Newschool CTF?

General discussion of the port and Doom-related chat.

What do you think?

 
Total votes: 0

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Ænima
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Newschool CTF?

#1

Post by Ænima » Sat Sep 29, 2012 11:38 pm

Would anyone be interested in a "newschool" CTF project?

CTF maps with
  • 3D floors
  • dynamic lights
  • ACS scripting (not too heavy, just "accessory" scripts, nothing game-changing)
  • mod compatibility
  • 64 player compatibility!
  • the Zandronum logo EVERYWHERE
As a way to distinguish Zandro's CTF experience from Oda/ZDaemon.


This is something that I've been curious about for a while and I'm just wondering if anyone else would be willing to hop on, otherwise it's probably not worth wasting all that effort on.

Vote and discuss please.
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Yellowtail
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RE: Newschool CTF?

#2

Post by Yellowtail » Sat Sep 29, 2012 11:40 pm

Will it require limited air control like pretty much every other popular CTF mod?

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RE: Newschool CTF?

#3

Post by Llewellyn » Sat Sep 29, 2012 11:41 pm

I think the term "Newschool" is sort of already apparent in CTF maps, as they are usually made now-a-days with newschool in mind (jumping, rocket jumping, freelook, etc.)
I might be interested if I can think of a layout idea or two.
Yellowtail wrote: Will it require limited air control like pretty much every other popular CTF mod?
I personally don't think that large air control is good in any situation...
Last edited by Llewellyn on Sat Sep 29, 2012 11:41 pm, edited 1 time in total.

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RE: Newschool CTF?

#4

Post by Ænima » Sat Sep 29, 2012 11:41 pm

Yellowtail wrote: Will it require limited air control like pretty much every other popular CTF mod?
No.

Wait why do they do that? To discourage RJ'ing?
Reinforcements: midgame Survival joining/respawning
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AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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Yellowtail
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RE: Newschool CTF?

#5

Post by Yellowtail » Sat Sep 29, 2012 11:43 pm

>discourage

Not entirely "discourage" per se, but many "Newschool" CTF maps tend to require it for some reason. (Maybe because it's focused on being cross-compatible?)

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RE: Newschool CTF?

#6

Post by Qent » Sun Sep 30, 2012 1:16 am

Yes, plzplzplz. This is something that has been missing in Skulltag since forever.

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RE: Newschool CTF?

#7

Post by Catastrophe » Sun Sep 30, 2012 2:25 am

Zandro logos? Someones been playing Quake Live recently

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RE: Newschool CTF?

#8

Post by Ænima » Sun Sep 30, 2012 3:00 am

Decay wrote: Well the issue with air control is bunny hopping. You get retardedly fast speeds from jumping in zandronum, so limited air movement fixes that.

I would imagine these ctf maps should focus more on vertical game play than horizontal. Most older maps can be played without freelook, and many without jumping. These maps should pretty much require those.
Of course.

In addition to 3D bridges (which the older CTF maps used to do with lots and lots of midtextures and bridge things), I believe the maps in this proposed "newschool" pack should also have 3D jumping platforms as well as underground tunnels ("Ralphis Magical Iceforts", anyone?) and building roofs which can be walked ontop of.

A map idea that I had was a "great wall of China" map, where you could walk on the wall in addition to walking through tunnels under it.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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RE: Newschool CTF?

#9

Post by Watermelon » Mon Oct 01, 2012 2:26 am

This is tough, I would play them but you're probably going to need to consider making 3v3 like maps and maybe a few pub maps. Skulltag's pub scene is really dead and occurs quite infreqently. You would have to make a stellar fun gaming pack for it to even hold some ground. Even my favorites like Legendary CTF and such pretty much never get played anymore. Therefore a public direction could be fatal to the map pack except for the occasional FNF.


If they play really well (see common IDL maps) then they could be appended to IDL20xx.wad or a new zandronum CTF compilation.

Sadly with the work I have to do I can't help, but I'd play it. Please heavily consider the game play and I think this could last a while.

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RE: Newschool CTF?

#10

Post by Luke » Mon Oct 01, 2012 3:10 am

Definitely, yes.

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RE: Newschool CTF?

#11

Post by Zeberpal » Wed Oct 03, 2012 7:51 pm

I have to warn though, that for some users big ammount of 3dfloors in software mode (since most of competitive plays in it) is much more harmless than in OGL. I'd say just use them for necessary cases like tunnels ,yeah. Also, I'm looking forward to map for this one!
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RE: Newschool CTF?

#12

Post by Mysyk » Fri May 03, 2013 2:06 pm

Hm. Haven't voted yet. I want to see this.
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RE: Newschool CTF?

#13

Post by Cruduxy » Fri May 03, 2013 3:19 pm

I would play it... just dont overuse the zandro logo :P
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RE: Newschool CTF?

#14

Post by Mysyk » Fri May 03, 2013 3:32 pm

Yeah. Please do it well. :)
How I see it:
1) Bases have got many entrances.
2) Maps have got more than one way to enemy's base.
3) Bases should have triggers(traps, door switches, teleports and so on).
4) Sequence of narrow and wide spaces.
What can you say?
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They are missiling our Titan's shield. Re-activate on Silos.

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RE: Newschool CTF?

#15

Post by one_Two » Fri May 03, 2013 3:36 pm

Mysyk wrote: Yeah. Please do it well. :)
How I see it:
1) Bases have got many entrances.
2) Maps have got more than one way to enemy's base.
3) Bases should have triggers(traps, door switches, teleports and so on).
4) Sequence of narrow and wide spaces.
What can you say?
Pretty much any good ctf map then.

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RE: Newschool CTF?

#16

Post by katZune » Fri May 03, 2013 6:38 pm

yes, we need a (another) CTF with zandronum features!
Whitout a good PC ATM, i will back when 2.0 come out, :)
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RE: Newschool CTF?

#17

Post by Guardsoul » Fri May 03, 2013 7:54 pm

I can help with this project with a map :smile:

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Ænima
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RE: Newschool CTF?

#18

Post by Ænima » Fri May 03, 2013 11:29 pm

Guardsoul wrote: I can help with this project with a map :smile:
Well right now it's more of a "how many people would actually contribute to this" discussion than a project. But I admire your willingness to contribute!


Now we just need about 5 more people like GuardSoul and we can make a decent ZandroCTF pack ...
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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RE: Newschool CTF?

#19

Post by Catastrophe » Sat May 04, 2013 12:14 am

Too bad that name is taken!

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RE: Newschool CTF?

#20

Post by Ænima » Sat May 04, 2013 12:37 am

Catastrophe wrote: Too bad that name is taken!
Ohhhhh oops I forgot about that ...

Howbout "NSCTF" or "ZanCap"?
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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