[Server] Capture the Flag Server
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
Please don't remove it completely, replace it with something else, those blood effects help knowing if you hit somebody or if you didn't
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
You need some way to tell whether or not you hit someone, so I don't know what you could do about that.
All things are possible except skiing through a revolving door.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
I agree, the particles indicate that you hit. Very useful at long range. Possible solutions:
Sparks
Less red and less particles.
While model flashes red (hard)
With a C++ server modification, it may be possible to allow users to opt out.
Sparks
Less red and less particles.
While model flashes red (hard)
With a C++ server modification, it may be possible to allow users to opt out.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
I like the sparks idea.
Are you planning on changing the map soon? If you want someone to design one, I might work on that. I think the map needs to be bigger and have more extreme terrain. I would like sprint to be enabled to make the game more fast-paced, however, that really wouldn't work with a small map.
Are you planning on changing the map soon? If you want someone to design one, I might work on that. I think the map needs to be bigger and have more extreme terrain. I would like sprint to be enabled to make the game more fast-paced, however, that really wouldn't work with a small map.
All things are possible except skiing through a revolving door.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
I've added chests near each team's flag containing resources. I made the indestructible platform placement more reliable, and made sure that trees don't spawn over flag. I also added flag take sounds (when playing I found that it was hard to notice when the flag was taken). I have also made it so you can dig the floor below the flag, except the node the flag is standing on.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
Yes, this is rather high on my priority list. Due to the way CTF works, the map has to be generated during mapgen. I've been looking for suitable seeds and found a few, but they have some bad points. (such as imbalance)Kpenguin wrote:I like the sparks idea.
Are you planning on changing the map soon? If you want someone to design one, I might work on that. I think the map needs to be bigger and have more extreme terrain. I would like sprint to be enabled to make the game more fast-paced, however, that really wouldn't work with a small map.
I'm looking for trustworthing moderators to assist me in:
- Dealing with saboteurs. Temp-ban of 1+ weeks. Perma-ban for repeated.
- Dealing with excessive swearing. Depends on severity.
- Swearing once or twice, which can be believed to be accidental, should result in a warning.
- Continuing to swear should result in a temp-ban of maybe 2+ days
- Bad swearing should result in a temp ban of 2+ days even without warning (c-word, etc)
- Feel free to kick swearers
- Distasteful behaviour such as sexual comments towards other players/children is justification for a perma-ban
- Dating should result in warnings and kicks. If they don't listen, then deal out temp-bans of 1-3 days.
- basic_privs (shout, interact)
- kick
- ban
- xban2
- ctf_team (move players between teams, coming soon)
- ctf_match (skip the current match, coming soon)
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
I'd like to apply for moderator privs. I'm not a moderator on any servers, but I've played quite a bit on LinuxGaming2.com. If you need references, send a private message to LazyJ to ask about me.
What do you mean by saboteurs?rubenwardy wrote: I'm looking for trustworthing moderators to assist me in:
- Dealing with saboteurs. Temp-ban of 1+ weeks. Perma-ban for repeated.
All things are possible except skiing through a revolving door.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
people that sabotage their own team's base, and cause their team to lose. Traitor's, anyway.
Re: [0.4.13-dev] Capture the Flag Server (Guns!)
I do like the ctf_match command for moderators, a lot of ppl simply build big forts and then just defend, prolonging the match for up to a half hour or more. It will also be nice if their was a time limit on matches, maybe like 15-20 minutes, to prevent a lockup.
Live long and Prosper
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
Normal players can use /vote_next to start a vote to skip the match. I'm going to make it so flag holders have a time limit before they drop the flag. For me, this game is about making castles and then attacking each other - that is the point. However, if no one attacks anyone then that's a bit boring. Maybe I could some how limit resources or something to drive teams against each other.
Re: [0.4.13-dev] Capture the Flag Server (Guns!)
Could you change the command to just /vote like in Gunshippenguin's hungry games server? It is easier to type and people may have used it before.
Merry Christmas Everyone!!!
Re: [0.4.13-dev] Capture the Flag Server (Guns!)
Since that is your perspective on it, their should be a more effective way to destroy buildings than just iron pickaxes. Maybe, something like, TNT? Just think of it, placing a bomb, igniting it as you run away Action hero style, and if you get far enough away in time you will be rewarded with a hole in the enemy fort that will take more time to fix than your standard pickaxe attack would.rubenwardy wrote: For me, this game is about making castles and then attacking each other - that is the point.
Live long and Prosper
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
I'd like to add TNT - but I need to fix some things first. I'm going to change it to vote now.
Re: [0.4.13-dev] Capture the Flag Server (Guns!)
How many points does one team have to score for a map reset? For the past 30mins or so the map was resetting frequently, is 1 point already enough? If so I'd propose to increase it because this way games don't last very long. They should be much more interesting when the teams build castles, dig tunnels, tech up their equipment...
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
Yeah, I agree. When I play, I usually go to the first few chests I find to get guns, then the map gets reset :(
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
I've deployed a new map which puts the teams further apart, and more obstacles between them - it's not perfect though. At some point I'll need a map where I can put 3 flags per team.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
Okay, couple things:
I like the supplies chest and longer building time.
I like the bigger map except for one thing - why no trees? Trees are essential for getting apples for health, sticks for tools and for making a stronger base (it takes forever to break wood with a pickaxe and you can use it to fuel a furnace to make stone bricks which are impossible to break with a wooden pick). I would suggest putting some trees nearby both bases. The old map was a bit imbalanced because the red base was rather far from any trees.
I like being able to mine around the flag.
I don't like not having sneak enabled. Having it enables makes building your base easier and safer and also provides a challenge to make the base invulnerable to sneak elevator attacks (for example, putting a ledge around the outside edge).
I like the idea of adding TNT. :) *fizz BOOM!
I like the idea of adding multiple flags.
Keep up the good work! This was a great idea for a server and subgame and you definitely have a lot going for you!
Kpenguin
I like the supplies chest and longer building time.
I like the bigger map except for one thing - why no trees? Trees are essential for getting apples for health, sticks for tools and for making a stronger base (it takes forever to break wood with a pickaxe and you can use it to fuel a furnace to make stone bricks which are impossible to break with a wooden pick). I would suggest putting some trees nearby both bases. The old map was a bit imbalanced because the red base was rather far from any trees.
I like being able to mine around the flag.
I don't like not having sneak enabled. Having it enables makes building your base easier and safer and also provides a challenge to make the base invulnerable to sneak elevator attacks (for example, putting a ledge around the outside edge).
I like the idea of adding TNT. :) *fizz BOOM!
I like the idea of adding multiple flags.
Keep up the good work! This was a great idea for a server and subgame and you definitely have a lot going for you!
Kpenguin
All things are possible except skiing through a revolving door.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
Not having any trees was a bug which has been fixed.
I'm going to rework the mechanics of crafting etc eventually. Wood shouldn't be harder than stone. I think that some weapons should be found, and some should be unlocked for the whole team if they reach a score / spend gold unlocking it. idk, I'm not decided.
Sneak elevators are an old-player thing only, and are not intuitive. They're also not good for mobile players:
I'm going to rework the mechanics of crafting etc eventually. Wood shouldn't be harder than stone. I think that some weapons should be found, and some should be unlocked for the whole team if they reach a score / spend gold unlocking it. idk, I'm not decided.
Sneak elevators are an old-player thing only, and are not intuitive. They're also not good for mobile players:
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
You are making me feel old.rubenwardy wrote: Sneak elevators are an old-player thing only
Btw, maybe you should make the ammo packs more common, I usually don't find many of them in chests.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
I've added a statistics page to track player numbers, available at minetest.rubenwardy.com/stats/
That big drop there wasn't a server crash or restart, it just happened suddenly. Someone won just before then, I think it's either due to rage quits or to tea times.
That big drop there wasn't a server crash or restart, it just happened suddenly. Someone won just before then, I think it's either due to rage quits or to tea times.
Re: [0.4.13-dev] Capture the Flag Server (Guns!)
Wow, I remember when sneak elevators weren't even a thing.
I have been here way too long.
And the pie graph up there is amazing. That just gave me a completely new perspective on how people use minetest. People today are so obsessed with their phones, that they play a game that's much easier to control on PC. Actually kind of sad, if you think about it.
I have been here way too long.
And the pie graph up there is amazing. That just gave me a completely new perspective on how people use minetest. People today are so obsessed with their phones, that they play a game that's much easier to control on PC. Actually kind of sad, if you think about it.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
Why are there consistently more red players than blue players?rubenwardy wrote:I've added a statistics page to track player numbers, available at minetest.rubenwardy.com/stats/
That big drop there wasn't a server crash or restart, it just happened suddenly. Someone won just before then, I think it's either due to rage quits or to tea times.
All things are possible except skiing through a revolving door.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
It's a stacked graph. The top of the red area is blue players + red players.Kpenguin wrote:Why are there consistently more red players than blue players?
You can tell how many is in each team by looking at how much color is visible.
https://en.wikipedia.org/wiki/Area_chart
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)
Sneak Elevators were here since the beggining, sadly we don't see them that much this days.PlasmaHam wrote:Wow, I remember when sneak elevators weren't even a thing.
I have been here way too long.
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