is achieved by letting go of the forward key, then using the strafe keys &amp;amp; the mouse to change direction.&lt;br /&gt;
&amp;lt;youtube&amp;gt;THWsfy0EQy4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==To be Sorted==&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Graphical_Replacements&amp;diff=1462</id>
		<title>Graphical Replacements</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Graphical_Replacements&amp;diff=1462"/>
		<updated>2025-11-11T11:11:18Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: flex-start; align-items: center; gap: 2em; margin: 1.5em 0; padding-bottom: 1em; border-bottom: 1px solid #ccc;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;flex: 0 0 auto; font-size: 0.95em;&amp;quot;&amp;gt;&lt;br /&gt;
    __TOC__&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;flex: 1; text-align: center; min-width: 200px;&amp;quot;&amp;gt;&lt;br /&gt;
    [[File:Detailed_b_models.jpg|300px|alt=Frag Friday]]&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skins==&lt;br /&gt;
&lt;br /&gt;
'''TF Skins Upgrade'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:tf_scout.jpg]]&lt;br /&gt;
[[File:tf_sniper.jpg]]&lt;br /&gt;
[[File:tf_sold.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:tf_demoman.jpg]]&lt;br /&gt;
[[File:tf_medic.jpg]]&lt;br /&gt;
[[File:tf_hwguy.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:tf_pyro.jpg]]&lt;br /&gt;
[[File:tf_spy.jpg]]&lt;br /&gt;
[[File:tf_eng.jpg]]&lt;br /&gt;
&lt;br /&gt;
Unzip into your quake/fortress/skins folder.&lt;br /&gt;
&lt;br /&gt;
[http://www.megateamfortress.com/files/wiki/Skins/TFSkinsUpgrade.zip Download] TF skins upgrade.&lt;br /&gt;
&lt;br /&gt;
==Map Textures==&lt;br /&gt;
&lt;br /&gt;
A good place to start is with the [http://qrp.quakeone.com/ Quake Re-texturing Project]. It covers all the stock quake textures, it will instantly improve any maps using the defaults.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:qrp.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://megateamfortress.com/files/wiki/textures/QRP_map_textures_v.1.00.pk3.7z Download] QRP map textures.&lt;br /&gt;
&lt;br /&gt;
[http://megateamfortress.com/files/wiki/textures/QRP_normalmap_textures_add-on_v.1.00.pk3.7z Download] QRP map textures add-on.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Individual Maps===&lt;br /&gt;
&lt;br /&gt;
Install: Unzip the folder into quake/fortress/textures/&lt;br /&gt;
&lt;br /&gt;
''Example: 2fort5.zip should be unzipped into quake/fortress/textures/2fort5/''&lt;br /&gt;
&lt;br /&gt;
Protip: Use [http://ezquake.sourceforge.net/docs/?commands#mapgroup map grouping] command in EZquake to load one set of textures across multiple maps.&lt;br /&gt;
&lt;br /&gt;
''Example: mapgroup 2fort5 2fort5r 2fort5sta 2fort5fel ; mapgroup aztec1 aztec1sta aztec1fel miniaztec1''&lt;br /&gt;
====Diffuse textures (Flat)====&lt;br /&gt;
Used by Fuhquake/EZquake&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=240px mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
ezquake044.png|[http://megateamfortress.com/files/wiki/textures/1on1r.zip 1on1r textures]&lt;br /&gt;
ezquake043.png|[http://megateamfortress.com/files/wiki/textures/2fort5.zip 2fort5 textures]&lt;br /&gt;
ezquake047.png|[http://megateamfortress.com/files/wiki/textures/2night2.zip 2night2 textures]&lt;br /&gt;
ezquake048.png|[http://megateamfortress.com/files/wiki/textures/32smooth.zip 32smooth textures]&lt;br /&gt;
ezquake049.png|[http://megateamfortress.com/files/wiki/textures/bam4.zip bam4 textures]&lt;br /&gt;
ezquake050.png|[http://megateamfortress.com/files/wiki/textures/h4rdcore.zip h4rdcore textures]&lt;br /&gt;
ezquake051.png|[http://megateamfortress.com/files/wiki/textures/impact1.zip impact1 textures]&lt;br /&gt;
ezquake052.png|[http://megateamfortress.com/files/wiki/textures/japanc_beta7.zip japanc_beta7 textures]&lt;br /&gt;
ezquake053.png|[http://megateamfortress.com/files/wiki/textures/mbasesr.zip mbasesr textures]&lt;br /&gt;
ezquake055.png|[http://megateamfortress.com/files/wiki/textures/rock2.zip rock2 textures]&lt;br /&gt;
ezquake057.png|[http://megateamfortress.com/files/wiki/textures/tf2k.zip tf2k textures]&lt;br /&gt;
ezquake058.png|[http://megateamfortress.com/files/wiki/textures/well6.zip well6 textures]&lt;br /&gt;
ezquake059.png|[http://megateamfortress.com/files/wiki/textures/xpress2.zip xpress2 textures]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diffuse + Bumpmaps/Norms/Glow/Luma====&lt;br /&gt;
Used by FTE/Darkplaces - Can use in Ez/Fuh and still get the benefit of nicer diffuse textures&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=240px mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Mtf-miniaztec1-0.jpg|[http://megateamfortress.com/files/wiki/textures/aztec1/aztec1.zip aztec1 or miniaztec1 textures]&lt;br /&gt;
Mtf-minino-0.jpg|[http://megateamfortress.com/files/wiki/textures/mininoheros/mininoheros.zip mininoheros textures]&lt;br /&gt;
fte-20180225163332-0.jpg|[http://megateamfortress.com/files/wiki/textures/optics5/optics5.zip optics5 textures]&lt;br /&gt;
Fte-poop-0.png|[http://megateamfortress.com/files/wiki/textures/poop/poop_textures.zip poop textures]&lt;br /&gt;
fte-xpress3-0.jpg|[http://megateamfortress.com/files/wiki/textures/xpress3/xpress3.zip xpress3 textures]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Models/Weapons==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A million available..for example at http://gfx.quakeworld.nu&lt;br /&gt;
&lt;br /&gt;
===Sample MegaTF model pak=== &lt;br /&gt;
[[Sample model Pak]]&lt;br /&gt;
&lt;br /&gt;
===Upgraded model/weapon textures with original &amp;quot;look&amp;quot;===&lt;br /&gt;
[[File:ezquake148.png|600px]] [[File:ezquake149.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This pk3 contains graphical upgrades for items such as ammo, armor, health, weapons as shown above. &lt;br /&gt;
&lt;br /&gt;
Download [http://megateamfortress.com/files/wiki/textures/textures.pk3 textures.pk3] and place it in your &amp;quot;id1&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
===DOX Model/Skin/Sound Replacement PAKs===&lt;br /&gt;
From 1998. 8bit Replacement content including vweps,bmodels,models,skins,sounds. &amp;lt;br&amp;gt;&lt;br /&gt;
Providing a MegaTF edit here for download: contains only DOX original content combined into 1 pak and renamed files to work for MegaTF. Does not include extra DOX skins as there is overlap. Skin pak can be used in addition to this pak.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=240px&amp;gt;&lt;br /&gt;
File:Dox119.jpg&lt;br /&gt;
File:Dox110.jpg&lt;br /&gt;
File:Dox111.jpg&lt;br /&gt;
File:Dox115.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MegaTF Edit: &amp;lt;br&amp;gt;&lt;br /&gt;
[http://megateamfortress.com/files/wiki/models/DOX_mtf_edit.zip DOX_mtf_edit.zip]&amp;lt;br&amp;gt;&lt;br /&gt;
DOX Originals:&amp;lt;br&amp;gt;&lt;br /&gt;
[http://megateamfortress.com/files/wiki/models/DOX_2men&amp;amp;mofo_tfaddon.zip DOX_2men&amp;amp;mofo_tfaddon.zip]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://megateamfortress.com/files/wiki/models/DOXsnipe.zip DOXsnipe.zip]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://megateamfortress.com/files/wiki/models/coolskinpak.zip coolskinpak.zip]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skyboxes==&lt;br /&gt;
&lt;br /&gt;
Install: Unzip the files into your quake/qw/env folder.&lt;br /&gt;
&lt;br /&gt;
Load a skybox: Type &amp;quot;loadsky &amp;lt;skybox name&amp;gt;&amp;quot; in the console.&lt;br /&gt;
&lt;br /&gt;
Disable skybox: Type &amp;quot;skybox 0&amp;quot; in the console.&lt;br /&gt;
&lt;br /&gt;
Download [http://megateamfortress.com/files/wiki/skyboxes/skyboxpack_1.zip Skybox Pack 1] for an auto-loading skybox script and large set of high-res skyboxes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=240px mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
endsetskybox.jpg|[http://megateamfortress.com/files/wiki/skyboxes/endset_skybox.zip endset skybox]&lt;br /&gt;
overcastskybox.jpg|[http://megateamfortress.com/files/wiki/skyboxessuperhigh_resolution_overcast_skybox.zip overcast skybox]&lt;br /&gt;
padcityhiltonskybox.jpg|[http://megateamfortress.com/files/wiki/skyboxes/padcity_hilton.zip padcity hilton skybox]&lt;br /&gt;
purplechaosskybox.jpg|[http://megateamfortress.com/files/wiki/skyboxes/purple_chaos.zip purple chaos skybox]&lt;br /&gt;
solarsystemskybox.jpg|[http://megateamfortress.com/files/wiki/skyboxes/the_solar_system.zip solar system skybox]&lt;br /&gt;
spaceskybox.jpg|[http://megateamfortress.com/files/wiki/skyboxes/space.zip space skybox]&lt;br /&gt;
wolfpackskybox.jpg|[http://megateamfortress.com/files/wiki/skyboxes/wolf_pack_skybox.zip wolf pack skybox]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Audio replacement==&lt;br /&gt;
&lt;br /&gt;
Not graphical, but an upgrade to all of the original quake sounds.http://gfx.quakeworld.nu/details/384/mindgridaudio-high-resolution-quake-1-sounds/&lt;br /&gt;
&lt;br /&gt;
Use s_khz 44 in EZQuake.&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=File:Detailed_b_models.jpg&amp;diff=1461</id>
		<title>File:Detailed b models.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=File:Detailed_b_models.jpg&amp;diff=1461"/>
		<updated>2025-11-11T11:08:24Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Map:lmania&amp;diff=1460</id>
		<title>Map:lmania</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Map:lmania&amp;diff=1460"/>
		<updated>2025-11-11T11:05:46Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps|lmania]]&lt;br /&gt;
[[Category:K.Remmelzwaal]]&lt;br /&gt;
[[Category:Map_CTF|lmania]]&lt;br /&gt;
[[Category:Map_Size|Small]]&lt;br /&gt;
[[Category:Map_Teams|2]]&lt;br /&gt;
[[Category:Map_Class_Restrictions|Unknown]]&lt;br /&gt;
[[Category:Needs_Synopsis]]&lt;br /&gt;
&lt;br /&gt;
'''Lava Mania''' - [https://www.megateamfortress.com/files/maps/lmania.zip Download this map!]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Map Info !! Player Synopsis/Review&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px&amp;quot; | [[File:lmania.jpg]] || style=&amp;quot;width: 300px&amp;quot; |&lt;br /&gt;
* lmania.bsp: Lava Mania&lt;br /&gt;
* Author: [[:Category:K.Remmelzwaal|K.Remmelzwaal]]&lt;br /&gt;
* Created: 10/07/2000&lt;br /&gt;
* Size: 390K&lt;br /&gt;
* Info: [[:Category:Map_CTF|Capture The Flag]], [[:Category:Map_Teams|2]] Teams&lt;br /&gt;
* Map Size: [[:Category:Map_Size|Small]]&lt;br /&gt;
 &lt;br /&gt;
|| &lt;br /&gt;
'''Player Synopsis:'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player Review:'''   Fast map for a small number of players. Despite the name, there are not so many lavas on it. The bases are made in the form of two-story fortresses. The main entrance and the elevator from the roof lead in. The elevator lifts only its own, so that enemies can simply jump into it. Both entrances / exits lead to the main hall. The doors of both whales go out into it and from it lead two corridors to the flagship. The left corridor is a large intestine leading to the first floor of the flagroom, and the right one is just a short corridor to its second floor. The flag itself lies in the far corner of the room, on a small island. The space in front of the island is filled with lava, from which it is impossible to climb out. Two narrow beams are thrown across the lava, along which you can reach the flag and back. Touchdown is located in the main hall, on an island in the center of a small puddle with lava. In general, everything is extremely simple and clear. Design is also from the series: simple, but tasteful. As I said at the very beginning, the map is fast. And the point here is not only in the small distance between the bases. The corridors to the flagroom are quite wide, so reliably blocking them will be very problematic. Much easier, will drown past opponents in the lava. It is advisable immediately with the flag :).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''From the author:'''    Original Release: 10/7/00&lt;br /&gt;
&lt;br /&gt;
lmania.bsp    --------&amp;gt; quake\fortress\maps\&lt;br /&gt;
&lt;br /&gt;
rfield.wav    --------&amp;gt; quake\fortress\sound\items\&lt;br /&gt;
&lt;br /&gt;
bfield.wav    --------&amp;gt; quake\fortress\sound\items\&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
================================================================&lt;br /&gt;
Title                 : Lava Mania&lt;br /&gt;
&lt;br /&gt;
Filename              : lmania.bsp&lt;br /&gt;
&lt;br /&gt;
Author                : K.Remmelzwaal&lt;br /&gt;
&lt;br /&gt;
Nick Name	      : The Shadowmaster&lt;br /&gt;
&lt;br /&gt;
Email Address         : k.remmelzwaal@wxs.nl&lt;br /&gt;
&lt;br /&gt;
Description           : A Quick and Simple Team Fortress Map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks to             : The creators of Team Fortress, ID Software and&lt;br /&gt;
&lt;br /&gt;
			XCOM for given me some support.&lt;br /&gt;
			&lt;br /&gt;
			http://www.planetfortress.com&lt;br /&gt;
&lt;br /&gt;
			http://www.idsoftware.com&lt;br /&gt;
&lt;br /&gt;
			http://www.geocities.com/mech_blade&lt;br /&gt;
&lt;br /&gt;
	 &lt;br /&gt;
================================================================&lt;br /&gt;
&lt;br /&gt;
* Play Information *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Single Player           : If you want to look around.&lt;br /&gt;
&lt;br /&gt;
Cooperative             : Not much use.&lt;br /&gt;
&lt;br /&gt;
Deathmatch              : No Deathmatch spawn points&lt;br /&gt;
&lt;br /&gt;
Team Fortress           : Yep, what it's really meant for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Construction *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Editor(s) used          : Worldcraft, QuArk&lt;br /&gt;
&lt;br /&gt;
Build Time              : 1.5 week (testing not included)&lt;br /&gt;
&lt;br /&gt;
Compile machine         : Pentium 533, 128MB RAM&lt;br /&gt;
&lt;br /&gt;
QBSP Time               : 10 sec.&lt;br /&gt;
&lt;br /&gt;
Light Time              : 33 sec.&lt;br /&gt;
&lt;br /&gt;
VIS Time		: 42 sec.&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Map:machn1&amp;diff=1459</id>
		<title>Map:machn1</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Map:machn1&amp;diff=1459"/>
		<updated>2025-11-11T11:05:26Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps|machn1]]&lt;br /&gt;
[[Category:Orion]]&lt;br /&gt;
[[Category:Map_CTF|machn1]]&lt;br /&gt;
[[Category:Map_Size|Large]]&lt;br /&gt;
[[Category:Map_Teams|2]]&lt;br /&gt;
[[Category:Map_Class_Restrictions|Unknown]]&lt;br /&gt;
[[Category:Needs_Synopsis]] &lt;br /&gt;
&lt;br /&gt;
'''The Machine''' - [https://www.megateamfortress.com/files/maps/machn1.zip Download this map!]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Map Info !! Player Synopsis/Review&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px&amp;quot; | [[File:machn1.jpg]] || style=&amp;quot;width: 300px&amp;quot; |&lt;br /&gt;
* machn1.bsp: The Machine&lt;br /&gt;
* Author: [[:Category:Orion|Orion]]&lt;br /&gt;
* Created: 01/30/2000&lt;br /&gt;
* Size: 1.3M&lt;br /&gt;
* Info: [[:Category:Map_CTF|Capture The Flag]], [[:Category:Map_Teams|2]] Teams&lt;br /&gt;
* Map Size: [[:Category:Map_Size|Large]]&lt;br /&gt;
&lt;br /&gt;
Large and sophisticated map, integrated gameplay.&lt;br /&gt;
|| &lt;br /&gt;
'''Player Synopsis:'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player Review:''' Objectives of the game: capture the enemy flag and a number of objects at the enemy base. Objects of the enemy can (need) be broken, this will open additional passages to his base, including the path to the flag. You can (need) repair your objects, this, accordingly, will close what you have already opened. &lt;br /&gt;
For breaking and repairing objects, the team also receives points. Breaking and repairing objects is necessary by means of not damaging them with an ax, cartridges or nails. The status of all objects is shown by the corresponding indicators when entering the database, or next to the objects themselves. There is also a blockage, disassembled and assembled back, by means of the childpack, in one of the passages to the base. Some doors in hatchbacks open only for doctors.&lt;br /&gt;
The map is quite complex, but interesting. To understand what it is necessary to carefully read the attached text file and spend some time familiarizing yourself with the layout of the map. However, it's worth it!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''From the author:'''        *** This map was designed for TeamFortress v2.8/2.9 ***&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The supreme authority from which all other authority is derived.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
     - Maximize this screen to avoid word wrapping errors -&lt;br /&gt;
&lt;br /&gt;
================================================================&lt;br /&gt;
Title/Worldspawn text   : The Machine&lt;br /&gt;
                        : [v1.0]&lt;br /&gt;
                        : By Orion [freadban@hotmail.com]&lt;br /&gt;
&lt;br /&gt;
Filename                : machn1.bsp&lt;br /&gt;
&lt;br /&gt;
Version			: Version 1.0 Final [30/01/00]&lt;br /&gt;
			&lt;br /&gt;
Author                  : Orion [Eddie Wong] &lt;br /&gt;
Email Address           : freadban@hotmail.com&lt;br /&gt;
&lt;br /&gt;
Map type		: Objective/Capture the Flag&lt;br /&gt;
&lt;br /&gt;
Other maps by author	: Fort0rz - The Infiltration [fort0rz2.bsp]&lt;br /&gt;
			: FOV Forts [fovfrt11.bsp]&lt;br /&gt;
			: Callisto [unreleased]&lt;br /&gt;
&lt;br /&gt;
Homepage		: http://nolag.gaming.net.nz/&lt;br /&gt;
&lt;br /&gt;
Official Download URLs	: http://nolag.gaming.net.nz/machn1.zip&lt;br /&gt;
&lt;br /&gt;
Thanks to&lt;br /&gt;
---------&lt;br /&gt;
&lt;br /&gt;
- Firestorm, Cerbius, Razz, Fanatic, and others&lt;br /&gt;
		&lt;br /&gt;
================================================================&lt;br /&gt;
* Play Information *&lt;br /&gt;
&lt;br /&gt;
Single Player           : No&lt;br /&gt;
Cooperative             : No&lt;br /&gt;
Deathmatch		: No&lt;br /&gt;
TeamFortress            : Duh&lt;br /&gt;
Difficulty Settings     : No&lt;br /&gt;
New Sounds              : No&lt;br /&gt;
New Textures            : Yes&lt;br /&gt;
New Music               : Plays CD Track 4&lt;br /&gt;
Demos Replaced          : None&lt;br /&gt;
&lt;br /&gt;
* Construction *&lt;br /&gt;
&lt;br /&gt;
Base                    : From scratch&lt;br /&gt;
&lt;br /&gt;
Editor(s) used          : Worldcraft 1.6 Registered&lt;br /&gt;
			: EntEd 2.0 Registered&lt;br /&gt;
&lt;br /&gt;
Build Time              : 12 weeks&lt;br /&gt;
&lt;br /&gt;
Build Details		: QBSP std compile	26 min 58 sec&lt;br /&gt;
			: LIGHT extra compile   30 min 28 sec&lt;br /&gt;
			: RVIS level 4 compile  40 min 59 sec&lt;br /&gt;
&lt;br /&gt;
			: Total compile time	1 hr 38 min 25 sec&lt;br /&gt;
&lt;br /&gt;
Level vised for GL	: No&lt;br /&gt;
&lt;br /&gt;
=================================================================&lt;br /&gt;
* Installation *&lt;br /&gt;
&lt;br /&gt;
Files in this archive: &lt;br /&gt;
&lt;br /&gt;
machn1.bsp  - The map.&lt;br /&gt;
machn1.txt  - You're reading it now.&lt;br /&gt;
rules.txt   - Rules - same as 'How to play' below.&lt;br /&gt;
&lt;br /&gt;
Unzip machn1.bsp into your id1\maps or fortress\maps directory.&lt;br /&gt;
&lt;br /&gt;
Run QuakeWorld and connect to the server.&lt;br /&gt;
&lt;br /&gt;
=================================================================&lt;br /&gt;
* How to Play and Other Details *&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
Objectives&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
Demoman clears barricade&lt;br /&gt;
0 points&lt;br /&gt;
Demoman&lt;br /&gt;
Repairable&lt;br /&gt;
	&lt;br /&gt;
Demomen from opposing teams can clear/repair the barricaded entryways located near each base's &lt;br /&gt;
sniper bunkers. Note that you can blow up your own barricade AS WELL AS the enemy's barricade. &lt;br /&gt;
Use this to your advantage. Also - you can repair your own barricade as well as the enemy's barricade - but why bother?&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
&lt;br /&gt;
Engineer hacks doors &lt;br /&gt;
2 points &lt;br /&gt;
Engineer&lt;br /&gt;
Not repairable&lt;br /&gt;
&lt;br /&gt;
Engineers from either team can 'hack' the doors of the enemy team's outer resupply room to open &lt;br /&gt;
up an alternate route into the enemy base's upper floor. To do this, simply shoot away at the &lt;br /&gt;
console located near these doors until the console lights go out. Note that you cannot repair these doors once they have been 'hacked', so guard them closely!&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
	&lt;br /&gt;
Deactivate coolant system &lt;br /&gt;
2 points, opens pressure door 1&lt;br /&gt;
Any class&lt;br /&gt;
Repairable&lt;br /&gt;
&lt;br /&gt;
Deactivate generator A &lt;br /&gt;
2 points, opens pressure door 2	&lt;br /&gt;
Any class&lt;br /&gt;
Repairable&lt;br /&gt;
&lt;br /&gt;
Deactivate generator B &lt;br /&gt;
2 points, opens chip room door	&lt;br /&gt;
Any class&lt;br /&gt;
Repairable&lt;br /&gt;
&lt;br /&gt;
To deactivate a component, simply shoot at it until something happens. Grenades (except the nail grenade) will not damage the component. Recommended weapons of war include the assault cannon and super nailgun. Once a component is deactivated, something will happen - lights will go out, doors will be opened...&lt;br /&gt;
&lt;br /&gt;
You can't deactivate your own components, and you can't repair your enemy's components. Duh!&lt;br /&gt;
&lt;br /&gt;
Each team's chip room will only become accessible when their generator B has been deactivated. &lt;br /&gt;
If their generator B is repaired, their chip room will become inaccessible again. &lt;br /&gt;
&lt;br /&gt;
As you can guess, the chip room is the most important aspect of your base.&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
	&lt;br /&gt;
Cap the chip&lt;br /&gt;
10 points&lt;br /&gt;
Any class	&lt;br /&gt;
&lt;br /&gt;
Repair coolant system&lt;br /&gt;
5 points, closes pressure door 1&lt;br /&gt;
Any class&lt;br /&gt;
&lt;br /&gt;
Repair generator A &lt;br /&gt;
5 points, closes pressure door 2&lt;br /&gt;
Any class&lt;br /&gt;
&lt;br /&gt;
Repair generator B &lt;br /&gt;
5 points, closes chip room door&lt;br /&gt;
Any class&lt;br /&gt;
&lt;br /&gt;
Once the enemy chip room is accessible, take their chip back to your base and 'sell it to the &lt;br /&gt;
highest bidder' by 'capping' it at the pad on the upper floor, or use the chip to repair any &lt;br /&gt;
one of your components.&lt;br /&gt;
&lt;br /&gt;
To repair a component, simply take the chip from your enemy's chip room back to the component you&lt;br /&gt;
want to fix. Repairing components will reverse the result of deactivating it - i.e. repairing the &lt;br /&gt;
coolant system closes off pressure door 1, repairing generator A closes off pressure door 2.&lt;br /&gt;
&lt;br /&gt;
Note that repairing your coolant system, generator A, and generator B will award your team 5 points as well as closing off the respective pressure doors.&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
Other info&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
INDICATORS - There are 'indicators' of your generator/coolant status in your base. You'll find &lt;br /&gt;
these in two locations - on the ground floor to the right of the ground-level entrance, and on &lt;br /&gt;
the first floor near the window overlooking the yard. If the light is on, that component is &lt;br /&gt;
functional. If the light is out, that component needs to be repaired.&lt;br /&gt;
&lt;br /&gt;
PRESSURE DOORS - These provide an alternate route into the enemy's generator B/chip room and the&lt;br /&gt;
lower floor of each base, and are opened by deactivating the associated objectives.&lt;br /&gt;
&lt;br /&gt;
HACKABLE DOORS - These provide an alternate route into the upper floor of each base via the &lt;br /&gt;
enemy team's outer respawn. You CANNOT resupply in the enemy's respawn room.&lt;br /&gt;
&lt;br /&gt;
SLIME ROUTE 'O' DOOM - This is the underground passageway linking the two bases. Use it at will,&lt;br /&gt;
but be careful not to fall into the slime!&lt;br /&gt;
&lt;br /&gt;
SNIPER BUNKERS - There are four of these located in the big grassy areas between the bases. Boom!&lt;br /&gt;
&lt;br /&gt;
THE CHIP - If you are killed while carrying the chip, it will drop to the ground for another person to pick up, and remain there for 15 seconds, after which it returns to the corresponding chip room.&lt;br /&gt;
&lt;br /&gt;
GREN2/DETPACK - Gren2s and detpacks are available from each team's outer respawn room with a delay of 5 seconds.&lt;br /&gt;
&lt;br /&gt;
SECRET AREAS - Be careful with that axe, Eugene...&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Tactics&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
- n/a -&lt;br /&gt;
&lt;br /&gt;
The map is designed in such a way that priorities of teams can vary between 'capping' the chip &lt;br /&gt;
and keeping their components working.&lt;br /&gt;
&lt;br /&gt;
Happy fragging!&lt;br /&gt;
Eddie &amp;quot;Orion&amp;quot; Wong&lt;br /&gt;
January 2000&lt;br /&gt;
&lt;br /&gt;
Revision info&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
	Version 0.1 Early Alpha&lt;br /&gt;
	Released 3 September 1999&lt;br /&gt;
	LIGHT: normal&lt;br /&gt;
	VIS: none&lt;br /&gt;
&lt;br /&gt;
	- First public release, 'early alpha' version.&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
&lt;br /&gt;
	Version 0.2.5.0.1 Alpha&lt;br /&gt;
	Released 23 September 1999&lt;br /&gt;
	LIGHT: normal&lt;br /&gt;
	VIS: level 4&lt;br /&gt;
&lt;br /&gt;
	- Too many changes/additions to list here.&lt;br /&gt;
	- Unfinished areas are blocked off with an ugly wood texture.&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
&lt;br /&gt;
	Version 0.3.5.0.0 Beta&lt;br /&gt;
	Released 2 October 1999&lt;br /&gt;
	LIGHT: normal&lt;br /&gt;
	VIS: level 4&lt;br /&gt;
&lt;br /&gt;
	- Rules, rules, rules.&lt;br /&gt;
	- Deactivatable/repairable components work. Try 'em.&lt;br /&gt;
	- Coolant system doesn't trigger anything yet.&lt;br /&gt;
	- Gen A doesn't trigger anything yet.&lt;br /&gt;
	- Detpackable entry... isn't detpackable yet.&lt;br /&gt;
	- Entity system isn't 100% final yet.&lt;br /&gt;
	- Hackable doors work. Try 'em.&lt;br /&gt;
	- Pretty-looking respawns.&lt;br /&gt;
	- Switchable lights as indicators of generator/coolant status.&lt;br /&gt;
	- Red base is essentially finished (meaning 90% done).&lt;br /&gt;
	- Unfinished areas are blocked off with an ugly wood texture.&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
&lt;br /&gt;
	Version 0.9 Final Beta&lt;br /&gt;
	Not released&lt;br /&gt;
&lt;br /&gt;
	---&lt;br /&gt;
&lt;br /&gt;
	Version 1.0 &lt;br /&gt;
	Released 30 January 2000&lt;br /&gt;
	LIGHT: extra&lt;br /&gt;
	VIS: level 4&lt;br /&gt;
&lt;br /&gt;
	- First official release.&lt;br /&gt;
	- Cap points for each side made more conspicuous.&lt;br /&gt;
	- You can now jump out the windows overlooking the courtyards &lt;br /&gt;
	  of each base.&lt;br /&gt;
	- Lights added in water area, by ladders, to aid navigation.&lt;br /&gt;
	- A few cosmetic changes here and there. &lt;br /&gt;
	- A LOT of other changes from version 0.9 Final Beta. &lt;br /&gt;
	- All entities should be working.&lt;br /&gt;
	- Terse messaging for entities.&lt;br /&gt;
	- Reversed lettering bug on some brushes is still present;&lt;br /&gt;
	  these may be fixed in a future version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=================================================================&lt;br /&gt;
* Copyright *&lt;br /&gt;
&lt;br /&gt;
Copyright © 1999, 2000 Eddie Wong&lt;br /&gt;
All rights reserved.&lt;br /&gt;
&lt;br /&gt;
This version of the Machine may be freely distributed.&lt;br /&gt;
&lt;br /&gt;
Usage of The Machine as a base for a new level is prohibited without&lt;br /&gt;
the author's permission.&lt;br /&gt;
&lt;br /&gt;
Usage of The Machine as part of a commercial project is prohibited&lt;br /&gt;
without the author's permission.&lt;br /&gt;
&lt;br /&gt;
Distribution of The Machine via the Internet for TF gameplay on Quake &lt;br /&gt;
TF servers is granted without charge and at own risk, as long as this text file is included.&lt;br /&gt;
&lt;br /&gt;
Distribution of The Machine on commercial media is prohibited without the &lt;br /&gt;
author's permission.&lt;br /&gt;
&lt;br /&gt;
=================================================================&lt;br /&gt;
&lt;br /&gt;
* Build info *&lt;br /&gt;
&lt;br /&gt;
** Executing...&lt;br /&gt;
** Command: Copy File&lt;br /&gt;
** Parameters: &amp;quot;C:\PROGRA~1\WORLDC~1\MACH3.map&amp;quot; &amp;quot;d:\games\quake\id1\maps\MACH3.map&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
** Executing...&lt;br /&gt;
** Command: C:\Program Files\WorldCraft\qtools\Qbsp.exe&lt;br /&gt;
** Parameters: d:\games\quake\id1\maps\MACH3&lt;br /&gt;
&lt;br /&gt;
outputfile: d:\games\quake\id1\maps\MACH3.bsp&lt;br /&gt;
--- LoadMapFile ---&lt;br /&gt;
d:\games\quake\id1\maps\MACH3.map&lt;br /&gt;
 2703 brushes&lt;br /&gt;
  498 entities&lt;br /&gt;
   89 miptex&lt;br /&gt;
  383 texinfo&lt;br /&gt;
building hulls sequentially...&lt;br /&gt;
--- Brush_LoadEntity ---&lt;br /&gt;
2569 brushes read&lt;br /&gt;
---- CSGFaces ----&lt;br /&gt;
17183 brushfaces&lt;br /&gt;
45344 csgfaces&lt;br /&gt;
 8821 mergedfaces&lt;br /&gt;
--- SolidBSP ---&lt;br /&gt;
13997 split nodes&lt;br /&gt;
 6886 solid leafs&lt;br /&gt;
 7112 empty leafs&lt;br /&gt;
    0 water leafs&lt;br /&gt;
25025 leaffaces&lt;br /&gt;
22653 nodefaces&lt;br /&gt;
----- portalize ----&lt;br /&gt;
--- FillOutside ---&lt;br /&gt;
6614 outleafs&lt;br /&gt;
--- SolidBSP ---&lt;br /&gt;
 6869 split nodes&lt;br /&gt;
 3935 solid leafs&lt;br /&gt;
 2935 empty leafs&lt;br /&gt;
    0 water leafs&lt;br /&gt;
17044 leaffaces&lt;br /&gt;
14803 nodefaces&lt;br /&gt;
6348 outleafs&lt;br /&gt;
8180 outleafs&lt;br /&gt;
--- MergeAll ---&lt;br /&gt;
9999 mergefaces&lt;br /&gt;
writing d:\games\quake\id1\maps\MACH3.prt&lt;br /&gt;
MODEL: *1&lt;br /&gt;
MODEL: *2&lt;br /&gt;
MODEL: *3&lt;br /&gt;
MODEL: *4&lt;br /&gt;
MODEL: *5&lt;br /&gt;
MODEL: *6&lt;br /&gt;
MODEL: *7&lt;br /&gt;
MODEL: *8&lt;br /&gt;
MODEL: *9&lt;br /&gt;
MODEL: *10&lt;br /&gt;
MODEL: *11&lt;br /&gt;
MODEL: *12&lt;br /&gt;
MODEL: *13&lt;br /&gt;
MODEL: *14&lt;br /&gt;
MODEL: *15&lt;br /&gt;
MODEL: *16&lt;br /&gt;
MODEL: *17&lt;br /&gt;
MODEL: *18&lt;br /&gt;
MODEL: *19&lt;br /&gt;
MODEL: *20&lt;br /&gt;
MODEL: *21&lt;br /&gt;
MODEL: *22&lt;br /&gt;
MODEL: *23&lt;br /&gt;
MODEL: *24&lt;br /&gt;
MODEL: *25&lt;br /&gt;
MODEL: *26&lt;br /&gt;
MODEL: *27&lt;br /&gt;
MODEL: *28&lt;br /&gt;
MODEL: *29&lt;br /&gt;
MODEL: *30&lt;br /&gt;
MODEL: *31&lt;br /&gt;
MODEL: *32&lt;br /&gt;
MODEL: *33&lt;br /&gt;
MODEL: *34&lt;br /&gt;
MODEL: *35&lt;br /&gt;
MODEL: *36&lt;br /&gt;
MODEL: *37&lt;br /&gt;
MODEL: *38&lt;br /&gt;
MODEL: *39&lt;br /&gt;
MODEL: *40&lt;br /&gt;
MODEL: *41&lt;br /&gt;
MODEL: *42&lt;br /&gt;
MODEL: *43&lt;br /&gt;
MODEL: *44&lt;br /&gt;
MODEL: *45&lt;br /&gt;
MODEL: *46&lt;br /&gt;
MODEL: *47&lt;br /&gt;
MODEL: *48&lt;br /&gt;
MODEL: *49&lt;br /&gt;
MODEL: *50&lt;br /&gt;
MODEL: *51&lt;br /&gt;
MODEL: *52&lt;br /&gt;
MODEL: *53&lt;br /&gt;
MODEL: *54&lt;br /&gt;
MODEL: *55&lt;br /&gt;
MODEL: *56&lt;br /&gt;
MODEL: *57&lt;br /&gt;
MODEL: *58&lt;br /&gt;
MODEL: *59&lt;br /&gt;
MODEL: *60&lt;br /&gt;
MODEL: *61&lt;br /&gt;
MODEL: *62&lt;br /&gt;
MODEL: *63&lt;br /&gt;
MODEL: *64&lt;br /&gt;
--- FinishBSPFile ---&lt;br /&gt;
WriteBSPFile: d:\games\quake\id1\maps\MACH3.bsp&lt;br /&gt;
added 0 texture frames&lt;br /&gt;
 4561 planes        91220&lt;br /&gt;
19526 vertexes     234312&lt;br /&gt;
 6610 nodes        158640&lt;br /&gt;
  383 texinfo       15320&lt;br /&gt;
13850 faces        277000&lt;br /&gt;
13895 clipnodes    111160&lt;br /&gt;
 3792 leafs        106176&lt;br /&gt;
18942 marksurfaces  37884&lt;br /&gt;
68165 surfedges    136330&lt;br /&gt;
34427 edges        137708&lt;br /&gt;
   89 textures     909680&lt;br /&gt;
      lightdata         0&lt;br /&gt;
      visdata           0&lt;br /&gt;
      entdata       57038&lt;br /&gt;
&lt;br /&gt;
** Executing...&lt;br /&gt;
** Command: C:\Program Files\WorldCraft\qtools\Light.exe&lt;br /&gt;
** Parameters: -extra d:\games\quake\id1\maps\MACH3&lt;br /&gt;
&lt;br /&gt;
----- LightFaces ----&lt;br /&gt;
extra sampling enabled&lt;br /&gt;
498 entities read&lt;br /&gt;
lightdatasize: 537080&lt;br /&gt;
0 switchable light styles&lt;br /&gt;
1828.0 seconds elapsed&lt;br /&gt;
&lt;br /&gt;
** Executing...&lt;br /&gt;
** Command: C:\Program Files\WorldCraft\qtools\Rvis.exe&lt;br /&gt;
** Parameters: d:\games\quake\id1\maps\MACH3&lt;br /&gt;
&lt;br /&gt;
---- vis ----&lt;br /&gt;
3365 portalleafs&lt;br /&gt;
10006 numportals&lt;br /&gt;
average leafs visible: 125&lt;br /&gt;
c_chains: 19307009&lt;br /&gt;
visdatasize:136213  compressed from 1416665&lt;br /&gt;
2459.0 seconds elapsed&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.megateamfortress.com/index.php?title=Map:xpress3&amp;diff=1458</id>
		<title>Map:xpress3</title>
		<link rel="alternate" type="text/html" href="https://wiki.megateamfortress.com/index.php?title=Map:xpress3&amp;diff=1458"/>
		<updated>2025-11-11T11:05:02Z</updated>

		<summary type="html">&lt;p&gt;Haze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Maps|xpress3]]&lt;br /&gt;
[[Category:Bladez]]&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Available Map Category Styles are:&lt;br /&gt;
Map_Assault&lt;br /&gt;
Map_BallGame&lt;br /&gt;
Map_ClassBattle&lt;br /&gt;
Map_Co-op&lt;br /&gt;
Map_CTF&lt;br /&gt;
Map_Domination&lt;br /&gt;
Map_Duel&lt;br /&gt;
Map_FFA&lt;br /&gt;
Map_InconvenientTransportation&lt;br /&gt;
Map_KeepAway&lt;br /&gt;
Map_KingOfTheHill&lt;br /&gt;
Map_Objective&lt;br /&gt;
Map_Quad&lt;br /&gt;
Map_SpecialDelivery&lt;br /&gt;
Map_The_Hunted&lt;br /&gt;
Map_Training&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
[[Category:Map_Quad|xpress3]]&lt;br /&gt;
[[Category:Map_Size|Small]]&lt;br /&gt;
[[Category:Map_Teams|2]]&lt;br /&gt;
[[Category:Map_Class_Restrictions|No]]&lt;br /&gt;
&lt;br /&gt;
'''Mapname''' - [https://www.megateamfortress.com/files/maps/xpress3.zip Download this map!]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Map Info !! Player Synopsis/Review&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px&amp;quot; | [[File:xpress3.jpg|300px]] || style=&amp;quot;width: 300px&amp;quot; |&lt;br /&gt;
* xpress3.bsp: Xpress3&lt;br /&gt;
* Author: [[:Category:Bladez|Bladez]]&lt;br /&gt;
* Created: 2001&lt;br /&gt;
* Size: 328KB&lt;br /&gt;
* Info: [[:Category:Map_Quad|Quad]], [[:Category:Map_Teams|2]] Teams&lt;br /&gt;
* Map Size: [[:Category:Map_Size|Small]]&lt;br /&gt;
&lt;br /&gt;
|| &lt;br /&gt;
'''Player Synopsis:'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;The quintessential Quad map!&lt;br /&gt;
xpress3 is a timeless QuakeWorld Team Fortress speed-frag fest that embodies the mod's chaotic class-based glory. Rocket-jump/RJ duels feel godlike in QW physics. Pit suicides punish noobs (QW speed = easy falls). Still rotated in 2025 on tastyspleen.net servers!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player Review:''' &lt;br /&gt;
xpress3 nails MegaTF's fast, team-frag essence—grab a Soldier, quad up, and pipe the flag. Essential for MegaTF nights or Quads. Would cap flags again! &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''From the author:'''&lt;br /&gt;
----&lt;br /&gt;
Title                   : Xpress your imagination&amp;lt;br&amp;gt;&lt;br /&gt;
Filename                : xpress.zip&amp;lt;br&amp;gt;&lt;br /&gt;
Author                  : BladeZ&amp;lt;br&amp;gt;&lt;br /&gt;
Email Address           : Bladezboy@start.com.au&amp;lt;br&amp;gt;&lt;br /&gt;
Description             : TeamFortress v2.8 Quake Map&amp;lt;br&amp;gt;&lt;br /&gt;
Players Designed for    : 4 - 10&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* Play Information&lt;br /&gt;
&lt;br /&gt;
This map does not work properly without the TeamFortress QuakeC patch,&amp;lt;br&amp;gt;&lt;br /&gt;
which can be downloaded from http://www.planetquake.com/teamfortress &lt;br /&gt;
or from ftp.cdrom.com&lt;br /&gt;
&lt;br /&gt;
Single Player           : Can if you have no friends :P&amp;lt;br&amp;gt;&lt;br /&gt;
Cooperative             : No&amp;lt;br&amp;gt;&lt;br /&gt;
Deathmatch              : No&amp;lt;br&amp;gt;&lt;br /&gt;
TeamFortress            : Yes&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty Settings     : No&amp;lt;br&amp;gt;&lt;br /&gt;
New Sounds              : No&amp;lt;br&amp;gt;&lt;br /&gt;
New Graphics            : No&amp;lt;br&amp;gt;&lt;br /&gt;
New Music               : No&amp;lt;br&amp;gt;&lt;br /&gt;
Demos Replaced          : WTF?.....well no i havn't&amp;lt;br&amp;gt;&lt;br /&gt;
Level vised for GL      : Yes&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
* Construction&lt;br /&gt;
&lt;br /&gt;
Base                    : From Knowledge&amp;lt;br&amp;gt;&lt;br /&gt;
Editor(s) used          : Qoole&amp;lt;br&amp;gt;&lt;br /&gt;
Known Bugs              : None&amp;lt;br&amp;gt;&lt;br /&gt;
Construction Time       : 'bout 5 days (not continuous :P)&amp;lt;br&amp;gt;&lt;br /&gt;
QBSP time               : 4 seconds&amp;lt;br&amp;gt;&lt;br /&gt;
Build Computer          : Pentium 700, ? megs of Ram (im not very smart :P)&amp;lt;br&amp;gt;&lt;br /&gt;
Vis level4              : 871.0 seconds&amp;lt;br&amp;gt;&lt;br /&gt;
Extra Light:	        : 7.0 seconds&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* Game Play&lt;br /&gt;
&lt;br /&gt;
Just a normal 2 team CTF map, mainly built for high flying scouts and medic, where you can use to object on the map to 'xpress yur imagination'. This isn't really built in favour of defence, hence a warning: There will be many attacker from many angle so have SG or players in position as soon as possible.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* (c)copyright 2001 by Joel Warren&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NO MODIFICATIONS ARE TO BE MADE TO THIS MAP OR ENTITES WITHOUT MY PERMISSION.&amp;lt;br&amp;gt;&lt;br /&gt;
YOU MAY NOT USE THIS MAP FOR COMMERICAL PROJECTS WITHOUT MY PERMISSION.&amp;lt;br&amp;gt;&lt;br /&gt;
THIS MAP SHALL BE AVAILABLE FREE TO THE PUBLIC AND CAN BE TRANSFERED TO&amp;lt;br&amp;gt;&lt;br /&gt;
OTHERS ONLY IF THE ABOVE MENTIONED TWO (2) FILES ARE INCLUDED IN THE ZIP. &amp;lt;br&amp;gt;&lt;br /&gt;
YOU MAY NOT ADD OTHER FILES TO THE ZIP.&amp;lt;br&amp;gt;&lt;br /&gt;
IF YOU WISH TO USE PORTIONS OF THIS MAP FOR YOUR OWN FREE MAP PROJECT &amp;lt;br&amp;gt;&lt;br /&gt;
YOU MUST ASK.&amp;lt;br&amp;gt;&lt;br /&gt;
Email: Bladezboy@start.com.au&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Bladez]]&lt;/div&gt;</summary>
		<author><name>Haze</name></author>
		
	</entry>
</feed>