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en:gaming_theory:capture_the_flag [2022-04-01-23-39] – ↷ Page moved from en:games:gaming_theory:capture_the_flag to en:gaming_theory:capture_the_flag 7saturnen:gaming_theory:capture_the_flag [2024-01-21-11-56] (current) 7saturn
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 ====== Capture the Flag ====== ====== Capture the Flag ======
-Capture the flag, or as it is abbreviated often, CTF, is a game mode, widely used in [[Shooter|shooters]] but also other game genres. The concept is usually very close to the following rules:+Capture the flag, or as it is abbreviated often, //CTF//, is a game mode, widely used in [[Shooter|shooters]] but also other game genres. The concept is usually very close to the following rules:
   * Two teams are playing against each other.   * Two teams are playing against each other.
   * Both teams have a flag of their color.   * Both teams have a flag of their color.
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 Usually also the following rules are implemented: Usually also the following rules are implemented:
   * If the flag is dropped and laying still for a certain amount of time (e. g. 60 seconds) then it is reset to the originating flag spot.   * If the flag is dropped and laying still for a certain amount of time (e. g. 60 seconds) then it is reset to the originating flag spot.
-  * If the carrier uses special means of traversing the map (e.g. the translocator in [[Unreal Tournament]] or the Emergency Transporter in [[Star Trek Voyager Eliteforce|Star Trek: Voyager Elite Force]], the flag is dropped on the original spot the player transported away from.+  * If the carrier uses special means of traversing the map (e.g. the translocator in [[..:games:Unreal Tournament]] or the Emergency Transporter in [[..:games:star_trek_-_voyager_elite_force|Star Trek: Voyager Elite Force]], the flag is dropped on the original spot the player transported away from.
  
 This mode requires more effort on team coordination, as carrying the flag is not only a matter of aim skill or similar traits. This makes it a very popular game mode, besides the [[deathmatch]]. If a team works properly together, even a good "lone wolf" player may be easily overwhelmed. If the lone wolf manages to carry the flag back to his own spot but in the meantime the opposing team also got his flag, he cannot finish the capture until he retrieves his own flag as well. This mode requires more effort on team coordination, as carrying the flag is not only a matter of aim skill or similar traits. This makes it a very popular game mode, besides the [[deathmatch]]. If a team works properly together, even a good "lone wolf" player may be easily overwhelmed. If the lone wolf manages to carry the flag back to his own spot but in the meantime the opposing team also got his flag, he cannot finish the capture until he retrieves his own flag as well.
  
-There are games that offer practically the very same game mode, but call it differently, such as "Cell Capture" for [[Toxikk]].+There are games that offer practically the very same game mode, but call it differently, such as "Cell Capture" for [[..:games:Toxikk]].
 ===== Variations of the Principle ===== ===== Variations of the Principle =====
-There are variations of this principle, such as the [[Counter-Strike#Maps_Game_Goals|demolition or hostage scenarios of Counter-Strike]] or the [[Unreal Tournament 2004#Game Modes|bombing run mode of UT2004]].+There are variations of this principle, such as the [[..:games:counter-strike#Maps_Game_Goals|demolition or hostage scenarios of Counter-Strike]] or the [[en:games:ut2004:bombing_run|bombing run mode of UT2004]].
  
 For example the hostage rescue is similar in that respect, that the Counter-Terrorists start at their rescue zone (spot where they have to carry at least one hostage to). Their goals is to reach the spots on the map where the hostages are placed and take them from there. So in a way it is an asymmetrical version of CTF, where only one side has to capture a hostage and carry it back to the rescue zone, while the other has to prevent that from happening. For example the hostage rescue is similar in that respect, that the Counter-Terrorists start at their rescue zone (spot where they have to carry at least one hostage to). Their goals is to reach the spots on the map where the hostages are placed and take them from there. So in a way it is an asymmetrical version of CTF, where only one side has to capture a hostage and carry it back to the rescue zone, while the other has to prevent that from happening.
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 The bombing run of UT2004 on the other hand is very likely to soccer. At the beginning of the match a ball-shaped "bomb" is placed at the center of the usually symmetrical map. Both teams have a goal spot. If by any means the ball is thrown through that spot, the owning team loses that round. The bombing run of UT2004 on the other hand is very likely to soccer. At the beginning of the match a ball-shaped "bomb" is placed at the center of the usually symmetrical map. Both teams have a goal spot. If by any means the ball is thrown through that spot, the owning team loses that round.
  
-There are even more dynamic variations of the CTF principle, such as the [[Nexuiz#Game Modes|key hunt mode of Nexuiz]]. In this scenario, 2 or more teams each are handed one "key" (given randomly to one team member). The goal is to obtain the keys from all participating teams (2 to 4) and bring them together. If a team achieves it, that one of their players is making contact with all keys at the same time, they score. Every player can carry multiple keys. A player that gets fragged, drops all keys in his possession. In this scenario there is no pre-defined spots, where the items have to be carried to or taken from. The only definition is, that every team starts with their own key. How a team achieves the convergence of all keys on one player is not predefined. This requires an even greater amount of team play, especially when there are three or four teams participating.+There are even more dynamic variations of the CTF principle, such as the [[..:games:nexuiz#Game Modes|key hunt mode of Nexuiz]]. In this scenario, 2 or more teams each are handed one "key" (given randomly to one team member). The goal is to obtain the keys from all participating teams (2 to 4) and bring them together. If a team achieves it, that one of their players is making contact with all keys at the same time, they score. Every player can carry multiple keys. A player that gets fragged, drops all keys in his possession. In this scenario there is no pre-defined spots, where the items have to be carried to or taken from. The only definition is, that every team starts with their own key. How a team achieves the convergence of all keys on one player is not predefined. This requires an even greater amount of team play, especially when there are three or four teams participating.
 ===== See Also ===== ===== See Also =====
   * [[Shooter]]   * [[Shooter]]
-  * [[Nexuiz CTF Strategy]] (applies in principle to all CTF games)+  * [[..:games:Nexuiz CTF Strategy]] (applies in principle to all CTF games)
  
-[ [[Games Database]] ] [ [[Game Related Terms]] ]+[ [[..:Games Database]] ] [ [[..:Game Related Terms]] ]
en/gaming_theory/capture_the_flag.1648849146.txt.gz · Last modified: 2022-04-01-23-39 by 7saturn

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