tag
Differences
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| tag [2017/06/16 17:34] – [Map Making] biell | tag [2017/06/16 17:35] (current) – biell | ||
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| ====== Tag ====== | ====== Tag ====== | ||
| The TAG game type is really a reverse-tag or king of the hill game | The TAG game type is really a reverse-tag or king of the hill game | ||
| - | type. The goal is to kill the player who is **it**, and then you | + | type. The goal is to kill the player who is //it//, and then you |
| - | become | + | become |
| for the most amount of cumulative time is the winner. | for the most amount of cumulative time is the winner. | ||
| 5 players ordered by time are displayed for all to see. | 5 players ordered by time are displayed for all to see. | ||
| The TAG game type is one of the two asymmetric Alti+ game types. | The TAG game type is one of the two asymmetric Alti+ game types. | ||
| - | In this type, the player who is **it** changes, and game play | + | In this type, the player who is //it// changes, and game play |
| should continue based on time. This is different from the MDG | should continue based on time. This is different from the MDG | ||
| game type, which ends with a goal (team annihilation). | game type, which ends with a goal (team annihilation). | ||
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| one to use should be based on balance. | one to use should be based on balance. | ||
| to the chasers, then the FFA game mode is better. | to the chasers, then the FFA game mode is better. | ||
| - | leans to the one who is **it**, then the TDM game mode is better. | + | leans to the one who is //it//, then the TDM game mode is better. |
| {{ tdm_tag_bubbles_collapsed.png? | {{ tdm_tag_bubbles_collapsed.png? | ||
| There are three aspects to the TAG game play which revolve around | There are three aspects to the TAG game play which revolve around | ||
| - | the player who is **it** which each map needs to balance. | + | the player who is //it// which each map needs to balance. |
| a proper balance, some TAG maps may disable certain planes or | a proper balance, some TAG maps may disable certain planes or | ||
| weapons. | weapons. | ||
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| on running, but is too open, the map should be of FFA game mode. | on running, but is too open, the map should be of FFA game mode. | ||
| In this mode, the chasers have to be more careful about killing | In this mode, the chasers have to be more careful about killing | ||
| - | each other, adding a little advantage back to the one who is **it**. | + | each other, adding a little advantage back to the one who is //it//. |
| If a map is designed so that alluding capture is very easy, then | If a map is designed so that alluding capture is very easy, then | ||
| the TDM game mode should be used to allow the chases to be as | the TDM game mode should be used to allow the chases to be as | ||
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| ==== Fighting ==== | ==== Fighting ==== | ||
| The best defense is a good offense! | The best defense is a good offense! | ||
| - | be to turn and fight. | + | be to turn and fight. |
| arises, killing your chaser may be the best way to not get caught. | arises, killing your chaser may be the best way to not get caught. | ||
| Additionally, | Additionally, | ||
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| Spawn points should be spaced out as much as possible, with at least | Spawn points should be spaced out as much as possible, with at least | ||
| - | 6 spawn points. | + | 6 spawn points. |
| same time and at the same spawn point as another player. | same time and at the same spawn point as another player. | ||
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| these maps, and should be considered when the advantage leans too | these maps, and should be considered when the advantage leans too | ||
| much to the chasers. | much to the chasers. | ||
| - | of wrap-around if the advantage leans to the one who is **it**. | + | of wrap-around if the advantage leans to the one who is //it//. |
| Consider turning gravity off. If you are hiding behind something and | Consider turning gravity off. If you are hiding behind something and | ||
tag.1497634453.txt.gz · Last modified: by biell