Page 3 of 3
Posted: Thu Nov 03, 2005 7:37 am
by FragZilla!
riddla wrote:Everything you just mentioned is exactly what we did in Q3 LRCTF. Shame we started just 2 years ago and released a week before Q4. Although I suspect people are beginning to tire of Q4 so I may ought to start pimping some games....
I applaud your efforts. Seriously, I'm not kidding. I ran an LMCTF server because it showed up so fast after Q2 was in everyone's hands and a Q3 version would have been great if it was around as quickly. It's unfortunate that the basic Q3CTF style turned so many people off (of course, it was a 'catering to the bots' and other bad iD decisions problem) that they left and didn't look back to see that someone fixed the game-play at a later date.
That is EXACTLY the kind of game-play that hit the 'sweet spot' for the pro's and the pubbers and allowed them to co-exist and have a lot of fun together...and of course, they still do have fun with it. Most mods divide the pros and pubbers. LMCTF and Lfire did not.
I'm hoping that we'll see you or someone else do that sort of thing in the next 6 months. Otherwise, I fear that the next incarnations of Unreal & Half-Life will siphon off the hardcore players who will keep Q4CTF alive.
Posted: Thu Nov 03, 2005 7:50 am
by FragZilla!
riddla wrote:I really disagree or tend to think you havent played a mod with a balanced set of runes to date. *cough*

Very true.
With the exception of the speed tech/rune, tech/runes don't unbalance pro/pub games if both teams are fairly balanced from the start.
Both teams pick up 2 runes within 30 seconds or so. Even if one gets offensive runes and the other defensive ones, as long as the teams are fairly equal, the better team will win in the end.
Posted: Thu Nov 03, 2005 8:03 am
by FragZilla!
riddla wrote:Our haste rune does NOT make you move or run faster, all it does is raise your rate of fire by 1.3x
Haste is fine. I'm meant the appearance of a 5th tech in Quake2 that sped up running and grappling speed.
That tech was over-the-top when someone who had fast reflexes and awesome grappling skills used it.
Plus, of course, it was a 5th tech that meant that most likely one team had 2 techs and the other had 3.
/And, I'm glad that haste isn't 2x. Most flamewars about it on USENET were about it being 2x and not a lower much number.
Posted: Thu Nov 03, 2005 8:07 am
by FragZilla!
riddla wrote:{SNIP}
When a player holding dies, the rune respawns on a random player spawn at any point across the map.
{SNIP}
That is an awesome game-balancing feature.

Posted: Thu Nov 03, 2005 9:01 am
by FragZilla!
riddla wrote:{SNI}
Either way, offhand grapple all the way.
There's no other way!
Posted: Thu Nov 03, 2005 9:11 am
by [TJD]Rico
FragZilla! wrote:riddla wrote:Our haste rune does NOT make you move or run faster, all it does is raise your rate of fire by 1.3x
Haste is fine. I'm meant the appearance of a 5th tech in Quake2 that sped up running and grappling speed.
Ah, yeah, the Keyser Grapple tech, as I recall. It also allowed the player to grapple to the sky, which normally wasn't possible. It was available in L-Fire CTF, but I never played on many servers that actually had it enabled.
3-Team CTF also introduced a Vampire tech (gave health as reward for damage) and the AmmoGen. 3-Team CTF was awesome fun, and some of the craziest CTF I ever played.
Posted: Thu Nov 03, 2005 9:42 am
by XoqTionR
Its been a long time since clan 3DK and TA. I do not understand why it was never adopted. I loved it more than q3. I loved the weapons and powerups. I live and die by the rail so my favorite runes were the ammo regen and doubler. Quake 4's Arena mode is just like TA which brings back so many memories.
Posted: Thu Nov 03, 2005 6:25 pm
by WangButter
I'd like for someone to figure out how to get the tanks into the multiplayer game.
Posted: Thu Nov 03, 2005 7:07 pm
by R00k
I thought the powerups were balanced fine, when you had good players using them.
And *ahem* our official server seems to stay packed when it's running Arena CTF.

Posted: Fri Nov 04, 2005 3:19 am
by Lenard
riddla wrote:XoqTionR wrote:Its been a long time since clan 3DK and TA. I do not understand why it was never adopted. I loved it more than q3. I loved the weapons and powerups. I live and die by the rail so my favorite runes were the ammo regen and doubler. Quake 4's Arena mode is just like TA which brings back so many memories.
TA powerups and chaingun were so disproportionately balanced it wasnt even funny. Could have a little to do with why hardly anyone played it, now the same powerups in Q4 Arena CTF the reason hardly anyone cares for it currently. Its nothing but a "grab scout, return flag in 3 secs" routine over and over again. The only weapon you have any chance of hitting a scout with once he's managed to leave your base is rail and thats just silly. TA and Arena CTF are a joke when it comes to balanced gameplay. This is a cold, hard fact whether you like the mode or not.
A good game does not rely on such crutches - when the shit hits the fan any FC should also have to turn and fight like a man (or really butch woman)

*Applauds violently*
As someone who has devoted countless hours studying various fc techniques over numerous games and even more numerous mods for said numerous games, I whole-heartedly agree. Learn to aim, learn to move.
Posted: Fri Nov 04, 2005 4:24 am
by XoqTionR
I never really had any issue's killing scout flag carriers. If anything it helped me out with rail because I wouldnt overshoot them, but I use the rail as my primary weapon normally 85% of the time. Scout cant get armor so this made them very weak. I enjoyed the maps most of all, they were huge and fun to play. Seemed like there were more area's to support your flag carrier while running to base. Sure public TA games sucked at times when players would take the runes and not use them correctly, but on with a good team it was very enjoyable. Sometimes those runes force you to develope new skills and strategies.
Posted: Fri Nov 04, 2005 6:56 pm
by §ìgñå
[TJD]Rico wrote:3-Team CTF also introduced a Vampire tech (gave health as reward for damage) and the AmmoGen. 3-Team CTF was awesome fun, and some of the craziest CTF I ever played.
actually they re-introduced it. vampire was introduced in the early Lithium mod.
3-team was fun too, I tried googling it recently, but came up with nothing.

Posted: Fri Nov 04, 2005 7:14 pm
by FragZilla!
§ìgñå wrote:[TJD]Rico wrote:3-Team CTF also introduced a Vampire tech (gave health as reward for damage) and the AmmoGen. 3-Team CTF was awesome fun, and some of the craziest CTF I ever played.
actually they re-introduced it. vampire was introduced in the early Lithium mod.
3-team was fun too, I tried googling it recently, but came up with nothing.

The web site has been gone for a LONG time. All that's left AFAIK is
this planetquake page
Posted: Sat Nov 05, 2005 11:51 pm
by TossSalad
QWCTF was the best, and will remain the best for all time.
For 3 reasons that will never happen again:
1) Grapple - this is how the game started and how it got popular.
2) Instant weapon switching.
3) Lots (16) of high quality maps. There were only a handful of unplayed maps.
4 runes, a grapple and maps is all you need to make ctf good; but it won't happen and ctf will never be good or popular again...