Showing posts with label Gametype. Show all posts
Showing posts with label Gametype. Show all posts

Thursday, August 28, 2008

Gametypes: Ascend Flag and Fissure Flag

Ascend and Fissure are two very different maps, with different gametypes suiting them. However, one thing they have in common is a CTF variant that improves gameplay.

Ascend Flag

The gametype Ascend Flag is a bit of a mix of my own creation, SnipeFlag v2, and TDHarding's Paragon game variant, Para Flag.

In Ascend Flag, which is intended for Doubles, you have a quick respawn time (4 seconds), are slower and weaker when carrying the flag, and it is touch return. Even with all these challenges, it is still fairly easy to capture, with the map being so small. You have to be able to quickly respawn and immediately slay opponents.

It is two rounds. Each one is four minutes long, and the score is to 5. If you manage to get five, the round ends and it is "halftime," followed by another half to five. There is a 30 second sudden death for each round. BR starts.

Fissure Flag

Although both of these variants improve gameplay greatly, they are polar opposites. Ascend Flag slows easy captures, while Fissure Flag helps encourage flag runs. It is 10 minutes long, BR starts, and the flag carrier is normal speed, and a bit tougher. It takes a good deal of time to return the flag.

That's it. These changes are highly recommended for CTF, but both maps play with other games, such as Slayer. Enjoy.

Tuesday, August 12, 2008

Gametype: SnipeFlag V2

SnipeFlag is a unique gametype created by yours truly that speeds up one flag to make it more intense than ever before. There is a 5 minute time limit, and no score limit. 4 Rounds. You spawn with a sniper rifle. All power weapons like rockets and shotguns are replaced, and all vehicles become Mongooses. It is usually played on Guardian, Epitaph and Blackout. The flag cannot be returned or reset: if dropped, it will wait there infinitely until picked up. There is no sudden death.

Lots of changes from the default; what do they all mean? It means lots of quick captures, and trying to hold the flag on defense as long as you can. It means intense final moments where the flag may be two feet away from a capture to win, but no one's there in time. It means rounds of 8 to 10 captures, and it means a new speed for One Flag.

The Custom Powerup also adds to the chaos; it gives you 125% speed and camo for 15 seconds. Use it for a quick burst and a score. These come into play with the new SnipeFlag Maps: Guardian, Epitaph, and soon to come: High Ground and Blackout.

Map/Gametype Combo: War Dome

The following post is about a retired item. You may request it, and I can put it back for you to DL.


War Dome is a symmetrical map for up to 4 teams that hosts 4 tactical, yet totally insane, gametypes. I'll explain the map and the four gametypes below.

War Dome - Setup

- War Dome doesn't really need screenshots - it's just an enclosed dome - but some are below.
- Around the border of the dome are four team spawns and four equipment pieces. If you go around the border of the dome, you'll see: spawn, grav lift, spawn, regenerator, spawn, grav lift, spawn, regenerator.
- In the center of the dome are four grav lifts (Scenery, not equipment. Instant respawn.) set up in a square. (Yes, like Viceball. Sorry Vicious, but I didn't take the actual gametype)
- In the center of those four lifts is a Rocket.
- There are 10 plasma grenades in total.


Hidden Threat - Game 1

Hidden Threat is Territories that gives you a Hammer to start. There are five territories, each a circle. One in the middle, four adjecent to the middle one. The equipment and the rockets are in play. The plasma grenades are not.
Territories capture in just three uncontested seconds, and when you are in a territory, you have good camo. You have enhanced radar, just out to 10 feet though, so be careful and prioritize.

Needle Hill - Game 2

Needle Hill, obviously King of the Hill, spawns you with needlers and low gravity. The equipment and the plasma grenades are in play. No rockets. The hill is a circle around the four grav lifts. You get one point per second in the hill, even if it isn't uncontested. You get poor camo and even less gravity in the hill. It gets chaotic, as people can even reach the roof of the dome.

Bruteball - Game 3

In Bruteball, the oddball is above the four grav lifts, which you pick up automatically by being next to it. Everyone has 4x overshields, but the ball carrier never recharges shields, even in a regenerator. First to 200 seconds wins - guard the ball. Equipment is the only thing in play - no rockets or plasmas.

Sword War - Game 4

Swords, which is often made fun of, is actually incredibly tactical when turned into a team game. No, not in terms of timing, but teamwork - when to move back, and when to ambush an enemy focused on your teammate. You have to guard each other's back. In this game, there is seven rounds, you have low gravity, spawn with a sword, and equipment is the only thing in play. You have only one life per round.

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