"Zone Capture"-gametype


(nUllSkillZ) #1

Hi,

at http://www.resistanceandliberation.com/ I’ve found their idea of a “Zone Capture” gametype.

I think this could also be an idea for an ET-map.


(Loffy) #2

From their (well made) homepage:

There are currently two type of gameplay for maps. /—/ The second and more robust gametype is the “Zone Captureâ€? form of play. In this sitiation, teams will have various locations on a given map that must be captured and/or held for a certain period of time. Generally each zone will have an importance level, with each level of importance requiring more men and time to secure the zone. Zones are not marked with typical flags or base objects, but consist of a larger area that needs to be defended. By capturing certain zones, teams can gain an advantage by advancing their spawn points to the captured zone. This is to simulate the moving of a battle’s frontline. Action can be tense for any team on the defensive, especially when they’re confined to a smaller section of the map.

Sounds very interesting. I think it can be done in ET, atleast in a testmap just for fun. I don’t have time atm (cos Im working on my Facility map) but perhaps later. Maybe someone can give it a try? If I saw it on an ET server, I would definitely dl it and join the server beacuse I like the idea of capturing and holding areas (e.g. hilltops).
// Loffy


(nUllSkillZ) #3

Thanks for quoting.
Should have done this by myself.


(Loffy) #4

The more I think about the “capture and hold a zone”-idea, the more I like it. I do not have all the details ready in my head. (E.g. if it is a hilltop, where should the spawn-areas be? On the top for the defenders, or a bit down on the hill-slope?) But I’m sure it would be fun mapping it, and designing the details.
// Loffy


(boomart) #5

yeah yeah… its a capture the flag type of game… rtcw had this sort of objective ( mp_destruction for instance), nothing new except, perhaps, to keep each it for a certain amount of time. each. .


(eRRoLfLyNN) #6

I don’t know, I think one of the best things about ET is its objective types (dyna/grab and run). I played a demo of Joint Ops which seems to be similar to what you’re discussing here, and I have to say I wasn’t very impressed. Of course that is only my opinion, I’m sure other people will disagree. The gameplay of ET, where teams are focused on a specific objective (eg blow a Gun, steal Radar Parts…), is more intense and interesting than any “Zone” type game I have tried. Then again I am addicted to ET and don’t really like any other games anyway! :stuck_out_tongue:

Sorry if I appear to be negative about your idea, I just think there are other games that have this gametype, and to me it isn’t interesting. Although if it was to capture zones leading to a final objective maybe it would make for more focused play?


(boomart) #7

/agreed


(Ifurita) #8

Mustard and I were talking about exploring this concept, by using Gerbil’s patrol points as a base. You could capture a flag by remaining in an area for 30 seconds. First team to x points wins


(DG) #9

i’d love to see a bk_forestb1 map in et. possibly could swap flags for CP’s, but that’d just slow it down even more and make it even less straightforward.


(boomart) #10

yup, and make both sides all engies


(Boleth) #11

I do not have all the details ready in my head. (E.g. if it is a hilltop, where should the spawn-areas be?

A possibility would be to cut bunkers into the side of the hill, you could place a door to go directly onto the hill, and also a winding corridor up the hill maybe 50 yards away from the objective.
Spawn time could be instant for fast fierce action. Downside would be the extreme need of team balancing, this could be countered by (not sure if this is possible) variable spawn timing depending on who is in control of the flag.


(G0-Gerbil) #12

I’ve got a CP map sample on my site, although I keep meaning to update it because someone on my forums (sorry don’t have his name to mind) suggested an improvement that I do mean to put in because it was rather cool.

Using PPs seems reasonable too I suppose, that would take care of the area, although they’d need to be expanded a bit script-wise (IE since it would need 2 on top of each other, 1 for each team. They would need to interact in as much as they can’t both count up at the same time).

Probably sticking to flags rather than areas might be good though. While the area thing is a nice idea, there’s no real way of counting how many people in an area at once, other than having tons of non-overlapping PPs which would get a bit painful on the scripting front.

[edit] Hmm I can’t recall if I fixed a bug in the sample map. If you download it and it don’t work right, let me know - I’ve got an updated version floating around somewhere.

Doh.


(G0-Gerbil) #13

Also, keeping with flags is a more widely known ‘game-type’ since it was in RTCW.
Plus, it’s just a damn sight quicker :slight_smile:


(Oxygen - o2) #14

isnt that just like Checkpoint mode from good ol’ RTCW? :slight_smile:


(Loffy) #15

Personally, I was thinking more of invisible trigger zones that “feel” who is where and for how long. The players know where the zones start and end, so they know how big the zones are. The terrain (or floor) has a certain colour inside the zone, e.g.
Sound is used to give players a hint when a team secures a zone.
A counter could keep track of how long a team has secured a zone.
What is the main objective? Don’t know yet.
Will it work? Only one way to find out :slight_smile:
// Loffy


(G0-Gerbil) #16

I was thinking, if you want to get ultra complicated in the entity setup and scripting, extend the PP idea so that in the same area, there’s 1 PP for each team / class combination.
Then, you capture zones quicker depending on how many different classes on your team are in the area. It’s a bit of a side-step on the ‘how many people in the zone’ but would be kind of nice to promote class balance big-time :slight_smile: