Title	: Hunt or be Hunted
Filename: HOBH_r3.zip
Version	: Release Three
Date	: June 25th, 2009
Author	: Emilia 'Supa' Malewski
Email	: e.r.malewski@gmail.com
Thanks	: LordHavoc 	- for being my inspiration <3
	  Xoltan    	- for all of the Fiend Hunter assets that I've nicked or borrowed :)
	  Iikka Keranen - for v_twshot.mdl
	  FrikaC, scar3crow, Canadian*Sniper, Monster, Urre, KGB|romi, Zombie, #dp and #qc
	  Thanks to all my friends in BTA for their support over the life of HOBH~


> What is Hunt or be Hunted?

 Hunt or be Hunted is an experimental dissimilar teams Soft Elimination teamplay game. Like Clan Arena, two teams try to eliminate the other, eliminating the individual players of each. Unlike Clan Arena eliminated players are not removed from the game. Instead, eliminated players are respawned as a weaker Grunt or Broodling class. Eliminated players can still help out their team by eliminating members of the other team and with a bit of work they can ascend back to their original Hunter or Fiend class.
 
  
> Starting a game

 Run Quake with the following:
'(engine) -game HOBH_r3 -listen 16 +deathmatch 1 +teamplay (1 or 2) +map (map here)'

 Note that the fraglimit cvar behaves differently in HOBH: the fraglimit cvar now controls the number or rounds to play before cycling to the next map.

 
> Controls

 No bindings are needed as of yet.

 FBX is included: 'addbot' (or 'impulse 100') adds a bot and 'rembot' (or 'impulse 102') removes a bot.
 
 You can call a vote to end the round and cycle to the nextmap with 'nextmap' and vote with 'yes' or 'no'.

 Note that as of r3 you can jump a second time in the air, so long as you're playing on a DarkPlaces server. Just hit +jump while you're in the air and you'll make a normal jump as if you were standing on the ground.
 
 (A side note: a FBX-style mapcycle is included, for details on how to use it refer to http://www.inside3d.com/frikbot/fbx/readme.html )
 
 

> Game rules

 Hunt or be Hunted (deathmatch 1, teamplay 1) is a round based team elimination mode:
 * The players are split into two teams, Hunters vs Fiends.
 * When a Hunter or Fiend gets fragged, they'll respawn as a Grunt or Broodling and can no longer pick up items.
 * If a Grunt or Broodling can make three frags, they'll immediately be respawned as a Hunter or Fiend again.
 * The goal of the game is to eliminate the opposing team's Hunter/Fiend players - When all Hunter or Fiend players are eliminated, the round is over.

 Scoring:
 * Frag a hostile player: +1 frag
 * Teamkills & suicides: -1 frag
 * Win round: +(number of players) frags to each member of the winning team


> Weapon set changes

 The following changes have been applied to the Quake weapon set:

 * Axe: Damage has been increased to 100 damage per hit. Gets even nastier when you have the Grisly Trophy - try it, you'll like it.

 * Shotgun (Grunts only): Spread has been increased, now fires seven pellets doing seven damage each.
 
 * Lead Spitter (Hunters only): A fully automatic version of the Grunt Shotgun with a recoil strong enough to induce brief periods of flight - so long as you have enough ammo.

 * Blaster (Replaces SSG): A combination Shock Rifle and Grenade Launcher - zap Fiends from far away, spam them with grenades when you need breathing room.

 * Turbolaser (Replaces NG & SNG): Spits out a hail of angry orange bolts capable of stopping (and melting) Fiends in their tracks. Keep in mind that it needs to cool off every time you let go of the trigger.. As of r3, bolts will now inherit your velocity.

 * Rocket Launcher (Replaces GL): Rockets will now inherit your velocity and curve towards where you were aiming at when you fired. Try combining different movement inputs and jumping while firing to see how it affects the trajectory.
 
 * Thunderbolt: The beam is now wider so it's slightly easier to hit targets. As of r2, you can now juggle Fiends in midair with the beam! Yay!

 In addition, you can also throw players by gaining enough speed and colliding with them. Thrown player will take damage and will be launched up in the air, floating at half gravity until they hit the ground.
 

> Some notes about Fiends

 * As a Fiend you can make a rapid slashing attack with +attack and can leap attack with +jump.
 
 * Your health (and Armour) will constantly rot down to 50, but you can regain health by slashing Hunters. Note that the slash does extra damage to airborne Hunters!
 
 * Fiends can also throw players by colliding with them at a high enough speed. Try leaping into a Hunter to get them airborne, then juggling them in the air with the slash!
 
 * Pick up weapons to gain mutations, but keep in mind you'll need to pick up ammo to keep your mutations running!
 
 Mutations:
 
 * Biomines (SSG, depletes Shells): Automatically drops gib mines and increases slash range.

 * Regeneration (SNG, depletes Nails): Automatically regenerates health over time and increases damage dealt by throws.
 
 * Frenzy (RL, depletes Rockets): Increases slash speed dramatically, a Fiend with Frenzy will also explode on death.
 
 * Lightning (LG, depletes Cells): Fires lightning bolts whenever you attack or get hit - so long as you're not immeresed in liquid.
 

> Items and powerup changes

 * Eggs: Dead Fiends will drop Eggs, which can be consumed by Hunters and Broodlings.
 
 * Grisly Trophy (Replaces Quad, effect lasts until death): Hunters will get an axe upgrade and regenerate Cells, Fiends gain the ability to mimic Hunters.
 
 * Powersuit (Replaces Ring/Suit, lasts for 30s): Players won't take splash damage and will take only 1/4 damage from every source.
 
 * Demolition Charge (Replaces Pent): Drops a Demolition Charge on death which detonates a second later. If friendly fire is on you really should try to avoid dying near teammates..
 

> Known bugs and Issues

* DarkPlaces: Very rarely, a FrikBot will fall through the floor and into the void. I have
	a workaround in place that'll teleport the bot back into the map should this happen,
	but I hope to have this bug eliminated sometime in the future..


> Final notes

 If you have any suggestions, bug reports or comments please post in the release thread on forums.inside3d.com.

 Feel free to use anything from the source if you want to, I'm not sure how useful it will be to anyone but if it's useful to you by all means use it!

 Finally, I hope you have as much fun playing the mod as I had writing it! :)