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HarshCargo
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Post subject: This is a Better design for CTF Posted: Mon Mar 10, 2008 4:59 pm |
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Joined: Jan 2007 Posts: 109 Location:
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 The respawn rooms are protected by invisible sheild so the oponnents cannot spawn kill. If you leave the spawn you cannot enter it until you die of course. My art work isn't very good XD 
_________________ AVALON KingOfNarnia
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foudre
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 5:14 pm |
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Joined: Jul 2007 Posts: 3604 Location:
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its a good idea, and also why the killing of the creatures for a key? that distracts from the actual pvp part of it, i think an open feild with 2 forts one at either end would have been cooler then a cave
_________________
 A man once said, "Fear is contagious". So then the same must hold true for courage. The Roar of a Crowd begins with one man.
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DaZzY
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 5:16 pm |
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Joined: Mar 2007 Posts: 1357
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Nice idea, i was thinking something like that of the safe zone part but it will never happen 
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XMoshe
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 5:29 pm |
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Joined: Apr 2006 Posts: 17293 Location: Ghosting around
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Its unfair...the right team has a bigger room 
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Props to chrisorg for the sig <3
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foudre
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 5:39 pm |
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Joined: Jul 2007 Posts: 3604 Location:
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[SW]XMoshe wrote: Its unfair...the right team has a bigger room  lol, that really made me laugh, not sure why its so funny though
_________________
 A man once said, "Fear is contagious". So then the same must hold true for courage. The Roar of a Crowd begins with one man.
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DarkJackal
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Post subject: Posted: Mon Mar 10, 2008 5:41 pm |
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Joined: Feb 2006 Posts: 6119 Location: A den~
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Thatys definitely better, but I think there should be more entrances to the rooms, and the whole map should be bigger, with bigger halls too, and in that map they could still camp the spawn point when they come out.
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Airbeat
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 5:53 pm |
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Joined: Mar 2007 Posts: 942
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Or they could get it a lil bit more like WoW has it  That'd be cool.. But then again, its Joymax afterall.. 
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XMoshe
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 5:55 pm |
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Joined: Apr 2006 Posts: 17293 Location: Ghosting around
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I think it should be like this. (Fear my paint skillz)  The force field should only be open for the team...(like the topic starter said) That way you kill spawnkilling and you take the fight to the hall ways..People can camp there but if you jump in with your whole team at once (because that possible now) it will get alot more epic... Although...You will need more teamwork, thats not everyone strongest point in iSRO
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Props to chrisorg for the sig <3
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foudre
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 6:10 pm |
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Joined: Jul 2007 Posts: 3604 Location:
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Airbeat wrote: Or they could get it a lil bit more like WoW has it  That'd be cool.. But then again, its Joymax afterall..  exactly what i was thinking of, ctf is something wow still has above sro and probally always will, sro couldn't even get the point of ctf right, grind grind grind, kill some guys which gives you more tickets then trying to win
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 A man once said, "Fear is contagious". So then the same must hold true for courage. The Roar of a Crowd begins with one man.
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ShadowReaver
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 6:15 pm |
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Joined: Jan 2008 Posts: 335 Location:
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Good idea. Too bad the designers of this event are probably as smart as .... you complete the rest.
_________________ ___________________________________________________
LVL 5x Heavy INT S/S Server: Saturn(Bah) Status: Not Active LVL 80 Wizard/Cleric. Not Pure. Server: Odin Status: Active
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William-CL
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 6:42 pm |
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Joined: Feb 2007 Posts: 7363 Location: N/A
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Yeah it was a crappy event anyway. I got spawn killed the whole time My farking sox bowers and wizards before I could even pop off a single nuke lol. And on my 24 2H warrior, I haven't been able to do one because of the dam bug.
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InsertName
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 6:49 pm |
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Joined: Feb 2007 Posts: 2188 Location: Canada
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bad idea wiz just cast fire trap outside the field blocking the path
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ShadowReaver
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 7:28 pm |
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Joined: Jan 2008 Posts: 335 Location:
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InsertName wrote: bad idea wiz just cast fire trap outside the field blocking the path For fire trap u can use bless spell or snow shield or whatever, and unless the opponets are 8 wizards, 1/2 fire traps wont do much harm to 8 people party. at least u have the change to organize before u go out of the room. with spawn camp before u even spawn (exaggerating of course) u get killed by the fire trap, no chance to buff urself/even think.
_________________ ___________________________________________________
LVL 5x Heavy INT S/S Server: Saturn(Bah) Status: Not Active LVL 80 Wizard/Cleric. Not Pure. Server: Odin Status: Active
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the_wicked
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 7:42 pm |
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Joined: May 2007 Posts: 3820 Location: Whisperwind [US-PVE]
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[SW]XMoshe wrote: I think it should be like this. (Fear my paint skillz)  The force field should only be open for the team...(like the topic starter said) That way you kill spawnkilling and you take the fight to the hall ways..People can camp there but if you jump in with your whole team at once (because that possible now) it will get alot more epic... Although...You will need more teamwork, thats not everyone strongest point in iSRO the halls would have to be huge or it would be too crowded...
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Deacon
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 8:24 pm |
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Joined: May 2006 Posts: 4377 Location: De Dutch
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They should just do it as UT. 2 flags, when you got the flag and touch your own 1-0. If you own is gone keep the flag till a member of your team kills the flag carrier and walks over it. 2-0.  etc!
_________________ I cannot sing the blues...
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Blindfire
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 8:35 pm |
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Joined: Feb 2008 Posts: 3844 Location: ...
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They should make a fairly large map, one flag, each team gets a safe zone.
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RogueKiller
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 8:36 pm |
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Joined: Jan 2008 Posts: 1893 Location:
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When i heard of CTF i thought it was going to take place in the coliseum one of the europe cities. It wouldve been awesome to do it in there.
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XMoshe
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 8:43 pm |
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Joined: Apr 2006 Posts: 17293 Location: Ghosting around
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the_wicked wrote: [SW]XMoshe wrote: I think it should be like this. (Fear my paint skillz)  The force field should only be open for the team...(like the topic starter said) That way you kill spawnkilling and you take the fight to the hall ways..People can camp there but if you jump in with your whole team at once (because that possible now) it will get alot more epic... Although...You will need more teamwork, thats not everyone strongest point in iSRO the halls would have to be huge or it would be too crowded... Thats the whole point in bringen the wars to teh halls...making it crowded so it looks like a big battle instead of a few weenies in a room waiting for the other team to spawn so they can die within 6 secs...
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Props to chrisorg for the sig <3
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Barotix
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 9:32 pm |
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Joined: Jul 2007 Posts: 9250 Location: Sand
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There should be two flags not one, and the goal should be capturing the enemy Flag and Not only securing theirs, but also protecting your own. There should be no mobs, the mobs are pointless. Neither side should be able to do anything until both sides are fully loaded, the timer shouldn't start until both sides are fully loaded. The CTF Teleportation should be every 3 hours, and the CTF should last 1 hour. You cannot enter a spawn point that doesn't belong to you, but you can enter an enemy base, you cannot enter a corridor that is not yours, but you can enter an enemy base. There Should be a No-Man's Land(Zone), with a safe zone in the center that you can enter only ONCE through out the entire battle, only to re-pot, or repair. There should be Two spawn points for each team. The two spawn points each should have two corridors, one leading to the team base, and one leading to No-Mans Land(Zone). Once you exit a spawn point you cannot re-enter until you die. The Corridors are part of the Spawn points. The amount of people per team should be 16 (2 parties) and there should be a team chat during CTF. The level range should be like this; you should be put on a field with people +/-2 YOUR level, so if you're lvl is 32, you should be with 30s-34s. Last but not Least: CTF should be permanent. The gray dot at ea base marks the enemies flag No mans Zone is Just an area marked off by Walls, with Openings. You can only enter the enemy territory through No-Mans Zone and there are only two entry points to the enemy base. The battle - field is Large, take the enemy Flag and Prevent him/her from taking yours. Picture: Attachment: Ultimate CTF.JPG
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Maddening
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Snudge
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 9:51 pm |
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Joined: Jun 2006 Posts: 4200 Location:
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Airbeat wrote: Or they could get it a lil bit more like WoW has it  That'd be cool.. But then again, its Joymax afterall..  that ain't CTF. -.- WSG is.
_________________ <<banned from SRF for proof of botting. -SG>>
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MiKe 51-50
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 10:18 pm |
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Joined: Dec 2006 Posts: 1284 Location:
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Barotix wrote: Picture: Attachment: Ultimate CTF.JPG I like that set up...but I think joymax didn't want to have to create/edit a new playing field so they reused the cave. lol
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sama98b
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 10:37 pm |
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Joined: Feb 2007 Posts: 1428 Location:
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Just give up. Ctf was in ksro ages ago, they changed nothing, and they won't change anything. Don't think they got anyone to do changes either.
_________________ Be straight be proud of it, don't end up like them:
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Airbeat
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 10:43 pm |
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Joined: Mar 2007 Posts: 942
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Snudge wrote: Airbeat wrote: Or they could get it a lil bit more like WoW has it  That'd be cool.. But then again, its Joymax afterall..  that ain't CTF. -.- WSG is. Thats battleground, which is pretty much equal to CTF.
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Snudge
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 10:49 pm |
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Joined: Jun 2006 Posts: 4200 Location:
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Airbeat wrote: Snudge wrote: Airbeat wrote: Or they could get it a lil bit more like WoW has it  That'd be cool.. But then again, its Joymax afterall.. [img] that ain't CTF. -.- WSG is. Thats battleground, which is pretty much equal to CTF. You clearly know nothing about WoW battlegrounds. WSG is a classic form of CTF. Grab other team's flag, bring to yours. If yours isnt there, get other yours back first. EotS however, the one you linked, is a different battleground. You have 4 towers, you gain points by controlling towers. More towers equals more points gained/tick. Safest way of winning is 3-1, but that's damned hard, and would make it equal to AB, another battleground. Soooo, there's a flag which you can capture for some extra points. First team(alliance or horde) to 2000 points wins. This is sped up by controlling multiple bases and controlling midfield and able to capture most flags this way. Get it now? -.-;
_________________ <<banned from SRF for proof of botting. -SG>>
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-.-
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Post subject: Re: This is a Better design for CTF Posted: Mon Mar 10, 2008 11:20 pm |
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Joined: Nov 2007 Posts: 1921 Location: http://goo.gl/Lfwa
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ctf is fine >.> if people learned that if they spawn one at a time they'll get killed one at a time... if the entire team spawns at once they got 5 seconds to buff then all start attacking
but no, they spawn and run like a chicken then eat dirt again
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Malice_Fighter
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Post subject: Re: This is a Better design for CTF Posted: Tue Mar 11, 2008 12:44 am |
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Joined: Mar 2008 Posts: 143 Location:
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[SW]XMoshe wrote: Its unfair...the right team has a bigger room  ur right 
_________________ << banned on request. -cin >>
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atlanser
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Post subject: Re: This is a Better design for CTF Posted: Tue Mar 11, 2008 4:20 am |
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Joined: Feb 2007 Posts: 294 Location: Free Player
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A good setup is to have a larger open end playfield because its too hard to navigate those narrow passages.
They should either have 2 flags for traditional CTF you would see in shooting games or just have one flag in the middle and when you capture it and bring it back to your base it should reward you with one point and then it will respawn back to the middle.
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Rikusaki
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Post subject: Re: This is a Better design for CTF Posted: Tue Mar 11, 2008 5:02 am |
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Joined: Dec 2007 Posts: 32 Location: Oregon
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lol im bored so i made one too  i think mine is the worst lol 
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MiKe 51-50
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Post subject: Re: This is a Better design for CTF Posted: Tue Mar 11, 2008 5:08 am |
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Joined: Dec 2006 Posts: 1284 Location:
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Rikusaki wrote: lol im bored so i made one too  i think mine is the worst lol  Somebody could zerk and get like 10 flags. You need obstacles.
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-.-
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Post subject: Re: This is a Better design for CTF Posted: Tue Mar 11, 2008 5:21 am |
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Joined: Nov 2007 Posts: 1921 Location: http://goo.gl/Lfwa
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they should give flag legs so we have to capture it :s
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