Difference between revisions of "Capture the Flag"

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== Links ==
 
== Links ==
'''*[http://shub-hub.com/files/mods_multiplayer/ctf_starter.zip Threewave CTF starter Kit] All you need to start playing. locs, textures, and the required pak files'''
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* '''[http://shub-hub.com/files/mods_multiplayer/ctf_starter.zip Threewave CTF starter Kit] All you need to start playing. locs, textures, and the required pak files'''
 
*[http://www.quakeone.com/ctfre/thehook.zip How To Use The CTF Hook Tutorial + Demos] *
 
*[http://www.quakeone.com/ctfre/thehook.zip How To Use The CTF Hook Tutorial + Demos] *
 
*[http://www.ocf.berkeley.edu/~rtakhsh/models-textures-woods-4-5-06.zip Model Textures] *
 
*[http://www.ocf.berkeley.edu/~rtakhsh/models-textures-woods-4-5-06.zip Model Textures] *

Revision as of 14:06, 10 February 2011

Ctflogo1.gif

Capture the Flag is a popular modification developed by David "Zoid" Kirsch. The most popular type of ctf in qw is Threewave CTF.


History

The Blue flag

In late 1996, Zoid setup the first Threewave CTF server. It was imediatly accepted by the community then, since it was the first goal oriented teamplay mod. CTF had its own community, where most ctf players didn't played dm and focused only on CTF. CTF still is a much loved mod today, especially for those who lived intensely ctf lans and inet mixes/matches.


Concept

There's 2 teams, blue and red. Each team has a base on the map. In the base there's the Flag. Besides regular Quake weapons and powerups, there are special powerups called runes (see below) and a moving device, called grappling hook or simply hook (see below).
In terms of gamemodes, natively ctf is meant to be played 5on5. 4on4, 2on2 and even 1on1 is accepted. its always fun fun fun!


Objectives

CTF is a goal oriented teamplay mod. The goal of the game is to capture the enemy flag. To score, one team (a specific player - the flag carrier) has to bring the enemys flag to their own flag stand. You can not score if your own flag is not on the stand.

If the flag carrier is killed the flag holds still until someone picks it up. If it is picked by a flag carriers teammate, he now carries the flag. If picked by an enemy of flag carrier, his flag returns automatically to the base.

Captures count 20 points. One frag counts 1 point. Flag returns counts ??? points. There are assists (you get an assist when you kill enemy flag carrier and in the next seconds your team captures). (...)
The team with the most points wins the match.


The Grappling Hook

The hook

Hook, grapple... Capture the Flag is unique in that it has its own special mode of transporation, the grappling hook. It takes time and effort to master. Good hookers :)always have advantage. There are versions of CTF without hook, but those aren't popular in Quakeworld. In other fps games, ctf hook versions are known as "classic ctf" or "pure ctf".

David "Zoid" Kirsch: ...As for the grapple, after seeing how it was being used so effectively in CTF, I felt it was too fast. A player could be gone before you had a chance to even blink and that made it too powerful. But, it became part of the game and players worked to accommodate it."

Runes

It is also unique in that it is one of the only gametypes that has its own special powerups, called Runes.

David "Zoid" Kirsch: "The runes are all about control, control the runes and you can take control of the level. Good CTF teams take great care in protecting their rune bearers and placing them in strategic positions."

There are 4 runes:

  • Hell Magic Haste: Doubles your movement speed and firing speed
  • Elder Magic Regeneration: Slowly boosts your armor (if u have it) and health to 150
  • Black Magic Strength: Doubles your damage towards enemys
  • Earth Magic Resistance: Cuts by half the damage you receive


The runes are one of the keys for victory. Use them wisely. If you have a rune you have advantage. You can only carry one rune at once. More detail about Runes.


From left to right: Resistance,Haste, Regeneration, Strength











Maps

Capture the Flag can be played on normal maps as long as they have flag spawn information. There are also maps built specially for Capture the Flag.
Loved maps include e2m2, e2m5, ctf5, ctf2m3, ctf2m1, ctf8, e3m6 (...) In some maps (usually episode ones), it is better to chose a given base (red or blue), as it has advantages (closer to items/easier to protect, etc) while classic ctf maps are usually mirrored (equal for red and blue).

Special Impulses

With these modifications, the creation of new impulses was needed. Here is a list of the most useful impulses in ctf:

  • impulse 22 - switches to hook.
  • impulse 23 - Display current status of the flags. This will tell you where each of the flags are: at base, lying about, or who is carrying them.
  • tossrune - throws the rune you're carrying
  • impulse 25 - Display current team settings for the server
  • impulse 70 - toogles the status bar on/off
  • impulse 71-80 - defines the status bar screen position
  • stathud - toogles the status information
  • impulse 20 - drops some ammo of the selected weapon
  • Impulse 21 - drops the selected weapon (if allowed)
  • (...)


You can bind the hook to your mouse2 (for example), by adding this to your cfg:
alias +hook "impulse 22;+attack"
alias -hook "-attack"
bind mouse2 "+hook"

A tossrune bind is useful also:
alias tossr "tossrune;say_team rune tossed at %l"
bind b tossr

Strategy

A guard protecting the flag

As a goal oriented teamplay mod, ctf brought new challenges into multiplayer gaming. In general terms, a ctf team has a flag runner, usually the fastest player. When his team is attacking the enemy base, he usually comes out from nowhere, grabs their flag and dissapears in a blink of the eye. Fully armed and armored teammies are meant to guard the base (speccially if they have a rune - the best attack is defense). Normally this kind of "strategy" is arranged before the map starts.
In terms of features, it is possible to drop the rune you're carrying for a teammate (or to get a stronger one), drop the enemy flag (if you're in bad condition), drop ammo, weapons, etc.
Genericaly, your team struggles to get the flag in your base. Hence, the base must be protected against attacks from the enemy team. At the same time, your team needs to attack the enemy base to try to steal their flag.
Basic strategy includes:

  • Protect the flag carrier
  • If your team gets the enemy flag and your flag is at base, you got to cover the flag carrier AND protect the base.
  • If your team gets the enemy flag and your flag has been stolen, you got to kill the enemy frag carrier to return your flag to base AND protect your flag carrier.
  • Use teamplay. Your teammies are your friends, 2 vs 1 is easier.
  • (...)



Tournaments

Through the years there has been some tournaments.

(...)



Server

Capture the Flag can be played with the original Threewave CTF serverside modification, however recent versions of KTX support CTF out of the box (yet with some bugs).
Pure CTF Pro is the most recent ctf server.

Classic CTF rules include:

  • deathmatch 3
  • teamdamage OFF (yes, spam)
  • powerups ON



See a list of quakeservers.net CTF servers.

Famous Clans

Other Types of CTF

The most popular one is Threewave. There are others though:

Links

(...)