Capture the Key

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There are two teams (MI6 and Janus) that continously spawn on opposite sides of the map and have to fetch the Goldeneye Key and bring it back to a capture point located at their spawn. The way it's set up right now makes it a lot like Team Flag Tag except with capture points.

Contents

Set Up

It starts off like regular teamplay except the bulk of points are focused around retreiving the Goldeneye Key or some other item yet to be discussed. This will require a layout-driven map suitable to the gameplay and lots of space for capture and whatnot. However, it could possibly be tweaked to work on other maps. It's very likely that this mode will need to be tweaked in order to be more suitable to maps. This is played like a regular "neutral flag" CTF game. The map is likely to be divided into rounds or the flag will simply reappear randomly but still in the center sector. Why this also may not work on Goldeneye-accurate maps has to do with weapon spawns, spawnpoints, areas not being in use for the gametype, etc.

Gameplay

The Flag

The flag starts off in the middle sector (the placement may vary just a little but still in the center) and when a player grabs the key it must be obviously shown that he has the key and he cannot fire his weapon without dropping the key. He must return the key to an area near the spawnpoint that could be visible through a red (for janus) or blue (for MI6) forcefield.

Player & Weapon Spawnpoints

There are team based spawns, most likely at the ends of the map. The weapons/armor positions (if there is armor) would also have to be modified if it was an already existing map or a map made exclusively for the mode. Weapon spawns would also have to be modified for balance.

Win Triggers

Making captures are priority, and should be labelled at the scoreboard. After so many captures is a win.

Flaws

There are a number of flaws, especially if we use a map (for example) like Facility. If we had the Janus team, say, spawn in the Golden Gun room, a team player may block the door. Although friendly fire would come in handy, what about for servers without friendly fire?

Take caves as another example. What if someone throws the key into the dark caves abyss? It would have to simply respawn back in the center but what if lamers make a habit of this?

Making maps compatible with this gamemode could be inevitable. Some may be too small to fit the environment, some may have extranneous rooms, it may be a hassle to reorganize weapon and player spawns, etc.
Of course, a very simple resolution for this, is to play the mode only on maps that are designed for it.

To be Discussed

Should the keycarrier be allowed to at least use slappers? Or should they be defenseless and the team must protect the carrier? Should the carrier be free to use all weapons? Should it be divided into rounds, or should it be continuous? All in all, I think this mode, if considered, we would need some SERIOUS rethinking of this gamemode because it is very map-layout driven and I dont think maps should be designed/redesigned for the sole purpose of the gamemode.

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