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CubeCTF - release!

by Thalion on 05/06/2003 22:06, 84 messages, last message: 02/01/2004 08:56, 16151 views, last view: 12/09/2021 02:39

http://ctf.ubercuber.com is online. You can either get Win32 binaries, or the source code. I can't check, but it should compile on Linux as well.

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#21: New alpha

by Thalion on 05/08/2003 14:53

After yesterday's playtesting, I have to conclude that version 0.2 is ready for public consumption. =) As always, http://ctf.ubercuber.com for changelog and downloads.

Oh, and don't forget that we have a server now. 66.227.104.246.

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#22: ..

by Shockie on 05/08/2003 17:31

i dont play quake, or quake based games too much. so would someone mind telling me what domination involves?

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#23: Re: ..DOM in a nutshell

by Bascule on 05/08/2003 17:57, refers to #22

2 teams, 3 flag-style control points.

Run over a control point to change it to your team colour. Points start accumulating at 1 per 5 seconds.

Defend it with your life :)

First team to reach a set points limit wins. No points for frags, just for keeping control of a point.

Good balance between offensive and defensive play (keep moving and capturing control points or defend what you've already got).

Normally goes right to the wire on points, so a very tense endgame happens where people are desparate to keep points accumulating and one change of control can swing it to the opposing team.

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#24: Re: New alpha

by Bascule on 05/08/2003 21:56, refers to #21

Played tonight [running on Shockie's server with two fullscreen clients on my PC running over a dial-up - I love the bandwidth requirements of this game :) ] - it was much better than the first release. Having CTF skins and a very good flag model really helps.

The only problem I see is that you can't change the angle of the flag model. In standard cube, one of the entity properties is angle, which makes sure that playerstarts don't face the wall etc.

Your mod doesn't seem to have this, which makes the flags in Frank__i's Scarab map look odd, as one is in your face and the other is blowing out of the window!

Just a thought for improvements :)

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#25: Flag angles

by Thalion on 05/08/2003 22:11, refers to #24

Adding this might introduce some incompatibilities, but I'll try to avoid them.

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#26: Re: Flag angles

by Skaus on 05/08/2003 22:21, refers to #25

Just giving them a fixed angle on the appropriate axis when you render them should do. Can't see how that would make anything incompatible.

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#27: Re: New alpha

by pushplay on 05/08/2003 23:05, refers to #21

I can still grab flags in non-ctf modes and score points.

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#28: ..

by [ sonic-x ] ... icq : 242619659 on 05/08/2003 23:20

I have made a cool CTF Map but i cant upload it :( i need a server

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#29: As Always

by pushplay on 05/08/2003 23:37

Talk to Shockie.

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#30: hahahah

by remouk on 05/09/2003 01:49

Something I found fun, but nobody cares :
The first CTF map was called ctf-lap1
In french when you pronounce "lap1" it sounds like "lapin" (that means "rabbit").
And at the beginning it was Capture The Carrot !

Ok, this is not fun at all, sorry :/

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#31: ..

by Pathegreat on 05/09/2003 02:18

well remouk i did not even notice that and i know that, so you have a good eye

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#32: Re: Flag angles

by Thalion on 05/09/2003 06:26, refers to #26

The angle must be stored in entity attributes. Old maps (like yours and Frank's) doesn't have it...

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#33: Re: New alpha

by Thalion on 05/09/2003 06:27, refers to #27

Yeah, well, don't play FFA on DM maps. =)

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#34: New Mode idea...

by Shockie on 05/09/2003 08:07

upon reading what DOM was, it made me think of a mode in TFC (which i rather like). You have 5 control points, you start off with one, and then you can go on to capture others. you get points for kills and captures, you dont get any point for the time of having the CP, but you win when your team controls all of them.

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#35: Re: hahahah

by Skaus on 05/09/2003 15:03, refers to #30

That is funny :) Thanks for that little piece of info.

The name is actually the first part of my full nickname: lapskaus (wich means stew in Norwegian btw... don't ask). I plan to give it a real name though, as i'm putting some more work into it.


Another thing, i have an idea regarding Domination. We could just throw control points into CTF, and give one point every 5 seconds. Then give something like 20 points for a capture, and bring back scoring by frags. Then, when a team reaches 200 points or something, they win. This way, you can have DOM and CTF in the same mod, and it's just a matter of changing the map to play. You could even mix the two, like say CTF with a control point in the middle.

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#36: ..

by Pathegreat on 05/09/2003 22:53

um may i ask how come thier is two ctf threads?

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#37: Re: hahahah

by VerbalC on 05/09/2003 23:59, refers to #35

I think this would be very fun, but lower the points significantly. Maybe 3-5 points every 10 seconds and 10 on a cap.


Also, very nice mod! Played it a bit and loved it, even the flag moves. With only less than 2 weeks of work, too...

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#38: ..

by Frank__i (Flameshot leader) on 05/10/2003 02:08

aculally , its from this week ! (i think) but such a good start.

now , all you really need is a little improvement (ofcourse) more maps and server links by the menu . Bye

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#39: Re: ..

by VerbalC on 05/10/2003 03:38, refers to #38

FYI: I just started converting the DM map Dragon to CTF. It's very small, so it's 1v1, 2v2 max.
It is nearly symmetrical so all that is needed is to place the flags, but I'm redoing some textures, all the entities, lighting, some map objects, etc.

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#40: Domination...

by Thalion on 05/10/2003 05:39

Yes, it's all very nice, and I like that gamemode too... but I think it's better to polish CTF first.

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