The Chase by Ci$ek

Map guides, O and D strategies, and tips.
Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

The Chase by Ci$ek

Post by Jonan »

This is a map we used to play back in the day. https://www.quaddicted.com/files/idgame ... echase.zip

You would take neutral flag from middle, and capture in enemy base. Similar to spaz4.

Very basic, linear bases, easy to learn.

I've gone ahead and reworked the entities.

Central flag is gone, and flags have been added to the old capture points, which is also where you cap.

Definitely worth a go.

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: The Chase by Ci$ek

Post by Jonan »

Tried to add my zip to this, didn't seem to work. I'll email to you OMC.

OneManClan
Site Admin
Posts: 286
Joined: Tue Feb 15, 2011 4:30 pm

Re: The Chase by Ci$ek

Post by OneManClan »

I'm not sure this type of map would work w AGR, which expects *one* flag.

Here are my own (rough) notes that I use to make AGR maps:

OMC - how to make an AGR TF map:

1. info_tfdetect: this tells the mod its a TF (AGR) map

2. info_player_start: This is where all clients first enter the game. You NEED this.

3. item_tfgoal: the flag:
{
"classname" "item_tfgoal"
"origin" "576 -0 -8"
"team_no" "2" // team_no indicates which team can use the item
"goal_no" "2"
"skin" "0" // (blue flag) (or should it be red?)
"items" "131072" //this needs to be set so the movingflag can work
"mdl" "progs/tf_flag.mdl"
"goal_activation" "693"
"owned_by" "1"
"angle" "-0"
}


4. info_tfgoal( 'i_t_g'): the cap point
Note: info_tfgoal is also backpacks
{
"classname" "info_tfgoal"
"origin" "1056 -0 -72"
"angle" "-0"
"team_no" "2"
"goal_result" "2"
"goal_activation" "1"
"goal_state" "2"
"goal_effects" "3"
"spawnflags" "0"
"items_allowed" "2"
"netname" "RedGoal"
"count" "10" // how many points
"axhitme" "2" // this removes the flag from the capping player
}


5. info_player_teamspawn ('i_p_t'): team_no 1

6. info_player_teamspawn ('i_p_t'): team_no 2

7. info_intermission: these are the viewing position a player sees when the map starts/ends


/////////////
//EXAMPLES:

{
"classname" "info_tfdetect"
"origin" "0 0 0"
"angle" "-0"
}
{
"classname" "info_intermission"
"origin" "0 0 0"
"angle" "-0"
}
{
"classname" "info_player_start"
"origin" "0 0 0"
"team_no" "2"
"angle" "-0"
}
{
"classname" "item_tfgoal"
"origin" "576 -0 -8"
"team_no" "2" // team_no indicates which team can use the item
"goal_no" "2"
"skin" "0" // (blue flag) (or should it be red?)
"items" "131072" //this needs to be set so the movingflag can work
"mdl" "progs/tf_flag.mdl"
"goal_activation" "693"
"owned_by" "1"
"angle" "-0"
}
{
"classname" "info_tfgoal"
"origin" "0 0 0"
"angle" "-0"
"team_no" "2"
"goal_result" "2"
"goal_activation" "1"
"goal_state" "2"
"goal_effects" "3"
"spawnflags" "0"
"items_allowed" "2"
"netname" "RedGoal"
"count" "10"
"axhitme" "2"
}
{
"classname" "info_player_teamspawn"
"origin" "0 0 0"
"team_no" "1"
"angle" "-0"
}
{
"classname" "info_player_teamspawn"
"origin" "0 0 0"
"team_no" "2"
"angle" "-0"
}

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: The Chase by Ci$ek

Post by Jonan »

That seems like the original. I sent (emailed) you chasej as an update.

thechase is just what was hosted, if people wished to have a look, at the basic layout. Which is why I then mentioned my changes.

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: The Chase by Ci$ek

Post by Jonan »

In hindsight, I should've put "(Entity Update)" in the title, like many of the others I have done.

Ahh well.

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: The Chase by Ci$ek

Post by Jonan »

OneManClan wrote: 7. info_intermission: these are the viewing position a player sees when the map starts/ends
I think quake will just use player_start if that's not there.

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: The Chase by Ci$ek

Post by Jonan »

OneManClan wrote: 1. info_tfdetect


I think from memory you don't always need this. Pretty sure it'll still load up the rest of the entities. I think what happens is it doesn't enforce the teams correctly. Like if there is a dm starting location, it'll allow a player from teams 1-4 (in some versions it allows colours / teams 0-15) to spawn there. Best to have it though.

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: The Chase by Ci$ek

Post by Jonan »

OneManClan wrote:

3. item_tfgoal: the flag:
{
"classname" "item_tfgoal"
"origin" "576 -0 -8"
"team_no" "2" // team_no indicates which team can use the item
"goal_no" "2"
"skin" "0" // (blue flag) (or should it be red?)
"items" "131072" //this needs to be set so the movingflag can work
"mdl" "progs/tf_flag.mdl"
"goal_activation" "693"
"owned_by" "1"
"angle" "-0"
}
tf_flag.mdl and tf_stan.mdl have skin 0 as the 4 team / colour flag. With skins 1-4 as teams / colours 1-4 (as you'd expect).

I'm curious about those "-0"'s you have. Works like a 0?

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: The Chase by Ci$ek

Post by Jonan »

OneManClan wrote: Many points.
If a map just has CTF ent's it'll also load in TF (team spawns, and flags).

If you do load them up in a TF game, it'll play like CTF. You can only cap if your flag is at home, and you can instantly return your flag by touching it. Makes for some interesting gameplay, as your team needs to defend your flag carrier.

Possibly with a bit of tweaking on your part classic CTF maps could work. Just have 1 flag become capture point.

I also have all the ThreeWave CTF .ent updates for id1's maps on my computer. This could be applied, with little alteration to the source.

Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Re: The Chase by Ci$ek

Post by Jonan »

OneManClan wrote: AGR Maps
I wonder if you could just add your own unique ents to maps.

Such as agr_flag and agr_cap (perhaps a agr_pack too). Strip entities out of a map such as 2fort5r, place your ents in. Then rename the map agr_2fort5r.

People downloading the map again is not really a big deal compared to 20 years ago.

But it would be one way of smoothing out entity issues with troublesome maps (flag drops).
Any map that works well already, wouldn't need this treatment. Such as rock2.

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