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The way of RealCTF|
The way of RealCTF mouse from Squirrelsoftware, who was responsible for the code part of RealCTF told me that RealCTF was originally inspired mainly by QuakeWorld Threewave CTF and QuakeWorld Creeper CTF. This explains for example, why a capture limit was originally not implemented, simply because this was not the way CTF was played. The Tractor Beam is probably the first novelty to notice when starting the game. It is a "weapon" which is placed at the same spot as the Dispersion Pistol, though "weapon" might not be the adequate word, actually it is some sort of "Grappling Hook". With primary fire, a blue beam shoots straight out. Once it hits a wall, you will start being pulled towards the point where the beam has attached to the wall. Secondary fire does the same, however, instead of pulling you towards the wall you have hit, it will PUSH you away from it. So you might try to aim straight down to the floor, and hit alt-fire for a big jump for example. In addition to the normal beam, there exists the offhand beam which can be used without switching to the beamer (so you keep your current weapon selected). All you have to do is assign a key to it (see Keybinds and Settings). The offhand beam can only pull you, not push you, and it's not exactly as fast as the normal beam. Many RealCTF maps rely on the Tractor Beam as additional standard item which every player gets, for example to reach certain sniper towers (defensive positions) or to acquire items which are normally out of range. The RealCreeper game type included with RealCTF drives the flexibility of the Tractor Beam even further. But Creeper games are a matter of its own, check them out at the official online help page, here is the link directly to the Creeper topic: http://www.planetunreal.com/realctf-help/Creeper/RealCreeper.htm Artifacts also play a special role. Details should also be read at the official RealCTF page, but the normal CTF artifacts are as follows: You can carry only ONE at a time, its effects will last untill you drop it (or you die). Existing standard artifacts are
TeamPlay is critical. A good mixture of defenders, people on patrol and attackers (going after the enemy flag) are a good start. You will even be rewarded in your score for teamplaying. For example you get extra points when you defend your flag carrier who tries to return the enemy flag but gets under fire on the way... Extra points are also awarded when you assist a capture in another way, such as returning your own flag or killing the enemy flag carrier so a capture for your team is made possible immediately after your flag is returned. |
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RealCTF-C patch - release 3/4/5 This patch is a general enhancement for RealCTF and RealCreeper, NOT FOR ANY OTHER GAME MODE which RealCTF brings along! The patch delivers the following enhancements:
RELEASE 5: This patch is final and will not be further developed by me. Download? The server installation file is right here: RealCTF-C 5 (no source, 23 kbs) For studies and mod writers, I am also releasing the Source Package (31 kb) |
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RealCTF map issues Normal DM maps do not have flag starting points (no team bases), and do not have any of the other advanced RealCTF-specific map features. So it's logic, that you want to play on RealCTF specific maps. You can recognize a RealCTF map fairly easy, because they all start with real in the name, such as real_keetor.unr. Right then, what happens if you start a normal DM map with RealCTF? Does it mess up the game? Does it crash? The worst thing that can happen is, that the game won't be funny RealCTF searches the map for the flag bases, and should they be missing as in a normal DM map, RealCTF will calculate 2 points in the map which are very far away from each other, and create the flag bases there. So in theory, you could play RealCTF with any DM map, but you will soon find it pretty boring. Not only are the flag bases often hard to find or at very odd locations, they might even obstruct lifts or cause other problems on normal maps. However, some DM maps play EXTREMELY well with RealCTF. This is why }TCP{ has decided to leave some very special DM maps installed on their RealCTF server, but of course careful judgement has to be taken whenever a standard map is "misused" in such a way. You MUST TEST EACH MAP INDIVIDUALLY and this takes a lot of time and only yields very few maps which are really good. Especially frustrating are large maps, you will not find many large DM maps playing well with RealCTF, and the small ones - even though playing well - are... umm... too small (DUH!). But test yourself, and try to play a 3vs3 RealCTF match on Deck16 (one flag will spawn at the Rifle near the lifts, the other at the Flak down at the slime...) and you will be surprised how fine it does - but really NO MORE players! |
Thanx go to (in no particular order)
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