CTFtips

Capture The Flag

"This section contains a lot of material based on my own views and experience in playing CTF. If you have a suggestion for something to add or disagree with my opinion, please send me some mail"

B_Hunter-Xeno

> Capture the Flag is a variation of Deathmatch Quake. It is a Quake server modification invented by Dave "Zoid" Kirsch of Threewave, which incorporates the basic "team sport" (emphasis on team) of flag football into the Quake Deathmatch arena. It has become the most popular variation of Internet Quake. A short time ago, Threewave was the only server running this mod, but the popularity of CTF has commanded the conversion of a large percentage of Deathmatch servers. Currently, a large majority of Quake servers are running CTF, with the numbers growing steadily.

> Basic Gameplay is quite straightforward. Players are split into two teams, Red and Blue. Each team has a base, usually located at opposite ends of the map. Each team has a flag located within their base. The object of the game is to protect your flag from the enemy while simultaneously stealing the enemy’s flag and returning it to your base. This is, of course, where "team" play comes in. You alone can’t play both offense and defense at the same time, at least not successfully. More on this later. Points/Frags are awarded to either individuals or to the entire team (current scoring model discussed under rules). When a specified number of points/frags or a specified time limit has been reached, then the team with the most points wins.

> While for some, the "free-for-all" style of traditional Deathmatch Quake is the only game in town, I personally enjoy the CTF version as it adds some "method to the madness".

# What You Need

> Hopefully, you already have a connection to the Internet (28.8 or better) and Registered Quake. If you don’t, stop. Go get them. These are the only two things you must have to play the "original" CTF mods. But Zoid has been hard at work and has released a "custom" version of CTF, currently 3.1 for the client and 3.5 for servers, that requires custom maps that the "client" (you) must have. This is a 4meg zip file that you can download at one of the locations listed at Threewave. Most servers running CTF have already converted to the new version, so I would strongly suggest that you get it.

> Installing the Custom Maps:

> Simply create a directory entitled CTF parallel to Id1, or for "Techno-Peasants" this would be a sub-directory of your Quake directory. Next, unzip the client-side file into the CTF directory. Start the game with the command line, -game ctf. For those of you like myself who use Qspy to launch Quake, I found that it didn’t want to work with the -game ctf command. It would load the maps, but not connect to the server. It wouldn’t execute Qspy.cfg. I found a way around this by editing Q95.bat to include -game ctf after -mpath. I don’t know how much game speed is increased, but I also include the following parameters:

> -winmem 16 (Allocates 16meg of ram to Quake. Decrease this number if you have less than 32meg of ram and are running from Windows95)

> -nojoy (If you don’t use a joystick (which I hope you don’t), it removes that irritating calibrate joystick prompt when you launch Quake)

> -noipx (No IPX network protocol)

> -noserial (No serial port support)

> -nocdaudio (No CD music. I don’t like the major pause or lag that happens when the CD switches tracks)

> Once you’ve edited Q95.bat, configure Qspy to launch Quake with only Q95.bat as the command line. You can still launch regular Deathmatch games, the CTF maps that are loaded will not affect them. Another thing I’ve done is to list only CTF servers under the favorites tab in Qspy. That way, when I launch a CTF game from this tab, Qlist pulls up only the CTF servers if I want to switch to a different server.

> Last but not least, binding "CTF only" impulses ( more info in the Special Impulses section) to the keyboard makes life a lot easier. These are covered in the CTF Impulses section. I’ve also written a configuration script to save you the trouble with docs to go along with it. The " Bounty Hunter" config. for Quake works for regular deathmatch and has CTF features as well. Its the best I could come up with, for now. If you want to try and improve it, go for it, but let me know what ya come up with. Installation Docs Included. Here it is.

# The Rules

> Rules: These are the current rules listed on Threewave, as well as the current scoring model.

> 1.Two areas of the map are designated as base encampments.

> 2.When you join the game (or enter the level) you are assigned to a team. In ver 3.5 you can enter the game in observer mode and select which team you want to join. Depending on the configuration of the server, you may change teams; if you are allowed to change, you will lose your frag count when changing. You are spawned at your team's base. If you die, you are not spawned at the base, but at one of the deathmatch start spots. This way, you don't kill a guy defending his flag at the enemy base and he comes back to life immediately there. New rule addition for ver 3.2: Players now start with 50 green armor when spawned. This will let you survive at least one direct rocket hit. This is to make spawners have a chance at life and make defense more important.

> 3.The flags are based on the medieval key models (in the custom version, they are actually flags). If you pick up the enemy flag, you must return to base and touch your flag in order to score. Note that if you get back to the base, your flag might not be there if the other team has it! Get the rest of your team to go frag the enemy player and get your flag back!

> 4.When a player carrying the enemy flag touches his flag he will complete a successful capture. He gets a bonus of 15 points. Everyone else on his team gets 10 points.

> 5.When you get a flag, you have that nice glow around you (such as when you get the quad damage). You can identify who has a flag by this glow (can be mistaken for a player with the real quad or strength rune). The custom CTF nailed this problem as the new version has the flag sticking out of your back, leaving a glowing green trail behind you as you run. No problem identifying the flag carrier now!

> 6.If you kill an opposing team player who has your flag he drops it. You also get 2 points. If you touch your flag, it will teleport back to your base. You also get 1 point as a recovery bonus. This gives base defenders a reward for guarding their flag.

> 7.Since everyone starts at their base after a level change, or when joining the game, the team will have to work out who is going to go on offensive and try to get the enemy flag, and who will play defense by staying at base and guarding the flag. Yes, this is camping, but its camping with a cause!

> 8.You can communicate only with teammates by using messagemode2. Put this in your id1\autoexec.cfg file: bind (key) "messagemode2". When you hit (key), you will get the usually talk prompt, except your message will only go to your teammates.

> 9. New rule addition for ver 3.2: Weapons are *not* carried between levels. Now I know a lot of people are going to hate this, but it has to be done to make the team start on each level fair. Right now, if one team is kicking the other teams but, chances are on level change the leading team will be all stocked with ammo and weapons but the losing team will not be. This evens it out so every level, people start the same.

> Expert CTF additional features:

> - CTF will now award as assist on a capture. To get an assist frag the guy carrying your flag and return it. If your team captures in a short period of time, you will get an assist.
> - Flag defense is now radius based (but not a large radius). It is better to kill a guy _before_ he gets your flag. There is no bonus if he gets it and then you immediately frag him.
> - You also get a bonus for defending your flag carrier. If you blow away a guy who has harmed your carrier, you get an extra frag for it. Defend your flag carrier!

# Special Impulses

> General information on Impulses:

> Impulse commands are simply a way of in-putting instructions to the game. Example: "Impulse 2" is the instruction to the game that you want to select the shotgun to use. "Impulse 2" is bound to a keyboard key in your Quake configuration file, so that when you depress the "2" button on your keyboard, the game responds by selecting the shotgun. Basic, standard Quake impulses are already built into the game in the default configuration file.

> Below is a list of Impulses that are unique to Capture the Flag Quake. These can be configured in any number of ways. The most important of these is "Impulse 22", the grappling hook. This one should be bound to a key that is easy to find during a heated battle. I use "r" myself. This is how you would add this to your configuration. First, pull up your config.cfg file in a text editor. It can be found in the Quake/Id1 directory. Second, add this line to it:

> Bind "r" "impulse 22"

> That's it. Save the file and now you can depress the "r" key to select the grappling hook while playing. You can substitute any key that you wish for "r". Whatever key is best for you. The other special impulses can be bound to any keys that you wish as well. I use "b" for backpack drop etc. Note that you should browse through your default config before binding any keys so that you won't overwrite any of the default Quake keys. Try to use keys that aren't bound to anything.

> If this stuff is over your head or too much trouble, you can download and install my config file. It has all of these impulses and several other features incorporated into it. Documentation and installation instructions included!

> These are the useful Impulse Commands available in CTF:

> Impulse 20 -Drops a backpack containing 20 rounds of ammo for the currently selected weapon. This Impulse is one that is not used enough. Spread the wealth. Give your teammates some ammo if you’ve got plenty. A happy and effective flag defender is one who’s got plenty of rockets. Besides, if you’re on offense, you don’t want to get fragged at the enemy’s base and give THEIR team a bunch of ammo.

> Impulse 21 -Drops your currently selected weapon. Once again, not used enough. I know giving up that RL is a huge sacrifice, but if you’re on offense, you can get another on the way back to the enemy base. Good flag defenders don’t stray that far from base.

> Impulse 22 -Switch to the Grappling Hook. This is the coolest toy in the game. More info under the Grappling Hook section.

> Impulse 23 -Displays the current status of the flags. Tells you where both flags are currently located: at base, lying about, or who is carrying them.

> Impulse 25 -Displays current team settings for the server. Shows teamplay settings, whether you are allowed to switch teams, drop items, etc.

> Note: Some impulses are server configurable. In other words, they may or may not be available to use depending on how each individual server is set up. Most servers run the grappling hook and backpack drop, some the weapon drop as well. Use impulse 25 to check out the server you happen to be on.

[ Random | Skip - | Skip + | Next 5 | Previous Site | Next Site ]

This Capture The Flag Ring site is owned by Bounty Hunter.
Want to join the ring? Click Here for more information.