ET CTF(ish) what do you think??


(iistrust) #1

I am about to develop a level that combines the elements of CTF and the original ET objective based stuff. This will work by having a number of ‘objects’ placed in a neutral location which have to be retrieved and returned to the players respective base. Within this there will still be a number of objectives for each of the sides to help/hinder progress. The winstate will be once all of the objects have been retrieved and held for a certain amount of time, although objects can be stolen from each of the bases during play, meaning a structure of offense/defense must be implemented to ensure victory.
Feedback points:

  • What do you think in terms of gameplay,
  • All you crazy coders out there, do u think this idea is feasible (im a modeller, and a bit poo when it comes to ne thing programmy, scripty),
  • Any potential problems + extra ideas…

Well thats about as brief i can make it, ur opinions are welcome!!!


(sniser) #2

YES!!!

Hmm, maybe this is already possible with the exisiting map scripting? No clue, but I love the idea.

I had a similar one - gold in the middle (or spread around?), two trucks. Touching dropped gold doesn’t return it - you pick it up (if you are already carrying some, nothing happens). Before a truck is “full” and stolen, enemies can steal gold from there too. The team which escapes with 4 or 6 gold bars first wins. Dunno if that is possible without modding, either.


(ChumChum) #3

I like the idea. I think you would want an odd number of obj. since it will be insanely hard to get multiple objectives equal distance from each teams spawn. This means each team will probably go to that obj first to get it capped right away. This way, if you have 3, then both teams will battle for the final obj. It also allows for that surprise rush where a team forgets about the close obj. and goes for another one perhaps succeeding and having an upper hand on the map. I think tho that they should only need to cap all 3 obj, not hold them. Not sure on this tho as it would need to be playtested. It just seems that it would be hard to keep a team from just touching an obj for an extended peirod of time. Also, the odd number of objecctives will come in handy for when time expires. This way, you can declare the team with mroe obj. the winner.

Just some random thoughts. I can’t really offer much in terms of crating the mod/map :confused:


(iistrust) #4

I also was thinking along the idea of trucks being implemented for one of the pick-ups (the other two can be carried) altho i dont know how well it would play out. I think its gonna come down to quite alot of play testing to get it working in a well balanced manner, time shall tell. Ideally i would like the play experience to be different for each side, altho that raises the same problems as above


(Mastah(ful)_P) #5

The idea behind holding the objectives comes from a team balancing issue. If one team is far better than the other, all it will take is 3 good players to retrieve the items, and game over. However if the team is forced to defend for a set amount of time, it gives the opposition another chance, at the same time varying the game play.


(Vetinari) #6

Yea… what about one destroyable object per team… this object has to be dynamited by the enemy and respawns a few seconds after it has been destroyed… after a given time the team with the most destroyed enemy objects wins.
Hmmm… that’s close to a dual objecttives map, where both teams have to destroy one thing… but different, because game’s not over when it’s done :wink: