Author Topic: new mode: CTF  (Read 35857 times)

Conzul

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new mode: CTF
« on: December 08, 2009, 06:33:57 pm »
Would be cool in Tremulous. Humans must infiltrate alien base and bring back a special egg or lymph creature. Aliens must infiltrate human base and capture a good looking blonde (2 sacrifice to OM). First to 3 wins. Huh? HUH? huhuh?

your face

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Re: new mode: CTF
« Reply #1 on: December 08, 2009, 06:40:03 pm »
uh huh
spam spam spam, waste waste waste!

CreatureofHell

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Re: new mode: CTF
« Reply #2 on: December 08, 2009, 07:24:21 pm »
If aliens get good looking blondes shouldn't humans get grangers?
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Conzul

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Re: new mode: CTF
« Reply #3 on: December 08, 2009, 07:52:30 pm »
If aliens get good looking blondes shouldn't humans get grangers?

Of course not, silly! That would be perverted!
Srsly though this game is crying for some kind of CTF

ACKMAN

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Re: new mode: CTF
« Reply #4 on: December 08, 2009, 09:52:12 pm »
This would also break the monotony of some servers. As Instagib mod does. :P

snb

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Re: new mode: CTF
« Reply #5 on: December 08, 2009, 10:41:11 pm »
well it would be unbalanced, I would think, for aliens v humans, so how about aliens v aliens, and Humans v Humans.  Both teams textures would be changed to an alpha overlay of red, and another blue.

Other wise you would have to make specialized maps and nerf some classes....
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danmal

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Re: new mode: CTF
« Reply #6 on: December 09, 2009, 12:28:50 am »
human vs human would be pretty bad. Better to play a game actually designed for HvH combat. Aliens also wouldn't work too well.

Not really sure how you could balance these changes. Although if the flag were in each teams respective bases it may not be too unbalanced. Although the game would probably change into just normal Tremulous game play.

UniqPhoeniX

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Re: new mode: CTF
« Reply #7 on: December 09, 2009, 11:09:33 am »
There is already an AMP map with simple CTF gameplay.

danmal

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Re: new mode: CTF
« Reply #8 on: December 09, 2009, 01:16:52 pm »
Cool, which map? Also download link?

UniqPhoeniX

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Re: new mode: CTF
« Reply #9 on: December 09, 2009, 07:26:52 pm »
map-(amp)tremctf-4.pk3 in http://betaserv.tk/paklist.html. Warning: it's ugly.
« Last Edit: May 13, 2014, 06:03:07 am by Undeference »

MitSugna

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Re: new mode: CTF
« Reply #10 on: December 09, 2009, 10:36:44 pm »
Use a granger for the flag

danmal

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Re: new mode: CTF
« Reply #11 on: December 10, 2009, 02:01:31 am »
Thanks for that.

mooseberry

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Re: new mode: CTF
« Reply #12 on: December 10, 2009, 02:24:48 am »
As far as I can tell, aliens would have a very large advantage over humans in CTF (being able to hide much better, walk on walls to get to better places, much faster, much quieter, regenerative HP, etc) so in order to make it more balanced you would need to give humans something or do something to make it more fair. Humans have always had the advantage in that their bases can withstand assults better than the aliens can, but I assume you won't want bases in CTF, anymore than telenodes, arm, medi, egg, and maybe booster, unless you just set the area around both flags to nobuild area, because otherwise camping will make the games horrible.
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Conzul

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Re: new mode: CTF
« Reply #13 on: December 10, 2009, 08:07:50 am »
Too easy. Implement a capture timer. Humans can instantly pick up, but aliens must spend certain number of secs within "flag" range. Also let humans throw flag, alien carrier cannot throw or drop.

frazzler

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Re: new mode: CTF
« Reply #14 on: December 10, 2009, 03:30:43 pm »
I would hate to be the human who has to chase after a dragoon that stole the humans flag.

Ethereal

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Re: new mode: CTF
« Reply #15 on: January 07, 2012, 01:55:02 am »
I know this is pretty late, but I just found out about that map, and I'd like to try it out. Does anyone know which mod/which server I can play this on?

/dev/humancontroller

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Re: new mode: CTF
« Reply #16 on: January 07, 2012, 04:07:17 am »
I know this is pretty late, but I just found out about that map, and I'd like to try it out. Does anyone know which mod/which server I can play this on?
the Amsterdam Unlimited server; you won't get the full mod as-is, but the patches for the required functionality are available on bugzilla.
« Last Edit: January 07, 2012, 04:09:17 am by /dev/humancontroller »

ULTRA Random ViruS

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Re: new mode: CTF
« Reply #17 on: January 07, 2012, 07:09:50 am »
how does a dretch carry a blonde?  ???
Where does the alien thing go for humans? Maybe some 'science experiments' inside the rc.

Great idea though.

toast

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Re: new mode: CTF
« Reply #18 on: January 08, 2012, 02:33:58 am »
all you have to do for aliens is when an alien grabs the flag they cant punce/jump/attack/trample/etc can only walk or run. and flag slows dretch down and no wallwalk

RAKninja-Decepticon

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Re: new mode: CTF
« Reply #19 on: January 08, 2012, 07:13:15 am »
all you have to do for aliens is when an alien grabs the flag they cant punce/jump/attack/trample/etc can only walk or run. and flag slows dretch down and no wallwalk

and humans cannot sprint, dodge, jump, or use jetpack.
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Qrntz

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Re: new mode: CTF
« Reply #20 on: January 08, 2012, 09:25:45 pm »
And spectators glitch into a wall in a silly way.

You make up Qrntz, u always angry, just calmdown. :police:
I am stupid idiot who dares to open mouth and start debating

ULTRA Random ViruS

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Re: new mode: CTF
« Reply #21 on: January 30, 2012, 04:12:20 am »
And spectators glitch into a wall in a silly way.
Not really relative. It would be nice if we could just 'noclip' through doors instead of teleporting though.

RAKninja-Decepticon

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Re: new mode: CTF
« Reply #22 on: January 30, 2012, 08:36:00 am »
ive always wondered why spectators are not noclip through everything by default.
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/dev/humancontroller

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Re: new mode: CTF
« Reply #23 on: January 30, 2012, 10:26:09 am »
ive always wondered why spectators are not noclip through everything by default.
because the design of Q3 is centered around interior maps, where the visibility of void (unfaced areas) at reachable points on a map is a bug.

from the point of view of a user of open game, it in practice is preferrable to allow the user to hack around badly composed maps by allowing noclip and r_clear 1.
« Last Edit: January 30, 2012, 10:28:47 am by /dev/humancontroller »

RAKninja-Decepticon

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Re: new mode: CTF
« Reply #24 on: January 31, 2012, 04:45:46 am »
so basically, because it shows what shit is "hollow" or one sided?
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/dev/humancontroller

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Re: new mode: CTF
« Reply #25 on: January 31, 2012, 11:15:41 am »
so basically, because it shows what shit is "hollow" or one sided?
what does it refer to?

Nux

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Re: new mode: CTF
« Reply #26 on: January 31, 2012, 04:20:19 pm »
what does it refer to?

it refers to noclipping as a spectator.

so basically, because it shows what shit is "hollow" or one sided?

Yes, because maps are designed to look pretty under the assumption that your viewpoint is restricted to it's rooms. This assumption is invalid if Noclip is enabled.
« Last Edit: January 31, 2012, 04:22:01 pm by Nux »

RAKninja-Decepticon

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Re: new mode: CTF
« Reply #27 on: January 31, 2012, 06:25:13 pm »
wow.  that's a pretty shitty reason to not have spectators noclip.  after all, specs would rely on this to actually see the interior of rooms if they decide to clip out of the walls.
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Nux

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Re: new mode: CTF
« Reply #28 on: January 31, 2012, 07:39:42 pm »
To firstly address the sentiment of your post, I'd also prefer the ability to pass through walls and see inside rooms when outside as spectator but I wouldn't say the desire to make the game more intuitive and pretty is a very shitty thing to want. As is often the case, there is a trade-off to be made and I don't blame them for making the walls solid and perspectives constrained when the alternative is to have floating rooms with walls as thin as air.

after all, specs would rely on this to actually see the interior of rooms if they decide to clip out of the walls.

What does this mean? Spectators are free to see the interior of rooms without noclip.

The ability to see the interior of rooms when outside them isn't a necessary aspect of noclipping; you could easily make it so that when a spectators position is outside of all rooms their screen turns black as if they were buried in the wall, thereby making the walls seem more solid and maintaining the aesthetic. The downside is that you can't navigate outside of rooms so easily. You could alternatively render all faces such that they display the texture on both sides in much the same way some tanslucent faces behave in tremulous (like the blue field on the telenode). I'm just highlighting that "noclip" and "rendering the interior of rooms from outside" are two separate things.

/dev/humancontroller

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Re: new mode: CTF
« Reply #29 on: January 31, 2012, 09:43:21 pm »
that's a pretty shitty reason to not have spectators noclip.
but that's a good reason to not have spectators noclip in their initial state.