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flag [2017/06/13 14:38] biell [Making FLAG maps] |
flag [2020/08/09 15:13] biell [Capture the flag] |
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This game mode is faster than TBD because there is no waiting for a bomb to spawn. This keeps the pressure up at a level significantly higher. Infiltrating players are not marked (like in BALL or TBD), and so can come from anywhere. | This game mode is faster than TBD because there is no waiting for a bomb to spawn. This keeps the pressure up at a level significantly higher. Infiltrating players are not marked (like in BALL or TBD), and so can come from anywhere. | ||
+ | In TBD, the width of a map is a critical design point because it specifies how | ||
+ | far a plane, weighed down with a bomb, must travel to reach the goal. This | ||
+ | slows the play of the game and requires coordination. This coordination makes | ||
+ | for great games clan vs. clan, where the players are working together. But, | ||
+ | it can be frustrating in pub servers where players either don't know how to | ||
+ | work together, or simply just refuse. Because of this combination of push | ||
+ | and defense, TBD is best played 7v7, and suffers below 6v6. FLAG, on the | ||
+ | other hand, is best played at 5v5, with 4v4 and 6v6 also working quite well. | ||
+ | FLAG also works better on a smaller map than TBD. | ||
+ | |||
+ | An example map shows the importance of width over height in a FLAG type game. | ||
+ | Also, notice the turrets, which should be capable of halving the health of | ||
+ | a Biplane before they get to the flag for at least half the routes to the flag. | ||
+ | {{ ::ball_flag_anxious_collapsed.png?768 |}} | ||
===== Making FLAG maps ===== | ===== Making FLAG maps ===== | ||
FLAG maps should be designed similar to TBD maps. The area around the flag | FLAG maps should be designed similar to TBD maps. The area around the flag | ||
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Each team should have its own spawn area at opposite sides of the map. Near this spawn area should be a ''shield'' power-up assigned to the opposite team, so only they can pick it up. This will be the flag. The flag icon should be placed on a parallax view above the shield so that it is always visible. | Each team should have its own spawn area at opposite sides of the map. Near this spawn area should be a ''shield'' power-up assigned to the opposite team, so only they can pick it up. This will be the flag. The flag icon should be placed on a parallax view above the shield so that it is always visible. | ||
+ | |||
+ | When a map contains ''_flag_'', the FLAG game type is automatically enabled. | ||
+ | The Alti+ server looks for team powerups and enables them as flags. You | ||
+ | can set this with commands similar to: | ||
+ | |||
+ | /add powerup flag left 2338,821 | ||
+ | /add powerup flag right 222,821 | ||
+ | | ||
+ | The first command creates a special powerup (assumed to be a flag by the server) | ||
+ | named "flag" (the name is irrelevant here). It is specifically the powerup at | ||
+ | the X,Y (Altitude geometry starting at lower left corner) of 2338,821. This | ||
+ | powerup will be the flag for the left team. Notice though, that this flag is | ||
+ | not on the left side of the screen. The flag should spawn somewhere near the | ||
+ | opposite (in this case the right) teams spawn area. | ||
+ | |||
+ | Given the fast paced nature of this game type, it is often common to lower | ||
+ | the player ''spawnHealth'' to somewhere between 75 and 85, this can be done | ||
+ | with: | ||
+ | |||
+ | /set spawnHealth 75 | ||
==== Flags ==== | ==== Flags ==== |