Concept Game Mode (CTF Variant) Project Citadel
Posted: Sat Mar 09, 2013 4:50 am
So I've been thinking of some cool alternate game modes that might be fun to play around with... I came up with an idea that would be REALLY cool, but I don't think I have the time/motivation/patience to create the script for it. So here's my concept outline first.
Concept:
A citadel is progressively built around the intel as the game progresses making each successive intel cap harder and harder. Only the citadel that has had their intel captured will be added upon after an intel cap. Players also have the option of building additional pre-defined fortifications by hand (ie. towers, walls, bunkers). The additional fortifications will be constructed layer by layer and will be indestructible when each layer is complete. You cannot build in the vicinity of the citadel unless you are building the optional structures by placing blocks on the pattern that will be drawn in the blocks underneath it (ie. can only build on top of team colored blocks.
Startup:
The script would have options to set the spawn location of the teams and both the intels and the citadels. It would also check for map_extensions in the map.txt file first so that we can run several maps on a single server. The server then does a preliminary examination of the specified coordinates and removes all blocks down to the foundation layer and will add a layer if that location has water zones. Basically it should be a hole in the map that should look like a structure foundation. You can paint the border of this hole to a stony gray for aesthetic purposes if you care to.
Game play:
The team spawn location will not be around the intel as in standard ctf... it should be a fair distance away to give the attackers a fighting chance. After every intel capture, the citadel of the team that was scored against will have their citadel added upon... we can do as many stages of upgrades as we like... 10 for example... to clarify, if the blue team captured the green team's intel, the green citadel receives an upgrade and the intel is raised in elevation to make each successive cap more difficult.
Building Rules:
The defending team generally can not build on their own citadel unless they are either (A) building on top of a specific color block which indicates a pattern that the additional structures will take or (B) replacing blocks that have been previously destroyed by the opposing team. The defending team is not allowed to destroy any citadel blocks to prevent griefing.
The attacking team can not build on the enemy's citadel, but they can destroy it. This gives them better odds of capturing the intel, but they will not be allowed to cover their tracks (ie. covering the entrance to their tunnels with appropriately colored blocks) as that is just TOO unrealistic. After every intel cap, the citadel that receives the upgrade will also have each of its previous upgrades repaired.
Feedback? Additional ideas? Volunteers to script?
Concept:
A citadel is progressively built around the intel as the game progresses making each successive intel cap harder and harder. Only the citadel that has had their intel captured will be added upon after an intel cap. Players also have the option of building additional pre-defined fortifications by hand (ie. towers, walls, bunkers). The additional fortifications will be constructed layer by layer and will be indestructible when each layer is complete. You cannot build in the vicinity of the citadel unless you are building the optional structures by placing blocks on the pattern that will be drawn in the blocks underneath it (ie. can only build on top of team colored blocks.
Startup:
The script would have options to set the spawn location of the teams and both the intels and the citadels. It would also check for map_extensions in the map.txt file first so that we can run several maps on a single server. The server then does a preliminary examination of the specified coordinates and removes all blocks down to the foundation layer and will add a layer if that location has water zones. Basically it should be a hole in the map that should look like a structure foundation. You can paint the border of this hole to a stony gray for aesthetic purposes if you care to.
Game play:
The team spawn location will not be around the intel as in standard ctf... it should be a fair distance away to give the attackers a fighting chance. After every intel capture, the citadel of the team that was scored against will have their citadel added upon... we can do as many stages of upgrades as we like... 10 for example... to clarify, if the blue team captured the green team's intel, the green citadel receives an upgrade and the intel is raised in elevation to make each successive cap more difficult.
Building Rules:
The defending team generally can not build on their own citadel unless they are either (A) building on top of a specific color block which indicates a pattern that the additional structures will take or (B) replacing blocks that have been previously destroyed by the opposing team. The defending team is not allowed to destroy any citadel blocks to prevent griefing.
The attacking team can not build on the enemy's citadel, but they can destroy it. This gives them better odds of capturing the intel, but they will not be allowed to cover their tracks (ie. covering the entrance to their tunnels with appropriately colored blocks) as that is just TOO unrealistic. After every intel cap, the citadel that receives the upgrade will also have each of its previous upgrades repaired.
Feedback? Additional ideas? Volunteers to script?