Assault the Flag: A CTF variant

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AlexMax
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Assault the Flag: A CTF variant

#1

Post by AlexMax » Sat Oct 13, 2012 5:27 am

ASSAULT THE FLAG



Assault the Flag is Capture the Flag with a twist. You can play it on any CTF map...unless they use some specific script numbers.

The game is very simple to learn.
  • An ATF match is played across several innings. Each inning consists of two rounds each.
  • During a round, one of the teams is on "Offense" and cannot have their flag taken. The other team is on "Defense" and can have their flag taken and captured.
  • The "Offense" team has 3 minutes to capture the "Defense" team's flag.
  • If the "Offense" team succeeds in capturing the flag, they score a point and the round ends immediately.
  • If the "Defense" team prevents the other team from capturing the flag for 3 minutes, the round ends but no team scores a point.
  • After every round the "Offense" and "Defense" teams switch sides. Blue is always on Offense in the first round of the inning, and Red is always on Offense for the second round of the inning.
A pretty simple spin on the base CTF gametype, but one that has turned into a lot of fun during testing.

Image

The HUD has a little more information on it. At the top of the screen, there is an indicator for which team is on Offense (in this case, Blue), the inning number you are on (1st), and the total number of innings (2). The bottom of the screen has the amount of time left in the current round (2 min 42 sec).

You might also notice that the flag on the stand is white. If your flag is white, that means you're on Offense and don't have to worry about the other team taking your flag, so you need to go take the other team's flag or support your flag carrier. If the other team's flag is white, that means you're on Defense and can't pick their flag up, so you need to get back to your base or intercept their flag carrier before they cap it.

Download Link: ATF Beta 5
Hosted on FUNCRUSHER+: 50.116.50.115:10690

Server admins, this gamemode does not scale very well to bigger maps, so leave Tribute, UAC Headquarters and Crawl Space out of your map rotations. Actually, leave Crawl Space out of your map rotations in your other CTF servers too, while you're at it.

Server-side Variables (Set to 0 or leave unset to use defaults):
  • atf_timelimit - Number of seconds in a round. Defaults to 180. Settings lower than 30 have no effect.
  • atf_inninglimit - Number of innings in a game. Defaults to 2.
  • atf_endrounddelay - Number of seconds to freeze players at the end of every round. Defaults to 5.
  • atf_startrounddelay - Number of seconds to freeze players at the start of every round. Defaults to 5.
Last edited by AlexMax on Sun Oct 14, 2012 10:02 pm, edited 1 time in total.
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RE: Attack the Flag: A CTF variant

#2

Post by Llewellyn » Sat Oct 13, 2012 6:16 am

So you finally got this to work? I never did finish the beta I tried to make for you that one time...
No wait that was CaptureStrike...
Last edited by Llewellyn on Sat Oct 13, 2012 6:17 am, edited 1 time in total.

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RE: Attack the Flag: A CTF variant

#3

Post by Remmirath » Sat Oct 13, 2012 7:16 am

When I read the topic title, I was expecting a gamemode where the flag is possessed by a demon and runs around the whole map and you gotta shoot it down to score. :P

Guess your concept is good, though. Sounds like it took inspiration from UT's assault mode.
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RE: Attack the Flag: A CTF variant

#4

Post by Konar6 » Sat Oct 13, 2012 9:32 pm

Sounds interesting. Finally something for eternal CTF defenders!
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RE: Attack the Flag: A CTF variant

#5

Post by Blade » Sat Oct 13, 2012 9:58 pm

Hmm I came up with something exactly like this. 1 flag on the opposing team and you had go and get it. Perfect for a Bunker map.
Last edited by Blade on Sat Oct 13, 2012 9:59 pm, edited 1 time in total.

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RE: Assault the Flag: A CTF variant

#6

Post by AlexMax » Sun Oct 14, 2012 10:05 pm

Beta 5 is out, and the game mode is now known as "Assault the Flag".

The biggest change between Beta 3 and now is that the ability to 'grab' the white flag should no longer exist at all. Instead, the flag is literally deleted off of the map if you're on Offense. The other big change is now that white flag acts like a true "capture point" that you run over instead of an obstacle that you have to run into. You will also now be told if you are on Offense or Defense when you join the game during the 'initial freeze' period.
Last edited by AlexMax on Sun Oct 14, 2012 10:06 pm, edited 1 time in total.
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RE: Assault the Flag: A CTF variant

#7

Post by Jigsaw » Sun Nov 04, 2012 1:54 am

This reminds me of Blitz gamemode in F.E.A.R. 2. It's nearly the same but the defending team has 2 flags, and the offending have none but a "flag base" to return the flags to. Also, there the game didn't end upon scoring, there are 2 rounds (time limited), and the team who are the offenders in the second round, has to capture more flags than the enemy did in the previous round. It's a really nice concept and actually I had the idea of making it.

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RE: Assault the Flag: A CTF variant

#8

Post by Lord_of_D: » Sun Nov 04, 2012 1:57 am

sounds good and more strategic-like than normal CTF
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RE: Assault the Flag: A CTF variant

#9

Post by Qent » Wed Nov 21, 2012 11:32 pm

Testing beta 5 for FNF with Velocity CTF X, we got at least six crashes. Here is one of the crash reports, in case that helps at all.

EDIT: More: http://www.mediafire.com/?pbbbmj2jde9rca5
Last edited by Qent on Wed Nov 21, 2012 11:41 pm, edited 1 time in total.

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RE: Assault the Flag: A CTF variant

#10

Post by Medicris » Thu Nov 22, 2012 12:59 pm

Reminds me of Quake Live's Attack & Defend mode.

Can't wait to try it at FNF.

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RE: Assault the Flag: A CTF variant

#11

Post by Torr Samaho » Thu Nov 22, 2012 8:41 pm

Qent wrote: Testing beta 5 for FNF with Velocity CTF X, we got at least six crashes. Here is one of the crash reports, in case that helps at all.

EDIT: More: http://www.mediafire.com/?pbbbmj2jde9rca5
The crash logs don't show what's going on (two of them happen in the GL renderer, two while playing a recursive sound). Does it still crash in the latest 1.1 testing version? If so, can you make a bug report and try to include a minimal example wad?

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RE: Assault the Flag: A CTF variant

#12

Post by AlexMax » Sat Nov 24, 2012 8:58 pm

Torr Samaho wrote: The crash logs don't show what's going on (two of them happen in the GL renderer, two while playing a recursive sound). Does it still crash in the latest 1.1 testing version? If so, can you make a bug report and try to include a minimal example wad?
What do you mean by minimal example wad? This was happening with both IDL2012 and Velocity X, so it's not the fault of the CTF wad, and it seems to take a while to manifest itself. To the best of my knowledge, none of the prior betas gave any error messages, but then again the betas before 5 did not attract massive amount of players or people who wanted to stick around for more than 1 or 2 maps, so there is a chance that the bug was there, but simply didn't manifest itself.
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RE: Assault the Flag: A CTF variant

#13

Post by Torr Samaho » Sun Nov 25, 2012 7:26 pm

AlexMax wrote: What do you mean by minimal example wad?
Something that contains as little as possible but still crashes and preferably crashes as quickly as possible. For instance, if it crashes on the CTFTEST map in atf-beta5.wad (without anything else loaded), atf-beta5.wad itself should be a usable minimal example wad.

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RE: Assault the Flag: A CTF variant

#14

Post by Marcaek » Wed Aug 07, 2013 11:26 pm

BUMP

We tested this earlier today and it seems a lot more stable, but I still managed to crash twice over 13 maps.

Here's a log: http://www.speedyshare.com/Uey8V/atfCrashReport.zip (using 1.1.1)
Last edited by Marcaek on Wed Aug 07, 2013 11:27 pm, edited 1 time in total.

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RE: Assault the Flag: A CTF variant

#15

Post by Lord_of_D: » Thu Aug 08, 2013 12:59 am

maybe if we find a good wad with compatible maps we can use it in an fnf, that or wait for a more stable version D:
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RE: Assault the Flag: A CTF variant

#16

Post by piratefinn » Thu Aug 08, 2013 1:20 pm

Quite a few people crashed last night and its still very unpolished so I dont think its quite yet ready for FnF. I'd say make it more clear if you are offensive or defensive and most of all, scale the time limit to the number of players. While 2 min (I think thats what it was?) a round is good in 12> players but below that and it really favours the offense team. That or bob was just too much of a beast with the SSG ;)
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RE: Assault the Flag: A CTF variant

#17

Post by Yellowtail » Thu Aug 08, 2013 2:35 pm

piratefinn wrote:While 2 min (I think thats what it was?) a round is good in 12> players but below that and it really favours the offense team.
In actuality, this is modifiable. Using "set atf_timelimit S", where S is the number of seconds per round, will actually change the timelimit of each round. Default is 180 seconds, minimum is 30. (By the way, it says this in the OP. The server set it to 120 seconds)

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RE: Assault the Flag: A CTF variant

#18

Post by Torr Samaho » Thu Aug 08, 2013 7:16 pm

Marcaek wrote: We tested this earlier today and it seems a lot more stable, but I still managed to crash twice over 13 maps.
When if crashed, were you recording a demo?

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RE: Assault the Flag: A CTF variant

#19

Post by Marcaek » Thu Aug 08, 2013 7:28 pm

Actually yeah, I have the automatic demo recording enabled via Doomseeker.

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RE: Assault the Flag: A CTF variant

#20

Post by Torr Samaho » Sat Aug 10, 2013 6:42 am

There is a bug with demo recording in 1.1.1 that can lead to crashes independently of the mod. Can you check if this mod still crashes without demo recording?

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