0.7 CTF Thread
VectorVanDoom wrote:
Huksi` wrote:
that Threewave map nr. 14 would definitely work for wsw with small fixes, added tricks and some bit bigger scale imo
added tricks would make it a different map. someone tried to add "tricks" to q3dm6, noone plays it. q3wcp14 is the dm6 lookalike, right?

forget ctf... like the devs said, try and make a new gametype that
works in a similar way but ticks the boxes.
heres an idea i had, dunno whether it has been done before (probably has)
symmetrical map, one 'flag' that spawns in middle with the same sort of timing as first quad. some form of class or 'loadout' based gameplay similar to bomb i suppose.
the aim of the game is to take the flag and bring it back to your base, where you have to keep it for x amount of time for it to charge, after which you have to attack the enemy base and bring the flag to their spot.
all pretty simple. now lets spice it up.
spawn system: delayed spawn, the delay depending on how long your team have had the flag for. the longer your team has had it, the longer your spawn delay. inversely, for the team without the flag, their spawn delays get shorter. perhaps, if the enemy has the flag for a certain amount of time you can unlock some forward spawns.
'energy' system: having the flag in your base confers advantages such as spawning with high hp/ap and some strong ammo or something, that way the longer your team have the flag, the stronger your guys get.
obviously this is a simple outline but i think this would give you the attacking/defending gameplay that CTF is all about, however, your attack as a full team and defend as one too. whats more, with this spawn and energy system, whilst the match would start out evenly balanced, towards the end of the game, if your defending, you would be facing more frequent waves of weaker enemies just as it takes you a while to replenish your team with the longer spawn delay building up to a frantic finale.
fast paced attack/defend gametype on symmetrical maps, lots of teamplay involved in coordinating attack/defense. the action is focussed in one half of the map at a time making it easier to follow for specs. the game doesnt have a timelimit either, which imo creates for greater tension and suspense.
what do you guys think?
(updated 2012-01-31 21:33:24)
heres an idea i had, dunno whether it has been done before (probably has)
symmetrical map, one 'flag' that spawns in middle with the same sort of timing as first quad. some form of class or 'loadout' based gameplay similar to bomb i suppose.
the aim of the game is to take the flag and bring it back to your base, where you have to keep it for x amount of time for it to charge, after which you have to attack the enemy base and bring the flag to their spot.
all pretty simple. now lets spice it up.
spawn system: delayed spawn, the delay depending on how long your team have had the flag for. the longer your team has had it, the longer your spawn delay. inversely, for the team without the flag, their spawn delays get shorter. perhaps, if the enemy has the flag for a certain amount of time you can unlock some forward spawns.
'energy' system: having the flag in your base confers advantages such as spawning with high hp/ap and some strong ammo or something, that way the longer your team have the flag, the stronger your guys get.
obviously this is a simple outline but i think this would give you the attacking/defending gameplay that CTF is all about, however, your attack as a full team and defend as one too. whats more, with this spawn and energy system, whilst the match would start out evenly balanced, towards the end of the game, if your defending, you would be facing more frequent waves of weaker enemies just as it takes you a while to replenish your team with the longer spawn delay building up to a frantic finale.
fast paced attack/defend gametype on symmetrical maps, lots of teamplay involved in coordinating attack/defense. the action is focussed in one half of the map at a time making it easier to follow for specs. the game doesnt have a timelimit either, which imo creates for greater tension and suspense.
what do you guys think?
(updated 2012-01-31 21:33:24)
Law, I love this idea, and would be happy to see it implemented. As
far as I'm concerned, the more gametypes, the better, and you seem
to have come up with a great one.
I really like this idea. However, my expirience tells me that this
gametype probably wouldn't be played in public. It's just silly,
but there are just 2 kind of gametypes which are played really
heavily in public: simple (to understand) gametypes and easy (to
play) gametypes. Best example is iCA, which is really easy to
understand (only rule is to kill enemies and rounds), and even
easier to play (insta, no team/selfdamage)
Be aware, I'm talking about the usual player, which means this probably won't reflect the opinion of anyone here on the forum. It's a pain, I've a lot of interesting gameplay ideas which I'll never code cause they won't be played. Easy and simple are the keywords. If you get the possibility to easily kill a lot of stuff, that's a plus. (see agungame -.-)
Ok, let's quit ragemode :)
I actually like that idea, and if anyone is interested, I would like to create a gametype following your description. Possibly there are some pickup-dudes which are willing to play, or atleast test it.
Be aware, I'm talking about the usual player, which means this probably won't reflect the opinion of anyone here on the forum. It's a pain, I've a lot of interesting gameplay ideas which I'll never code cause they won't be played. Easy and simple are the keywords. If you get the possibility to easily kill a lot of stuff, that's a plus. (see agungame -.-)
Ok, let's quit ragemode :)
I actually like that idea, and if anyone is interested, I would like to create a gametype following your description. Possibly there are some pickup-dudes which are willing to play, or atleast test it.
DrahtMaul wrote:
I really like this idea. However, my expirience tells me that this gametype probably wouldn't be played in public.
Trying to please public players and experienced players is a dead end anyway.
thelawenforcer wrote:
forget ctf...
Tbh I'd rather see bomb:tactics making comeback but without mod, gametype only. Bomb with nice extra abilities. And I doubt that smoke shader is a problem fps-wise anymore ;)
Another possibility is we build that attackers vs defenders
gametype from ut; The main issue there would be mapping.
I still intend to try implementing some simple bots in AS at some point, and even at an early stage that could result in invasion.
Plenty of things we can do.
I still intend to try implementing some simple bots in AS at some point, and even at an early stage that could result in invasion.
Plenty of things we can do.
Disagreed with law on this. Sure, the man has good imagination and
stuff, but CTF actually works pretty well with War§oW. CTF is
really nice gametype if you like hectic and action-filled games :)
yeah leave this "it's broken and cannot be fixed" shit, if u don't
like ctf'ish stuff in warsow, simply stay away from it. also go and
discuss ur gt-vision in another thread, this one belongs to ctf.
crizis wrote:
thelawenforcer wrote:
forget ctf...
Tbh I'd rather see bomb:tactics making comeback but without mod, gametype only. Bomb with nice extra abilities. And I doubt that smoke shader is a problem fps-wise anymore ;)
The gametype is there and your welcome to use it. MikeJS is the one that actually wrote it though so perhaps you will require his permission to use it, but I cant see him being bothered aslong as he is creditted somewhere?
Huksi` wrote:
Disagreed with law on this. Sure, the man has good imagination and stuff, but CTF actually works pretty well with War§oW. CTF is really nice gametype if you like hectic and action-filled games :)
problem is CTF isnt that accessible. before your really able to play you need to learn so many things: to move, to shoot dm guns properly, dm style item timing etc. also, i find that the teamplay aspect is sometimes overrated, atleast in wsw. your a team of 4/5 but most of the time your only really TP'ing with one or two other people and even then that would be a very generous description, considering the pace of the game. I think by trying to create something that is easier to pick up, where there is more focus on one objective at a time might make a difference, but then it might not.
farmup wrote:
yeah leave this "it's broken and cannot be fixed" shit, if u don't like ctf'ish stuff in warsow, simply stay away from it. also go and discuss ur gt-vision in another thread, this one belongs to ctf.
fair enough.
thelawenforcer wrote:
farmup wrote:
yeah leave this "it's broken and cannot be fixed" shit, if u don't like ctf'ish stuff in warsow, simply stay away from it. also go and discuss ur gt-vision in another thread, this one belongs to ctf.
fair enough.
Bump the CTF:Tactics thread, it was pretty fun
AND Dagrut made his own advanced fun version of Tactics suited for public
MagusZero wrote:
I still intend to try implementing some simple bots in AS at some point, and even at an early stage that could result in invasion.
And i still intend to make maps for it ;)
SolidFake wrote:
while some ctf maps would definitely work for warsow, the rest is just either too open, features too few tricks for warsow (or is too easy to move with wsw movement) or just doesn't fit scale, even when rescaling
not all, but most
this. Tricks are needed in a warsow ctf map (well..everywhere. Warsow has been made to be tricky). That's one of the best parts of the gameplay :D
Koochi wrote:
this. Tricks are needed in a warsow ctf map (well..everywhere. Warsow has been made to be tricky). That's one of the best parts of the gameplay :D
indeed, it breaks my heart when people just make cs-like maps where they fill rooms with boxes, instead of making maps fitting to warsows gameplay
wdm1 is still my favourite map cause of the insane trick-possibilities there :D
(updated 2012-02-02 03:32:49)
problem is CTF isnt that accessible. before your really able to play you need to learn so many things: to move, to shoot dm guns properly, dm style item timing etc.
I don't see this as a problem. Tbh CTF scene wouldn't benefit anything from players who have played warsow for like 20 hours or under.
The new faces in CTF scene often come from bomb, ca and duel. These guys have already learned to move and learned how different weapons work and they have some knowledge of item pickups too. These kind of guys is what CTF really needs.
In other words, if you don't have good practice, you are useless
shit anyway and we don't enjoy to play with you
This kind of post should worth a ban imho and is totally confirming that my choice to step away from pickups is a smart move. I wish it was the first and last time I've read this kind of «implied» scorn against low-skilled players, but it just simply isn't, being a fucktard is becoming the norm among you i guess
(updated 2012-02-02 15:22:26)
This kind of post should worth a ban imho and is totally confirming that my choice to step away from pickups is a smart move. I wish it was the first and last time I've read this kind of «implied» scorn against low-skilled players, but it just simply isn't, being a fucktard is becoming the norm among you i guess
(updated 2012-02-02 15:22:26)
BBQsauce wrote:
In other words, if you don't have good practice, you are useless shit anyway and we don't enjoy to play with you
I didn't say it like this, and definitely not this radically :E
CTF takes practice. It's not simple and easy gametype to get into. I'm only saying it because it's true.
And if you want to see attitude like this, go to cpmpickup. There the amount of elitism makes everyone sick
This may explain people get inspired and mimic that kind of
primitive behavior. That doesn't make what you said any better,
though, esp. since you even wrote in op attitude is a problem to
get players
Now i'm sorry being that aggressive i just rage incredibly strongly whenever i read this kind of consideration-lacking posts, like it happen'd in rr cup
(updated 2012-02-02 15:59:39)
Now i'm sorry being that aggressive i just rage incredibly strongly whenever i read this kind of consideration-lacking posts, like it happen'd in rr cup
(updated 2012-02-02 15:59:39)

