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  1. I started this new thread here in reference to Kovaaks "we need to talk..." discussion. This thread is all about the idea of finding and play-testing a new mode, utilising the tools that we already have available to us (just like how we botched in instagib before it was a mutator); therefore trying not to waste developers time with ideas that could be unsuccessful. Having said that, I don't think it would be unreasonable to put forward an argument to the devs towards implementing a perhaps hidden test feature / ruleset / mutator should it be paramount to get a working beta environment going for a new mode, so long as enough interest is gathered. Right! So in the other forum post, in my opinion I saw three viable ideas that could be playtested right now. Using 'capture-pits' as a means to force the map to be played in each specific way. I have quickly modified Promeus' map Skytemples to cater for the three variants: Capture - represents attackers having to get to the enemy (defenders) base and take that flag back to the attackers base, similar to regular CTF. http://s000.tinyupload.com/index.php?file_id=58718908736903488391 Push - This is where the attackers take a flag and push it into the enemy's base, like UT4's mode "FlagCap" http://s000.tinyupload.com/index.php?file_id=41061708048871532109 zRush - This represents Kovaaks suggested mode where any one member of the attacking team must simply get to the defending teams flag. http://s000.tinyupload.com/index.php?file_id=94094345603529066356 I have ALSO converted and uploaded to steam an old map of mine that I felt useless for current ctf, and so was binned long ago, a bit large perhaps especially for zergRush. I have placed extra placed flags that are blocked off with a glass brush, so anyone can simply and quickly convert it to a Push or zRush type mode. http://steamcommunity.com/sharedfiles/filedetails/?id=804370302 If anyone has some other ideas and modes that can be manifested in Reflexes current state, I would love to see your idea in .map form if it isn't too difficult to portray. p.s. For the maps I have converted and linked here to work in their most basic form with the least amount of effort from the devs, it would need perhaps a mutator that makes the match a game of two halves. Think about that if you want to suggest a different mode, 'how can the devs make your mode testable in it's most basic form'