z0rbi 4 life 🤘
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Join Date: Dec 2006
Location: delteria
Posts: 6,737
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I toyed with a ctf server idea earlier this year (around the same time I picked up tf2 dohoho), and I actually did a map for it, albeit offline and half finished. I've tried dumping the idea on someone else, because it sounds like a pretty fun server in my head.
I'll go ahead and post the only concept I have typed up, along with the glorious notes I left for myself.
Quote:
Simply a server-wide capture the flag. No bull**** NPCs, grinding for levels, or time-consuming quests. Just you, two flags, and the other guys.
The server itself is divided into 6 "zones", 5 of which are used in the ctf game. 2 zones are on the "red" side (east?), 2 on the blue (west siiiide), and one in the middle. Each zone has a theme, and each zone leads to another zone. We'll nickname the zones, from left to right: r1, r2, n, b2, and b1. I'll elaborate on these later, but here's a basic run-down: The two outside zones (r1 and b1) are the "bases". These zones are the "headquarters" for their respective teams, and furnished as such. The flag is there, the main spawns are there, the resupply is there, and the warper is there. The inside zones, not counting 'n', are the "passage-ways". These zones are connected to the battlefield and the bases, so they are where the pk'ing occurs, in narrow passageways and tight corners. They in turn lead to the battlefield. It is also divided into two parts, but they're smaller sections: North and south. South resembles a classic pk zone, spacious, not much cover, just room to fight. Some trees and water here and there. North is more modernized, with buildings to hide around (and in?), as well as movable cover.
There is also the "hub" zone. This is a neutral zone where the ctf does not occur. It acts an idle spot, with "parks", "bars", a spar complex, classic pk zone, and maybe an Event House for nonctf events. idk.The hub's purpose is to be as cosmetically pleasing as possible for when you don't feel up to some ctf.
Obviously, the point is to go from your base, through the zones, into the enemy base, and take the flag back to your base. But the zones add more to that. Each zone has a cp in the middle of it. Bringing the flag to said cp and holding it for 10 seconds allows your team to "capture" that cp. Once captured, your team can warp there from your hq. Pretty snazzy, huh? Warping costs Requisition (later), so this won't be something spammed to the extent of 25 people warping to b2 from r1 and laming people. Once your team has all the zones, even if you drop the flag, getting it back shouldn't be too hard.
On that note, let's talk about the flag. Picking up the flag requires you stand at it for 5 seconds. This means you can't grab the flag, die, and have your partner pick it up and run. Oh no. And the flag takes 20 seconds to warp back to its base. So to return the flag, someone from its team must stand near it for 5 seconds and run it back to their base (if time is on their side). Once you bring the enemy's flag to your base(and score), it warps back to their base, and you earn Requisition (and a point!). Woo! Also, while holding the flag, you're limited to unique "flag" attacks. That is, a bash with the butt of the flag, or a weak pistol shot. You can drop the flag at anytime for defensive purposes, but remember, the enemy can pick it up. An enemy grabbing their own flag immediately warps it back to their base.
Interface
This server aims to be pick-up-and-play, allowing people from any server to get the feel of it. As such, it has two forms of pk'ing, C(lassick) and F(eatured). A C weapon would only damage a person's C HP, while an F weapon would only damage their F HP. Once a player's HP type is depleted, they cannot use that attacktype, and once both are gone, they're dead. All attacks are done by pressing S, and your weapon is toggled by pressing Shift. Some classes have multiple weapons, so they can also switch usiing the 1, 2, and 3 keys. The HUD is similar to Graal's current one: Your equipped item appears next to an S icon, your C HP appears as stacked "hearts" at the top right. Under that, a bar similar to the old "AP" bar exists, with a number. That number (and the bar) represents your current F HP. The HUD is themed to match your current team, as is your character's nickname display (red+black or blue+white).
The Classes.
Rather than depending purely on skill or gear, there are set classes and items you are limited to. There's no large list of weapons to opt for etc etc, just a class and the class's loadout. Classes are tailored to fit both the classic style player, and the modernized player used to skills and weapons types, and so, the classes are divided into two groups: Classic and Featured
Classick classes depend on the default Graal style, swords, bows, bombs, and a lot of running. They're the "in your face" class, who has to run right into the fight.
The Knight - 15 C HP, 100 F HP
The knight has a (classic) sword. Yeah. The sword does a nice 1 dmg to C HP, but doesn't do anything to F HP. Alternatively, to damage the F HP, the Knight has a rather quick (yet short range) punch. This is never its primary weapon, and is only used in the event of needing to damage the F HP. It can be charged to do medium range distance damage, but it's slow. Uncharged punch is 3 F HP, "sorta charged" is 7 F HP, and a full charged punch is 9 F HP. Knight moves a default Graal speed, and after running for 7 seconds, gaints a +5percent speed burst
The Archer - 8 C HP, 80 F HP
The archer has nice amount of C HP weapons, as well as a moderately useful F HP one. The S button typically is used for the archer's knife, much like the knight's sword, but only doing .25 dmg (2 hits = half a "heart"). It's fast, but has a shorter reach. The D button is a classic bow, launching an arrow straight ahead, doing 1 C HP. These are limited, and must be replenished with ammo boxes or other sources. Pressing shift toggles both of their C weapons to an F HP "long bow". While standing still, pressing D allows you to extend your sight and pan around with a targeting reticule, and pressing S launches an arrow skyward. It does 10 F HP, and has a 4 tile "blast radius" around where it lands. Uses the same ammo as the default bow. The archer moves at 110percent Graal's default speed.
The Bomber - 10 C HP, 90 F HP
Bomber has a punch as his S attack, doing .50 dmg. Slower than the knife, cannot be charged. D uses his "Graal" bombs, which drops a default bomb (red team uses the red "superbomb" graphic) that does 1 C HP. Pressing 2 would toggle his bomb to the classic "Jolt Bomb", which does 3 C HP, but uses up 3 bombs (ammo). Pressing shift changed both his S and D to a pipebomb (similar to Zone's). Pressing either button throws it, and it spreads into several smaller bombs that explode. You choose where to throw with the mouse, if you don't target, it just goes forward. Does 5 F HP per explosion, uses up different ammo than the bombs. Bomber moves at default Graal speed, never gaining a burst.
I'll add some gun (F HP based) classes LATER OK WILL, DON'T **** THIS **** UP YOU NEED TO WRITE MORE CLASSES
The Game
There are two ranks for each team. The Boss, and everyone else. The Boss is simply the individual with the most points. He/she doesn't do much, aside from choosing the team uniform (individual class bodies, heads etc). Killing the other team's boss gives more Requisition than killing any random player. The Boss's name is constantly set to "Red/Blue Boss" (besides in the hub), and they have unique walking ganis/sounds and weapon graphics (only cosmetic changes, since the Boss should be good enough to not need a buff).
I've already mentioned Requisition and points, so now I should explain wtf it is. Requisition is earned individually by the players, but for the entire team. Killing the enemy, scoring, killing the enemy with the flag, returning your own flag, all of these things earn your team Req. The Req goes towards teleporting to captured Zones, lower respawn times, and for the "boss" to spend on new uniforms for the team. Points on the other hand are static. They will never go down. You only get points for one thing: bringing the enemy's flag to your base. This, along with the top scorer for your team are displayed for all to see. This is the point of the server. To make your team win this!
Oh and outfits. idk, the point of having well ordered teams is to keep people in line, so teams get uniforms. While in the hub, you have any head/body/shield etc you want, but in the ctf zones, you're landed with a red team/blue team head, and a certain body/color based on your class. This is not up for discussion, you are stuck in that until you go to the hub. If you want to look nifty in battle, you make a new head, and send it to your boss for approval. As long as it matches your team, you can have it.
HEY WILL, STOP SUCKING **** AND FINISH THIS LATER
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