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back[gt] Capture The Flag: Tactics

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[gt] Capture The Flag: Tactics
crizis

Mad Hatter
(4083 posts)

*BUMB!* 0.8.3.

This is, in many ways, quite important milestone as it's getting feature complete and decently balanced.

Changelog:

v0.8.3 (16.1.2009)
General gameplay:
* Cannot build turrets or ammo boxes on top of the flag (radius 192)
* If players try to rl shoot abuse turrets or boxes on top of the flag, they destroy (radius 96)
* Ammo dispensers give also 25 health
Grunt:
* Cluster bombs finally work! BOOM! :P
Runner:
* Full invisibility
* Removed battleshield
* Lower cooldown for using invis after being shot
Turrets:
* Lower knockback
* Cooldown to detect invisible player upped to 2.5sec

Huksi`

CTF Maniac
(3270 posts)

But still the same medic? :D

crizis

Mad Hatter
(4083 posts)

Oh, the usual release & crash bugfixing again, 0.8.4 fixes crashing with cluster bombs =P Also drop commands removed for classactions.

thelawenforcer

dramallama
(4266 posts)

im starting to think such a gametype would work better in a non CTF gamestyle tbh.

that said, everything is looking really quite cool and complete.

dendrofil

Member
(1162 posts)

Indeed law, just replace the flag model with something of value! :)

WoOdY49

Member
(794 posts)

dendrofil wrote:

Indeed law, just replace the flag model with something of value! :)

Now that doesn't actually change anything :D

qbert84

Member
(186 posts)

maybe hes thinking about an objective gametype, like in et.

dendrofil

Member
(1162 posts)

it changes the fact that 5 players risk their life in a battle with heavy explosions, lasers and other wicked awesome stuff for a staff with a floating § on. Raw dmgamers like everyone here doesnt care what it is. A new player on the other hand, wont see any difference between this, regular ctf, or even UT ctf. I would even fight more for a cherrypie than the flagpole.
People dont want the same old DMgame gametype they seen in 100 times in different games.
The first impression on someone is their looks ;)

KoFFiE

Member
(1895 posts)

Are you suggesting a cherrypie model?

KILLME

Member
(1508 posts)

KoFFiE wrote:

Are you suggesting a cherrypie model?

A cherrypie model would be damn awesome to be honest...

zzzzz

Member
(4 posts)

I dont like the new modifications on runner and grunt. The invisibility thing feels a bit useless and the cluster bombs just make the game more confuse and add more spam. I prefer the old bs on both classes.
Everything else is good, engie and medic classes look fine to me at the moment.

thelawenforcer

dramallama
(4266 posts)

ammo boxes need lower hp imo.

jal

master of the universe
(10599 posts)

thelawenforcer wrote:

ammo boxes need lower hp imo.

agree. And maybe pain sounds too. It feels a bit icky to shoot at them.

crizis

Mad Hatter
(4083 posts)

800 -> 400. they should still be a tid bit harder than turrets.

Brafilus

Member
(40 posts)

ctf_dispenser.as
Line 5:
cVec3 dispenserMins( -16, -16, -16 ), dispenserMaxs( 24, 24, 10 );


change to:

cVec3 dispenserMins( -16, -16, -16 ), dispenserMaxs( 24, 24, 16 );


(or maybe:
cVec3 dispenserMins( -24, -32, -16 ), dispenserMaxs( 24, 32, 16 );

i cant test it)

dendrofil

Member
(1162 posts)

alrighty, I played the first game of ctft for a long time & promised crizis to give some feedback, so here goes.
I think the gametype has developed loads & I really really enjoyed the games I played. Its much much more balanced then before, I felt that I had control and understanding over what was happening.
Both classes I played as was great fun, first defensive grunt & even if I actually hardly did shit during the entire game I enjoyed placing clusters & helping out my teammates supplying armors & shooting some now and then. With voicecom I would have dared to leave the base futher & push out to be of more use.

As a medic I played a totally different role and gameplay, found that it was very easy to die and that I had to be really careful in my firefights. I had lots of fun being the reviver of my grunt & runner teammates as they was pushing forward infront of me whilst I kept in the background trying not to die & keep them alive.

Some minor thoughts I have:
1) why cant the medic wear the armor? I cant see a good reason for it.
2) I think that you should see the respawntime of a dead teammate either above the cross or in team_info. Since it will be too hard to keep track of when teammates died.
3) you cant see the pics of the models on tab when you wanna look at teammates classes, they are too small. Replace with pic of cross/spanner etc or just letters E G M R.
4) some sound for the revive. It was hard to notice sometimes if you tried to revive during a firefight.

This gametype can definetly become close to my personal definition of the ideal game. I really like it and im almost thinking about calling in sick for our match tomorrow to play the pugcup :D

jal

master of the universe
(10599 posts)

dendrofil wrote:


1) why cant the medic wear the armor? I cant see a good reason for it.

Ye. I think medic could retain some more armor. The low level it has now is a remanent of the days when it regenerated health very fast. It should still be weak, but I don't see why can't he keep up to 50ap given by his mates, and dropping armor to them would be more rewarding and make the mini-squad more powerful.

BTW, I'd like to add a 5) point. It needs a cooler name :P Yes! I know, there's nothing wrong with ctftactics and it's descriptive, but a cool one would be better :P

goochie


(4219 posts)

Call it "Turret Syndrome".

WoOdY49

Member
(794 posts)

"an engineer, his turrets, and two cherrypies"

goochie


(4219 posts)

Is this from your private porn collection, woody? :P


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