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  • SPEEDBALL mode in CAx

    As some may know there's already 5 different modes in CAx,
    MATCH, PRACTICE, LMS, AIRSHOT, INSTAGIB

    now im beta testing a new mode called SPEEDBALL at
    TEST.QUAKEONE.COM

    Early testing proves positive, but more play testers are required.

    Here's a quick synopsis of the rules:

    - 2 Teams Maximum, RED vs BLUE
    - the BALL spawns at MOUND (dm3)
    - the idea of the game is to take the ball and carry it to the OPPONENTS goal.
    - you MUST select AXE to carry the ball, switching to anything else DROPS the ball.
    - respawns are active randomly
    - the round ends when a BALLCARRIER touches the opponents GOAL
    red team's goal looks like PENT (nailbox area on DM3)
    blue teams's goal looks like QUAD (in YA room on DM3)
    - ball carriers gain 1 point health for every second they hold the ball.
    - the ball is affected by splash damage, causing it to bounce around.
    - if someone drops the ball and its not touched in 20 seconds it respawns at mound.

    FEATURES:
    In addition to the normal gameplay of CA, in speedball u can bunny hop 110% faster
    Double walljumps are enabled.

    TIPS:
    To toss the ball to a teammate, aim at them and select the AXE
    to POWERTOSS the ball press and HOLD
    JUMP while selecting AXE
    OR
    +ATTACK and SELECT AXE

    to catch the ball being tossed to you, select AXE before the ball touches you..

    Beta TESTING at TEST.QUAKEONE.COM 3 vs 3 (or more) is optimal...

    Comments?
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

  • #2
    I think you missed RJ-ing while carrying the ball. I do not know how you can navigate the levels without RJ, you will be stuck going a very linear path.

    That is a must. RL must be an exception and if you do hit an opponent with it then you drop the ball - if you want to handle that scenario this way for not attacking while carrying ball yet having the functionality of the RL for navigating the levels.

    Everything else is good. Nice concept!

    Comment


    • #3
      Originally posted by Paradise View Post
      I think you missed RJ-ing while carrying the ball. I do not know how you can navigate the levels without RJ, you will be stuck going a very linear path.

      That is a must. RL must be an exception and if you do hit an opponent with it then you drop the ball - if you want to handle that scenario this way for not attacking while carrying ball yet having the functionality of the RL for navigating the levels.

      Everything else is good. Nice concept!
      Thats why you have your team protect you.

      Giving elite players a rocket launcher while they have the ball is only inviting for a takeover. I see the ball carrier not being able to use weapons a great challenge for players to actually use teamwork!

      Great idea R00k, I wish I could have stayed and helped test!
      QuakeOne.com
      Quake One Resurrection

      QuakeOne.com/qrack
      Great Quake engine

      Qrack 1.60.1 Ubuntu Guide
      Get Qrack 1.60.1 running in Ubuntu!

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      • #4
        You can be creative with your moves, for instance you can toss the ball up to bridge, then rj up there and pick it back up. or in some cases you can walljump up to an area like the nailbox, u get 2 jumps 3 if your quick to get up.
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

        Comment


        • #5
          We've tested the last 2 nights, and it's been awesome. And Paradise, you can literally THROW the ball, so if you can't get somewhere with it, you can throw it, RJ, then get it again. Also we've done a lot of the team protecting itself as well. This mod is a great mix, and lots of fun. I urge the rest of you to try this
          uakene.com

          Comment


          • #6
            Yes, I made that observation without actually playing the mod, from R00K's words.

            The tossing the ball and re-picking it up to execute a minor maneuver still seems a bit cumbersome. I am thinking what if you are tossing it at DM3 bridge and it goes over the bridge and splash into the water then you have to go chase after it, lol, it seems you may need more then 20 seconds meanwhile your team is scrambling everywhere being under fire. It is much quicker to RJ to the bridge for a quick getaway.

            Into anycase, I will check it out when I get home. Smashing idea, nonetheless.

            -T.

            Comment


            • #7
              yes exactly, it's supposed to be a challenge. Most "captures" take about 3-5 minutes. We tried it with the ability for the ball carrier to use his weapons while holding the ball, but it was way too easy.
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

              Comment


              • #8
                I guess while I was reading the thread, Rook was replying because once I hit send, Rook's appeared above mine. We were responding at basically the same time that's why it looks like I just repeated him

                It creates a good mix between the two mods. In CTF sometimes it does take 3-5 minutes before you get a capture. As I found out, while you play, time flies. The game may take 15-20 minutes but you don't even realize it. The respawning is also great, because it makes capturing that much more of a challenge. I finally find myself sitting on edge when I play this. It feels great, like I'm a newbie again.

                It also involves a good amount of teamwork, which is obvious when you play it. You will find yourself relying on your teammate moreso than many other mods at all. It's an awesome game. Thank god the community cooked up the idea of a mod like this

                For you guys that are starting it new, I'll give you a good tip and give you a headstart. RJ'ing to get momentum helps you a lot by grabbing the ball after an RJ, and switching to the AXE to pick it up in the midst of your bunnyhopping at high speed. This gives the ball carrier the advantage of speed to get the ball to the enemy base. Use it, it may be the difference between win/lose
                uakene.com

                Comment


                • #9
                  sounds like a great mod indeed and remarkably similar to what i suggested a long time ago

                  I'll be sure to check this out.. nice going r00k!

                  Comment


                  • #10
                    Rook, does your team get points for fragging an enemy & how many points do you g get for scoring a goal?

                    This mod sounds awesome!
                    QuakeOne.com
                    Quake One Resurrection

                    QuakeOne.com/qrack
                    Great Quake engine

                    Qrack 1.60.1 Ubuntu Guide
                    Get Qrack 1.60.1 running in Ubuntu!

                    Comment


                    • #11
                      Well the scoring structure is same as normal CA.
                      Your personal score is based on damage to the other team.
                      Your Team score is 1 point for the GOAL, (you win that round).
                      Game ends at 5 (best of 9).

                      Since the game is still in a testing / preference stage, things can be changed as required...

                      Should a ball carrier be able to shoot the ball at the goal to score or MUST touch the goal while holding the ball or both?
                      Should the ball carrier run slower?
                      Should there be health packs?
                      Should players initially start each round spawning in their base?

                      oh btw, axe does 80 points damage so, at close range the ballcarrier can hurt an opponent considerably
                      Last edited by R00k; 05-21-2008, 12:00 PM.
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                      Comment


                      • #12
                        Demo

                        I recorded a demo for you guys interested in seeing this in action and haven't got to yet.

                        For newer users, you download this and Save to Disk. You unzip the contents of the file into your quake/id1 folder. Once you load your quake up, in the console you type playdemo speedballtesting

                        The link for the demo is here:
                        Download Demo

                        It's on DM3, 2-2. This will give you a good idea of how the game's played.
                        uakene.com

                        Comment


                        • #13
                          thanks Frenzy, I was kickn my self lastnight cause I forgot to record a demo of the games we played!

                          once the game is finalized we can work on new maps
                          Last edited by R00k; 05-21-2008, 12:22 PM.
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                          Comment


                          • #14
                            Well hopefully we test on more maps
                            uakene.com

                            Comment


                            • #15
                              TRUE, ctf8 is fun , but bad for red base theres a LOC map, twoBases that is nice

                              i seems to me a linear route is best, u cant play football in a shopping mall!!

                              nor maul!
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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