There are a couple of interesting game modes that are in Quake 4, but no maps support at the time of release. These modes are "assault", which i'm guessing is just like the old mode in Q3:TA where you have to assault an object (Probably better than a glowing shiney thing) and One Flag CTF.
Now, One Flag CTF seems possible in the editor, so does assault. All the entity data is there and waiting to be used.
Has anybody actually messed with it all yet?
The "hidden" quake 4 game modes.
You might get a better response on LEM about this. It would be interesting to see if the community might be able to come up with a few maps for these game types.
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I haven't looked at it much, no, but the SDK code contains more stuff that looks like some sort of Assault was on the cards, and maybe canned because it was taking too long to get ready. For example in CTF.h:
And in CTF.cpp:
I dare say someone with skills could possibly roll out an Assault game type without too much problem.
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class rvCTF_AssaultPoint : public idEntity {
...
// these could be maintained as lists to allow multiple AP paths
// the assault point one step closer to the Strogg base
idEntityPtr<idEntity> toStrogg;
// the assault point one step closer to the Marine base
idEntityPtr<idEntity> toMarine;
// who currently owns this assault point
int owner;
int index;
bool linked;
...
}
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gameLocal.Printf("Assault point %s captured by marines!\n", name.c_str());
Why wait for the expansion? If fully functional, you could probably start making a map or two.Hipshot wrote:Maybe for the exp pack.
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Thought it didn't work cause someone said 'Was on the cards' and 'canned'.
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Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
I dont see WHY assault was canned... If it was more UT than TA Assault, then it would of been amazing.
Imagine attacking a strogg point, like a generator or something, while defending your own point....? It would of rocked...
And one Flag CTF...? Come on for christs sake, its such a cool mode to play, we added it to EECA and it just rocked. Its not exactly HARD to do either.
Imagine attacking a strogg point, like a generator or something, while defending your own point....? It would of rocked...
And one Flag CTF...? Come on for christs sake, its such a cool mode to play, we added it to EECA and it just rocked. Its not exactly HARD to do either.
Aye, it certainly could have. Perhaps the problem is that such a game time requires larger teams than are feasible at the moment, or something.o'dium wrote:I dont see WHY assault was canned... If it was more UT than TA Assault, then it would of been amazing.
Imagine attacking a strogg point, like a generator or something, while defending your own point....? It would of rocked...
Again, I agree. I played 1-Flag in Classic CTF and it was manic and great fun. I've seen code in the SDSK relating to 1-Flag CTF. For example:o'dium wrote:And one Flag CTF...? Come on for christs sake, its such a cool mode to play, we added it to EECA and it just rocked. Its not exactly HARD to do either.
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} else if ( ( idStr::Icmp( gameLocal.serverInfo.GetString( "si_gameType" ), "One Flag CTF" ) == 0 ) ) {
gameLocal.gameType = GAME_1F_CTF;
gameState = new rvCTFGameState();
} else if ( ( idStr::Icmp( gameLocal.serverInfo.GetString( "si_gameType" ), "Arena CTF" ) == 0 ) ) {
gameLocal.gameType = GAME_ARENA_CTF;
gameState = new rvCTFGameState();
} else if ( ( idStr::Icmp( gameLocal.serverInfo.GetString( "si_gameType" ), "Arena One Flag CTF" ) == 0 ) ) {
gameLocal.gameType = GAME_ARENA_1F_CTF;
gameState = new rvCTFGameState();
}