DeltaCTF

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[TJD]Rico
Posts: 109
Joined: Tue Oct 18, 2005 8:19 pm

DeltaCTF

Post by [TJD]Rico »

Could this be what Q4 CTF needs? At least it'll appeal to any old Quakeworld/Q2CTF players...

http://www.deltactf.com/

A new mod is in the works for Quake 4, one many old-school CTF players will enjoy, and that is Delta CTF. Delta CTF hopes to bring back the magic that QWCTF, and especially Q2CTF brought, where CTF reached it's peak in Quake's long legacy. Delta CTF hopes to impement those features in which CTF fans desire to see once again in Capture the Flag. Features include the grappling-hook and original techs(Amplifier, Disruptor, Accel, Auto-doc), which was the core of Q2CTF gameplay but was removed by Zoid and id for Quake 3. Other features include Red vs Blue teams, increased player acceleration, a three tiered armor system, the addition of the powershield powerup, the ability to drop weapons, ammo, flag, an upward counting clock, and many, many other useful features.

List of Foundation features of Delta CTF:

- Red vs Blue Teams
- Realistic Flag Models
- Traditional Rune Powerups
- Grappling hook Utility (On-Hand Weapon Select)
- Three Tiered Armor System
- Powershield Powerup
- Improved Respawn Locations
- Team Overlay Information
- Drop Weapons
- Drop Ammo
- Ambient Lighting
- Brightskins
- Upward Counting Clock
- Increased Player Acceleration

As well as creating many, many NEW CTF maps, they will also be 'fixing' the id CTF maps to fit into this new gameplay. Renditions of classic QW/Q2CTF maps are also planned. The team is also preparing gameplay improvements and changes, to help balance play and help support the spectator side of the mod. This includes newly balanced weapons(reduced rail damage), shoutcasting features, sponsor advertising, team jerseys, and player profiles.

List of Improvement features for Delta CTF:

Newly Balanced Weapons (Reduced Rail Damage)
- Restructure Timelimit into 3 Game Periods
- Shoutcasting Features
- Spectator Improvements
- Player Profiles
- Sponsor Advertising
- Player Jerseys / Clanskins (Name, Clan, Country)
- Improved GUI (Ammo/Weap Info)

The dev team behind this mod is an all-star cast, including id Software's new community man SyncError as lead designer, his wife, Lilie, as lead producer, AnthonyJ from Q4Max, Bandit who was part of the X-battle team, as well as his new mod, GameType Revolution(GTR), drach from the drachctf maps, Method who created Mash-Up Streets, as well as myself (Slasher) doing promotion and PR, with more infamous players to be announced soon.

The team is still looking for additional mappers and a 2d artist.

More information about the mod's capabilities and info can be accessed on the official website at this location. Forums have been created, and the official IRC channel has been put up at #deltaCTF on irc.enterthegame.com.
kleeks
Posts: 161
Joined: Sat Apr 14, 2001 7:00 am

Post by kleeks »

sounds good, looking forward to see what you have to offer.

nice line up dev wise ~ (just one question, have they all stopped working on their previous mods to concentrate on this one) seems to me we could be seeing a pooling of resources (minds) that will benifit the community.

expert CTF mod already has a working grapple >> http://expertctf.net/Index-Orange.htm (off hand too :) ) - might be worth looking at.
Slasher
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Joined: Wed Nov 23, 2005 9:42 pm

Post by Slasher »

riddla wrote:we (Loki's) also have a working grapple and almost identical goals. perhaps we should team up.
what kind of goals are you lookin at as well?
xchaser
Posts: 280
Joined: Sat Dec 04, 1999 8:00 am

Post by xchaser »

well I was a big time lmctf player and thats what I am looking for in ctf. damn lmctf was crack for me I could not stop playing that mod.
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KO
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Post by KO »

Q3 movement was like crack. Q4 movement is like cack.
wviperw
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Post by wviperw »

KO wrote:Q3 movement was like crack. Q4 movement is like cack.
LOL? Q3 movement sucked a lot. Felt like you had a ton of bricks tied to you (with respect to air control). QW, Q2, and CPMA all had better movement IMO. Even Q4 movement is nicer with the addition of crouch-sliding (and fix viewpoint and/or UPS up to 350).
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kleeks
Posts: 161
Joined: Sat Apr 14, 2001 7:00 am

Post by kleeks »

KO wrote:Q3 movement was like crack. Q4 movement is like cack.
perhaps more practice is needed then ?

the addition of crouchsliding ups the ante imo, giving q4 better movement than q3
(pm_speed tweaks, or even the change of view height being currently tested in GTR may help you believe this) - I believe the engine is good, just the realisation of it in q4base is poor.


edit : LoL wviperw, great minds think alike :)
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

wviperw wrote:
KO wrote:Q3 movement was like crack. Q4 movement is like cack.
LOL? Q3 movement sucked a lot. Felt like you had a ton of bricks tied to you (with respect to air control).
Hence the popularity and depth of Defrag... Q4 could add some nice things though (map triggers are more limited on the other hand?).

Imho KO is right in the sense that although Q4 should have replicated Q3 physics mathematically (Tim Willits' words), but it feels slower and some things like quickly jumping at someone with gauntlet are nearly impossible.

The increased view height is bad for people who want to switch between Q3 and Q4 frequently, because in Q4 it often feels like you're going to overjump circlejumps when you're used to Q3.
Last edited by Oeloe on Thu Apr 06, 2006 10:21 pm, edited 1 time in total.
Ganemi
Posts: 564
Joined: Thu Apr 21, 2005 12:57 pm

Post by Ganemi »

What the hell is so good about a grapple hook? I remember it being really shitty in Q3.

What was it like in Quake 2?
gravedigga
Posts: 38
Joined: Thu Aug 11, 2005 7:20 pm

Post by gravedigga »

As i remember q2 the grapplers moved alot faster, i liked it. Sometimes i wondered where the shots came from.
The bastards Shot Kenny.
xchaser
Posts: 280
Joined: Sat Dec 04, 1999 8:00 am

Post by xchaser »

yea they have new screenshots of how it looks and I have to say the red and blue looks awsome. ID/RAVEN should change back to red and blue instead of the foogly orange and green.
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DooMer
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Post by DooMer »

q2 seemed like it was meant for grapple. Some of the maps had places built in with it in mind. It just doesnt fit q3's gameplay, which is why it was removed. Even q3 mods based around the grapple dont feel right at all.
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Foo
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Location: New Zealand

Post by Foo »

s'cos Q3's movement is smooth as glass and grapples are naturally kinda... jerky.

You're right though, it did suit Q2. I think it would suit Q4 as well for similar reasons.
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Oeloe
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Post by Oeloe »

DooMer wrote:q2 seemed like it was meant for grapple. Some of the maps had places built in with it in mind. It just doesnt fit q3's gameplay, which is why it was removed. Even q3 mods based around the grapple dont feel right at all.
I agree. Imo it's just not very exciting to grapple in Q3, regardless of the grapple settings. Hence, rocketjumping (or railjumping), which is in a sense the opposite of grappling, is much more popular in Q3.
Slasher
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Joined: Wed Nov 23, 2005 9:42 pm

Post by Slasher »

First ALPHA screenshots can be seen here: http://www.deltactf.com/forum/viewtopic.php?t=58

The DeltaCTF team would like to welcome Shawn "xfoo" Jansenn as the newest member of the team. As Creator of Fool's Choice and Fool's Run, xfoo is ready for the challenge of creating the next classic CTF map.

The DeltaCTF team is still currently looking for additional mappers to re-create favorite remakes of past CTF maps, as well as original works for the first release. Additionally, a 2D artist is also being sought after.

Interested parties should contact Lilie in IRC on ETG or QuakeNet, or email her at Lilie@DeltaCTF.com
Lenard
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Post by Lenard »

Looks good. Is hook up yet?
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
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