Flag Fortress

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sinewav
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Flag Fortress

Post by sinewav »

FlagFortress is back up. Some of you might remember it. The game mode was inspired by the Nexus9 Team Gauntlet server. When FlagFort was up serveral months ago it's was doing quite well, but I took it down and replaced it with Advanced Racing. However, I always missed playing it (as did some others). After seeing Durka's post about a CTF with Fort physics, I decided now was the time to revive Flag Fortress.

There have been several modifications from the first version to try and make the gameplay more even. It is now much more like Fortress in terms of the size and scale of cycle-trails and zones. Each base has a flag inside it, and the base will respawn your/their team. The base can be captured, preventing flag returns and further respawning. But capturing a base does not end the round; it continues until LIMIT_TIME is reached or one team is eliminated. Rounds could end in a dog fight with no bases.
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sinewav
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Post by sinewav »

Dudes. I decided to post the settings here in case I lose them. You can go about your business now. :)
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sinewav
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Re: Flag Fortress

Post by sinewav »

Apparently compguygne put this server up again. I was like "wha- how'd he get the settings???" Then I looked here. Duh. I'm so smart. I should, like, build a rocket and blast off. >_<

This is one of those games I always meant to revisit. Lot of potential with the idea, but haven't been able to execute it properly...
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compguygene
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Re: Flag Fortress

Post by compguygene »

Just to give credit, where credit is due, it is actually Arilou that put this server back up, although I have helped him to refine the settings a little bit. It will be going up on my hosting with servers in Kansas, New York, and Germany. Sine, if you visit the server, and have any ideas you wish to share, please do!
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Phytotron
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Re: Flag Fortress

Post by Phytotron »

I played this for a little while last night and, believe it or not (that phrase being directed at myself as much as you all), I like it better than fortress or CTF separately, relatively speaking. There didn't seem to be any real regimented rules, at least with the folks who were there at the time (Gene, arilou, Boxed/Cluth, Agility, can't recall the others); free-lancing seemed to be acceptable. Players still grind-ed at the start, but seemed to be more just about getting up speed, which would be typical of even a regular team FFA. But there didn't seem to be any real negative consequence for not doing so, and no one complained if I did it differently or not at all.

I like the red team color, too; but I think you should change the blue "Heroes" to yellow/gold (and not the dull, dark-hued, ugly "gold" of a typical fortress server). That's a more heroic color, I say.

Oh, and guys, the word is spelled Villains, with an 'i'. :)

[Usual criticism about standardised physics, especially with regard to speed and acceleration.]
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sinewav
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Re: Flag Fortress

Post by sinewav »

sinewav wrote:This is one of those games I always meant to revisit. Lot of potential with the idea, but haven't been able to execute it properly...
Funny thing about this bump; I got inspired last night and I think I might take another stab at this with some settings I've been playing around with.

Although I think I'm going to shut the AoT servers down for a little while until my financial situation improves. Again.
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Re: Flag Fortress

Post by Phytotron »

Aw, that's disappointing. But, real life must always take priority.
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Re: Flag Fortress

Post by sinewav »

GENE! I don't like some of what you did there with this game, ya see. The base capture isn't supposed to end the round, it's supposed to stop respawning. With both teams missing bases, the game turns into a team dogfight. That's one of the things I likes about this mode is that it morphs from one to another.

Limit_score is too low. Flags should be worth 2-4 times more than a base, since they are nearly impossible to get and return.

I'm glad I got to play today, forgot how intense this game is. It turns into something like a crack addiction fast. Good inspiration for my next variant of FlagFort.
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Re: Flag Fortress

Post by Clutch »

Phytotron wrote: ... There didn't seem to be any real regimented rules, at least with the folks who were there at the time (Gene, arilou, Boxed/Cluth, Agility, can't recall the others); free-lancing seemed to be acceptable. ... But there didn't seem to be any real negative consequence for not doing so, and no one complained if I did it (grinded) differently or not at all.
That's probably because it's a little-known game mode. I'd bet 20 bucks that when/if it get's integrated into a sort of "mainstream" (for lack of a better word. Something that the majority of players play i.e sumo, ctf, fortress) game they will make it all boring and add a bunch of rules :/

Although I guess it should be noted that grinding in fort isn't really a rule, it's a strategy, but it's an enforced strategy :P

-edit-
Flat out forgot to type words..stupid stoner brain.
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Phytotron
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Re: Flag Fortress

Post by Phytotron »

sinewav wrote:GENE! I don't like some of what you did there with this game, ya see. The base capture isn't supposed to end the round, it's supposed to stop respawning. With both teams missing bases, the game turns into a team dogfight. That's one of the things I likes about this mode is that it morphs from one to another.
Ooh, that sounds better. Also, yeah, one of the things I commented on in-game was that the match was very short. Fortress and sumo matches can be (way) too long, but this was over in no time.
Clutch wrote:I'd bet 20 bucks that when/if it get's integrated into a sort of "mainstream" (for lack of a better word. Something that the majority of players play i.e sumo, ctf, fortress) game they will make it all boring and add a bunch of rules :/
That would indeed be a shame. It was kinda fun being all dynamic and shit.
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Re: Flag Fortress

Post by compguygene »

I will talk with my partner-in-crime, arilou about what you have mentioned. It is really more his creation than mine, I just help tweak a few settings. The idea behind the Fortress being conquered ending a match, and being worth 10 points is two-fold. To keep that part of the "Fortress" game mode still a part. Of course, with the way the respawns work, and the time allotted to conquer a Fortress, there is ample time to get back to the zone to prevent its conquering. If 2 teams are full of 4 people, it can actually be quite difficult to conquer. Secondly, with 50 points for a win, yes, if a team is conquering Fortresses regularly, then the game goes by really quick.
In our play testing thus far, we have found that most players seen to like the very fast, intense action it provides. The fast matches make it pretty darned fun too. You would be surprised how many matches it is really a battle of core dumps and flag runs with no conquered fortresses.
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Re: Flag Fortress

Post by syllabear »

compguygene wrote:You would be surprised how many matches it is really a battle of core dumps and flag runs with no conquered fortresses.
You'd be surprised if you took an average slice of the patrons so far in that server vs CT, TX, SP, etc. and saw how fast they'd destroy them by simply conquering the fortress.
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Re: Flag Fortress

Post by compguygene »

Played there yet, sylla? It's really easy to be a backseat driver and say that.
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Re: Flag Fortress

Post by sinewav »

compguygene wrote:Played there yet, sylla? It's really easy to be a backseat driver and say that.
Actually, he's got a point. I was in there last night with some peeps that remember this game from before; they knew all the tricks. It was brutal playing against them with people who didn't know. Matches were over in a minute or two, literally.
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Re: Flag Fortress

Post by Phytotron »

Hmm, looks like someone else just recently put up one themselves:
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And how it and those others got a score of 400 is still beyond me.
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