Your 3 favourite multiplayer gametypes?

Your 3 favourite multiplayer gametypes?

  • Deathmatch

    选票: 22 18.8%
  • Team Deathmatch

    选票: 51 43.6%
  • Battle

    选票: 88 75.2%
  • Capture the Flag

    选票: 44 37.6%
  • Conquest/ Headquarters

    选票: 13 11.1%
  • Find and Destroy

    选票: 20 17.1%
  • Siege

    选票: 71 60.7%

  • 全部投票
    117

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Stuboi0 说:
Besides, if you just want to stay infantry, let them sit up there, you just stay hidden and fight behind stuff :grin: He'll come down eventually to try and shoot you.

Hiding behind buildings isn't very fun as well.
 
CTF on native maps is completely broken at the moment due to the spawning. Players on team 1 spawn at entry points 0-31, team 2 at 32-63. Because TDM maps like ruins spread entry points around rather randomly this means players effectively spawn randomly on TDM. I've seen some players spawn right next to the enemy flag before now.

I am however working on a new large CTF map which does work correctly. This one is built for about 100 players so will likely take a community event to get a good game out of it, but should run ok with about 50 players as well.

The idea is that the river is impassible and forces players to fight over the bridges. Control of the bridges helps a team stop people getting to their flag and also helps block people escaping with their flag. This gets round the usual problem of infantry and archers being relatively useless in CTF compared to cavalry. The map should be quite tactical and balanced.

Overall View
http://cloud.steampowered.com/ugc/630730047461517071/5181A96D2F7E297289C34844108E22EC672C51A9/

Faction 1 Spawn (Mill)
http://cloud.steampowered.com/ugc/630730047461516172/733874519AFAB0478006B62C16C162927FCE06D8/

Faction 2 Spawn (Church)
http://cloud.steampowered.com/ugc/630730047461514213/A486A89B613036ABBDEAE285DC0A43036FC3AB8C/

Faction 1 Flag Defence (Ruined Castle)
http://cloud.steampowered.com/ugc/630730047461515194/6E581ED115702C48BE0A2554ADACED95AF550327/

Faction 2 Flag Defence (Castle)
http://cloud.steampowered.com/ugc/630730047461517977/AE23D7EE4CF1094EA37989883D37C48BE23FD86F/
 
Lord Rich 说:
CTF on native maps is completely broken at the moment due to the spawning. Players on team 1 spawn at entry points 0-31, team 2 at 32-63. Because TDM maps like ruins spread entry points around rather randomly this means players effectively spawn randomly on TDM. I've seen some players spawn right next to the enemy flag before now.

Actually, players in Native CTF spawn away from where the enemy would spawn if the game mode would be battle instead of CTF and close to at least one enemy. The spawn point number has no effect. Below is the relevant part of the module system.

插入代码块:
     (else_try),
       (eq, "$g_multiplayer_game_type", multiplayer_game_type_capture_the_flag),
       (val_or, ":flags", spf_team_1_spawn_far_from_entry_0), #team 1 agents will not spawn 70 meters around of entry 0
       (val_or, ":flags", spf_team_0_spawn_far_from_entry_32), #team 0 agents will not spawn 70 meters around of entry 32
       (val_or, ":flags", spf_try_to_spawn_close_to_at_least_one_enemy),

You need to place all the spawn points close enough to the entries 0 and 32 if you want to get it work properly in Native. I haven't tried if that works. It is possible that the spawning close to at least one enemy will still mess it. Getting a module with fixed spawn script works also quite fine for getting CTF to work (or if already using a mod, asking if the author would like to fix the CTF spawns).
 
Ah so that's what the game is doing, seems a bit of an odd way of organising the spawning though in my opinion. Also on field by the river I have seen a player spawn in the field between the higher up village and the bridge. Also I have seen players spawn behind the open gate on village near to the enemy flag.

Perhaps in these instances they were still 70 metres from the enemy flag but also near an enemy, but in that case the spawning next to an enemy thing must be mucking it up.

By fixed spawn script what exactly do you mean? Do you suggest using the battle spawns?
 
Lord Rich 说:
By fixed spawn script what exactly do you mean? Do you suggest using the battle spawns?

I suggest looping manually through all the spawn point and checking the distance to the home flag. Then consider only the spawns which are close enough to the home flag (20 or 30 meter distance is quite good). From those entry points, select one which is far from enemy and maybe not directly above a friend and add some randomness.

That is probably quite similiar to how Taleworlds did it before breaking the spawns. And that is how I do it in Nirecotive.

Considering only custom maps, another good possibility would be to implement that 0-31 & 32-63 separation, it will also allow a bit more power to deciding how the spawns work. But, it needs editting the Native .scos to get Native maps work, which again causes problems with other game modes on the maps.

If you think that you want the spawns on your map to function differently than they should function in other CTF maps, you could take a look at barrel script.
 
Battle, Siege, and Capture the Flag

I like battle because it adds a new element of survival to the matches.

Siege because it's the first mode I ever tried and people really need to work together.

I really do like CPF, but it's rare for me to ever see even one server with it. :sad:
 
Lord Rich 说:
By fixed spawn script what exactly do you mean? Do you suggest using the battle spawns?
Myself, I'd say use explicit entry points for spawns (0-31; 32-63). This way mappers have more flexibility.
 
MadocComadrin 说:
Lord Rich 说:
By fixed spawn script what exactly do you mean? Do you suggest using the battle spawns?
Myself, I'd say use explicit entry points for spawns (0-31; 32-63). This way mappers have more flexibility.

I agree, although the consequences of this is that it can become difficult to design maps which support TDM and CTF. Personally as with decent siege maps I think CTF needs reliable spawn areas, not just a guarantee to spawn somewhere on your side of the map. TDM however naturally needs players to spawn all over to avoid the spawn camping which would otherwise happen.

You can design a map for either of those two setups but it would be tough to design one which did both well.
 
And that's how it should be. Some maps, solely by design, are good for either TDM or CTF; some work for both--the explicit spawns do work when the design of the map themselves work for both.
 
Indeed I agree, maps should be designed for few purposes. If they are capable of hosting numerous game types on a single map and actually plays well, well kudos to those who can do that :grin:

I never really concentrated on CTF, I was more of a battle/TDM scener. However looking at these kind of results show that CTF isn't completely dead and buried and the reason why ppl didn't pick it was purely down to the messed up spawns on majority of the maps which are built for battle and TDM, i.e: Field by the River and Ruins.

When I tried to make my maps fit with CTF as well as battle and TDM, i've always wondered why it doesn't always work out properly.

I started to use these entry points - for team 1: 18,19,20,21,22,23,24 and 31. For team 2: 51,52,53,54,55,56,57 and 63. Not entirely sure if it worked though...

Then I used battle spawns, so 0 and 32. Quite simple, that didn't work out either, as they were just another TDM 'like' spawn.

Maybe if I get any time, I might begin to work on one, possibly a smaller one, a small map like village. :razz:
 
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