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View Full Version : CoD Quad-Team Gameplay -- FOUR TIMES THE FUN!


Hammer
11-12-2003, 12:23 PM
Last night I started working on a quad-team gametype. Basically four independent teams will be playing at the same time (american, russian, british and german). I'm currently focusing on Team Deathmatch, but will definitely look at objective & round-based play, e.g. first team to blow up the rocket, or last team standing. Considering also the possibility of including dual-team mode, imagine TWL matches with 4-clans dueling it out on a 2x2 setup (allied clan pairs).

I've got all the spawning, menu and weapon logic working; currently trying to figure-out the scoring system (at the moment looks like I'll have to start my own). Which means the scoreboard will be useless and may even cause some problems (too early to tell yet). Haven't touched auto-team assignment yet, but only because I haven't thought about how I want it to work.

Here's a snapshot of the team-selection menu:
http://www.mohaacrew.com/Hammer/quad-tdm.jpg

Sitting_Duck
11-12-2003, 05:58 PM
Sweet mother of all ducks.......talk about insanity....insanity is a good thing though... :!: You never cease to amaze me Hammer.. :clap:

Any thoughts on making a respawnable versions of the those which we can't?

Hammer
11-13-2003, 02:12 AM
Alpha release is out ... check out the post over at:
http://www.codadmin.com/nuke/modules.php?name=Forums&file=viewtopic&t=331&highlight=

ClickBouyow
11-13-2003, 10:38 AM
Wouldn't the game be dominated by the Russian team? Unless there is a way to force team balance, everyone will go Russian for the PPSH. How are you handling team balance and weapon limitations?

Hammer
11-13-2003, 02:09 PM
Possibly, but then any good server admin should be able to manage that. :wink:

Actually, and in all fairness, at this time Quad-TDM is a proof of concept. Once I'm satisfied that it can be made to play well, I'll use it as the framework for the modularization/standardization project (started over at IWN with Scorpio and Buzz). See, the gametype scripts should not be responsible for team balancing, weapon limitation, spawnpoint-management, etc. Only that which is necessary to achieve the goals of the gametype. The other aspects, while definitely not less important, need to be addressed (and will be) as a global solution. This way modders won't have to re-invent the wheel, so to speak, every time they come up with a new gametype.