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The mode is better explained by how Unreal Tournament 4 handles it. The time limit is divided in two halves, with a short halftime in the middle. In the second half, members of both teams switch sides, red team members play in the blue half and viceversa.
The obvious benefit this approach has is that it allows asymmetrical CTF maps to become viable.
In OpenArena this could be implemented in the non-round, base-based modes such as CTF, 1FCTF, Harvester and Overload. Round-based modes such as Elimination, eCTF and Double Domination won't benefit from this as much.
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People might be confused about finding themselves in Red Team but spawning in Blue Base and having to steal the Red Flag. Does UT provide some trick to help navigating the "team swapped" map, like having the base-indentifying colored textures/arrows being special "dynamic" ones which automatically change color each time (something we could not do)? In Quake Champions in TDM the user always appear to be in the Blue team and the enemies always appear to be in the Red team; I don't remember ever playing a CTF match there so I don't know how they handled team colors in CTF mode.
You would still need appositely-created maps to really take advantage of this, as at the moment most asymmetrical maps might not have flags in them. Not that this alone should stop from doing it... just a thing to consider.
Harvester can already be played in non-symmetrical maps, as long as the skull receptacles are at the same distance from the skull generator.
Standard Elimination does already alternate team spawn points each round AFAIK.
The mode is better explained by how Unreal Tournament 4 handles it. The time limit is divided in two halves, with a short halftime in the middle. In the second half, members of both teams switch sides, red team members play in the blue half and viceversa.
The obvious benefit this approach has is that it allows asymmetrical CTF maps to become viable.
In OpenArena this could be implemented in the non-round, base-based modes such as CTF, 1FCTF, Harvester and Overload. Round-based modes such as Elimination, eCTF and Double Domination won't benefit from this as much.
The text was updated successfully, but these errors were encountered: