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 New gametype: Rushmode!

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linux26
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PostSubject: New gametype: Rushmode!   Wed Nov 18, 2009 12:53 am

RUSHMODE

This requires a tiny bit of organization but it's really fun in the end, especially with a lot of people.

Setup: Start ATCS in devmap, /rcon g_devmapnostructdmg 1, build a DC in hall right at the bottom of the 2nd ramp on the human side, then build two floor trappers right at the bottom of the 2nd ramp on the alien side (you can decon egg at this point and trappers won't die because of g_devmapnostructdmg). Build more spawns in both teams. Aliens should also build themselves a booster. A player is designated as 'Game Director'. This player will announce Rush Time for the rest of the game.

Gameplay: The Game Director announces the Rush Time using !cp (by specifying the seconds component of the Rush Time). Both teams buy stuff/evolve and head for their corresponding marker (the DC for the humans, the two floor trappers for the aliens). At Rush Time, both teams simultaneously rush, effectively meeting in the middle of the hall. The team with no alive members loses (obviously enough). A dead player may not return into the battle zone (between the two markers) BEFORE the next Rush Time. Exiting the battle zone (the space between the two markers) is also disallowed. After victory is declared by the surviving team, the survivors do /kill in order to pick new guns/classes (if they desire to).

Warning: The amount of fun grows exponentially relative to the number of players involved.


Last edited by linux26 on Wed Nov 18, 2009 5:12 pm; edited 1 time in total
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PostSubject: Re: New gametype: Rushmode!   Wed Nov 18, 2009 3:26 pm

I used to do this all the time on the ACR scrim server...
Just made spawns at each end of the tunnel and just kept rushing..
!devmap ofc..
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PostSubject: Re: New gametype: Rushmode!   Wed Nov 18, 2009 3:35 pm

except this is planned in an organized fashion for everyone that's in the server. Also after each fight is over, the winners do /kill for the possibility to use a new weapon/evolution and to keep the opponents guessing. I would say the smaller the group playing, the closer the boundaries should be. If it's like 5 on 5 it should be the whole hallway.

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PostSubject: Re: New gametype: Rushmode!   Wed Nov 18, 2009 4:28 pm

It's like a makeshift version of capture the flag?

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PostSubject: Re: New gametype: Rushmode!   Wed Nov 18, 2009 5:03 pm

more like capture the hall.

i wonder how well this would do outside the bunker

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PostSubject: Re: New gametype: Rushmode!   Wed Nov 18, 2009 5:23 pm

we need to try Laughing

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PostSubject: Re: New gametype: Rushmode!   Wed Nov 18, 2009 5:25 pm

:Lad wrote:
more like capture the hall.

i wonder how well this would do outside the bunker

Interesting that you mention this, I was thinking of the same thing. The first thing that comes to my mind in this case is that humans must be banned from using jetpacks (for pretty obvious reasons). In an alternative version, the two teams could start off the top of the bunker instead from their respective bases and 'jump off' at Rush Time, which would leave the top of the bunker inaccessible for battle. We should really try these to see which work best.
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PostSubject: Re: New gametype: Rushmode!   Wed Nov 18, 2009 5:25 pm

Atlantis wrote:
we need to try Laughing

Definitely. Going to setup 2nd server now, hope you guys join.

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PostSubject: Re: New gametype: Rushmode!   Wed Nov 18, 2009 6:15 pm

linux26 wrote:
:Lad wrote:
more like capture the hall.

i wonder how well this would do outside the bunker

Interesting that you mention this, I was thinking of the same thing. The first thing that comes to my mind in this case is that humans must be banned from using jetpacks (for pretty obvious reasons). In an alternative version, the two teams could start off the top of the bunker instead from their respective bases and 'jump off' at Rush Time, which would leave the top of the bunker inaccessible for battle. We should really try these to see which work best.


Wouldn't it be fair to say humans can use jet for purpose of accessing top of bunker quicker? Just obviously enough, they are considered disqualified if used for jetcamping out of range. I say this because aliens could easily just use goon and pounce across bunker to heal while human runs out of stamina. (I say this to use top of bunker as an option for battle, just an option), plus you'd probably wanna use give all for humans after jumping off bunker because your gonna lose some health a bit.

linux26 wrote:
Atlantis wrote:
we need to try Laughing

Definitely. Going to setup 2nd server now, hope you guys join.

(USER WAS BANNED FOR THIS DOUBLEPOST)

adminFTW

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PostSubject: Re: New gametype: Rushmode!   Thu Nov 19, 2009 8:40 am

Isn't this unfair for humans? I'm sure I've rants can take out five humans unless they're all pulse or luci and use nades.

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PostSubject: Re: New gametype: Rushmode!   Thu Nov 19, 2009 11:03 am

Nah, I played it, it isn't, Lin and I took down a rant with just helmet, light armour, and rifles.

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PostSubject: Re: New gametype: Rushmode!   Thu Nov 19, 2009 11:21 am

BugHuman wrote:
Nah, I played it, it isn't, Lin and I took down a rant with just helmet, light armour, and rifles.

That's cause you're Bug!
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PostSubject: Re: New gametype: Rushmode!   Thu Nov 19, 2009 12:32 pm

Stupid itouch made me typo.

I said five rants, not one, could easily take five humans down unless they have the stuff I said in my last post. I mean ofc one rant would lose to two humans, but five?

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