Author Topic: Territorial Take Over: Ready for Play!  (Read 3954 times)

0 Members and 1 Guest are viewing this topic.

Offline zyxstand

  • Veteran
  • *****
  • Posts: 1106
  • Mother of all Bombs
Territorial Take Over: Ready for Play!
« on: June 16, 2007, 02:01:05 pm »
Alright folks, Territorial Take Over v1.0 (beta) is complete!

About the game mode:
Played as ctf but with no flags.  Alpha and Bravo team competes to gain control of all the bases in the map.  Original map contains 3 bases.  To capture a neutral or enemy base, you must stay in it for 3 or 5 seconds, respectively.  A "flag" in your team's color will appear in the base to indicate its owner.  When a team has control of all bases, the enemy team has 15 seconds to gain control of a base or else the all-controlling team wins!  Maps must be custom maps.

Scripting features:
The script contains unique features that makes the game mode ever so interesting:
A)  Mini-Map:  A mini-map or simply called "stats" is found near Alpha and Bravo spawn areas.  The stats is a set of "flags" representative of the actual bases throughout the map.  This is useful especially in bigger maps so that upon spawning, players gain a quick understanding of who owns what bases in the map and can act accordingly.
B)  Laser Lines:   These lines are placed by Alpha and Bravo spawn areas.  When an enemy crosses it (and enters his enemy's spawn area) his weapons are removed.  Upon crossing back from the Laser Line, original weapons are returned.  This feature prevents spawnkilling most effectively.
C)  Healing:  Players regenerate based on what percentage of the map's bases their team owns.  So the more bases your team owns the faster you regenerate health!  Also, upon capturing a base, you and any teammate in the base get full health.


Map download works on my server - THANK GOD!
I had a few people join - they all said that they love the idea.

Reply with comments and suggestions.

HELP:  I'm in desperate need of map makers for this game mode.  We need big maps with more bases (5 and up!).  It must be good for at least 10 players, otherwise the rounds aren't as exciting and chaotic as soldat was meant to be.  The sooner maps are made, the sooner it can be hosted :D
Download my current map along with the text file for further information.

UPDATE:(expired)
Server's up for about 2 hrs (6/18/2007   8:30-10:30 or later pm EST)
76.108.251.20 : 23073
Server Name:  Territorial Take Over v1.0 (beta)
*note the commands
« Last Edit: June 24, 2007, 08:47:28 pm by zyxstand »
Can't think of anything original to put here...

Offline xmRipper

  • Soldat Beta Team
  • Flagrunner
  • ******
  • Posts: 742
    • Personal
Re: Game Mode: Take Over
« Reply #1 on: June 16, 2007, 02:12:18 pm »
Very nice script!
It's funny :)
Co-Founder / CTO @ Macellan
Founder Turkish Soldat Community

Offline Martino

  • Major(1)
  • Posts: 18
Re: Game Mode: Take Over
« Reply #2 on: June 17, 2007, 02:42:27 am »
Very good mode. I'd like that.

Offline zyxstand

  • Veteran
  • *****
  • Posts: 1106
  • Mother of all Bombs
Re: New Game Mode: Territorial Take Over
« Reply #3 on: June 18, 2007, 12:01:26 am »
Updated!!!
Can't think of anything original to put here...

Offline SirJamesaford

  • Flagrunner
  • ****
  • Posts: 763
  • SirJamesaford is still in the early Beta stage.
Re: New Game Mode: Territorial Take Over
« Reply #4 on: June 18, 2007, 12:48:35 am »
Well where can we play such a game... give us the ip and shizzle.
And if the dam breaks open many years too soon
And if there is no room upon the hill
And if your head explodes with dark forebodings too
Ill see you on the dark side of the moon

Offline Krypt_

  • Soldier
  • **
  • Posts: 159
Re: New Game Mode: Territorial Take Over
« Reply #5 on: June 18, 2007, 12:53:23 am »
Yea man the anticipation to test this is driving me nuts. Server info prtyplz :]

Expression.Freedom.Art.

Offline zyxstand

  • Veteran
  • *****
  • Posts: 1106
  • Mother of all Bombs
Re: New Game Mode: Territorial Take Over
« Reply #6 on: June 18, 2007, 09:45:43 pm »
server's UP!
Can't think of anything original to put here...

Offline SirJamesaford

  • Flagrunner
  • ****
  • Posts: 763
  • SirJamesaford is still in the early Beta stage.
Re: Territorial Take Over: Ready for Play!
« Reply #7 on: June 18, 2007, 10:32:34 pm »
And if the dam breaks open many years too soon
And if there is no room upon the hill
And if your head explodes with dark forebodings too
Ill see you on the dark side of the moon

Offline Krypt_

  • Soldier
  • **
  • Posts: 159
Re: Territorial Take Over: Ready for Play!
« Reply #8 on: June 19, 2007, 12:25:05 am »

Expression.Freedom.Art.

Offline SirJamesaford

  • Flagrunner
  • ****
  • Posts: 763
  • SirJamesaford is still in the early Beta stage.
Re: Territorial Take Over: Ready for Play!
« Reply #9 on: June 19, 2007, 12:26:24 am »
Oh its up now... i played it a little bit ago
76.108.251.20      23073
And if the dam breaks open many years too soon
And if there is no room upon the hill
And if your head explodes with dark forebodings too
Ill see you on the dark side of the moon

Offline zyxstand

  • Veteran
  • *****
  • Posts: 1106
  • Mother of all Bombs
Re: Territorial Take Over: Ready for Play!
« Reply #10 on: June 19, 2007, 06:44:29 am »
hehe sry bout that.  i did have it up from 8:30-10:30 then interrupted and then played with people again till later - and then my internet fell out (first time in a long time).  i'll have it up today again.
Can't think of anything original to put here...

Offline Leo

  • Soldat Beta Team
  • Veteran
  • ******
  • Posts: 1011
Re: Territorial Take Over: Ready for Play!
« Reply #11 on: June 23, 2007, 03:40:46 am »
I like your idea zyxstand and I could host a server with your mode at a dedicated server. If you are interesting you can find me at #lrs@quakenet ;)

Offline Will

  • Flagrunner
  • ****
  • Posts: 910
Re: Territorial Take Over: Ready for Play!
« Reply #12 on: June 23, 2007, 03:46:25 am »
Wow. A great idea, something I've been waiting for a long time. Hope that leo will get it on his servers, just please don't make it realistic :P

Offline Leo

  • Soldat Beta Team
  • Veteran
  • ******
  • Posts: 1011
Re: Territorial Take Over: Ready for Play!
« Reply #13 on: June 23, 2007, 04:10:18 am »
I only host realistic, don't think it's gonna be a problem with that :)

Offline Mr.Spoon

  • Major(1)
  • Posts: 21
Re: Territorial Take Over: Ready for Play!
« Reply #14 on: June 23, 2007, 04:12:06 am »
Will, i wouldn't hope for that... Leo's known for hosting realistic servers, so that one will probably be realistic too. I must say i'm looking forward to it too, because it deals with some of the problems in any game, namely spawning and the base system sounds really interesting.

Offline Will

  • Flagrunner
  • ****
  • Posts: 910
Re: Territorial Take Over: Ready for Play!
« Reply #15 on: June 23, 2007, 04:36:05 am »
teh shizz!!

I gave up on realistic since I don't play soldat as much as before. I just wanna have some qucik fun for a couple of minutes, maybe change a map or two and thats it. Realistic takes quite alot of time, especially if you pair it up with survival so I just stay on the computer for hours if I play that...

Offline Pie

  • Flagrunner
  • ****
  • Posts: 761
Re: Territorial Take Over: Ready for Play!
« Reply #16 on: June 23, 2007, 07:33:27 am »
I would like to see an EC server or a Gamearena server with this scripting, Leos servers make me lag because of his servers location. But otherwise i want to try it, It sounds like alot of fun
Lol, internets.

Offline Leo

  • Soldat Beta Team
  • Veteran
  • ******
  • Posts: 1011
Re: Territorial Take Over: Ready for Play!
« Reply #17 on: June 24, 2007, 07:31:42 am »
It seems zyxstand is not interesting. Too bad, the script will never "take off" without a ded server.

Offline SirJamesaford

  • Flagrunner
  • ****
  • Posts: 763
  • SirJamesaford is still in the early Beta stage.
Re: Territorial Take Over: Ready for Play!
« Reply #18 on: June 24, 2007, 07:36:49 am »
I think you should PM him about it becuase i think you could do wonders for his script.  Realistic would be great for this type of game.
And if the dam breaks open many years too soon
And if there is no room upon the hill
And if your head explodes with dark forebodings too
Ill see you on the dark side of the moon

Offline Leo

  • Soldat Beta Team
  • Veteran
  • ******
  • Posts: 1011
Re: Territorial Take Over: Ready for Play!
« Reply #19 on: June 24, 2007, 07:58:38 am »
I am sure he has seen the replies here ;)

Offline zyxstand

  • Veteran
  • *****
  • Posts: 1106
  • Mother of all Bombs
Re: Territorial Take Over: Ready for Play!
« Reply #20 on: June 24, 2007, 10:58:54 am »
I am sure he has seen the replies here ;)
no I haven't  :-\

Sry everyone, especially Leo and those who want to try it.
When I first posted about my game mode I only got a few replies of the people that played it.  No one else seemed interested (for some reason).  I just checked back here and saw all these replies and I'm really happy Leo would host this.
This game mode would be really fun realistic too so that shouldn't be a problem.  The only thing is I currently only have one map (tto_adv_cliff) which I'm actually working on and it only has 3 bases so rounds don't last too long.  If anyone can PLEASE help make more maps PM me and I can explain further on map-requirements.  thnx!
« Last Edit: June 24, 2007, 11:18:24 am by zyxstand »
Can't think of anything original to put here...

Offline Leo

  • Soldat Beta Team
  • Veteran
  • ******
  • Posts: 1011
Re: Territorial Take Over: Ready for Play!
« Reply #21 on: June 24, 2007, 11:15:33 am »
Yes dear mappers, make us some maps so we have this start rolling... :)

Offline zyxstand

  • Veteran
  • *****
  • Posts: 1106
  • Mother of all Bombs
Re: Territorial Take Over: Ready for Play!
« Reply #22 on: June 24, 2007, 09:09:37 pm »
updated - please download the two attached files if you're interested in making a map - instructions and everythign are there as well!  thnx again.
Can't think of anything original to put here...