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'''捕获模式'''(英语:zCatch)是《Teeworlds》游戏模式,以捕获所有玩家为目标。其规则灵感来自团体游戏“Zombieball”。现版由jxsl13所开发,其原版由erd开发并在2010年1月6日发布。
'''捕获模式'''(英语:zCatch)是《Teeworlds》游戏模式,以捕获所有玩家为目标。其规则灵感来自团体游戏“Zombieball”。现版由jxsl13所开发,其原版由erd开发并在2010年1月6日发布。
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<span id="Gameplay"></span>
<span id="Gameplay"></span>
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除此,玩家也可以按下<code>k</code>键释放最后一个被您捕获的。当释放时,会有系统信息提示。  
除此,玩家也可以按下<code>k</code>键释放最后一个被您捕获的。当释放时,会有系统信息提示。  


<div class="mw-translate-fuzzy">
zCatch亦分为两种模式:
zCatch亦分为两种模式:
* '''zCatch''',以[[Special:MyLanguage/laser|激光枪]]作械;
* '''zCatch''',以[[Special:MyLanguage/laser|激光枪]]作械;
* '''zCatch Grenade''',以[[Special:MyLanguage/grenade|榴弹枪]]作械。然而与[[Special:MyLanguage/Vanilla|原生模式]]不同于,榴弹枪不会造成自我伤害,玩家可使用榴弹枪加速。
* '''zCatch Grenade''',以[[Special:MyLanguage/grenade|榴弹枪]]作械。然而与[[Special:MyLanguage/Vanilla|原生模式]]不同于,榴弹枪不会造成自我伤害,玩家可使用榴弹枪加速。
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<div lang="en" dir="ltr" class="mw-content-ltr">
Only zCatch Laser and zCatch Grenade were played seriously. Other variants were mostly unbalanced and played for fun than for the competitive aspect of it.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
'''
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<span id="Timeline"></span>
<span id="Timeline"></span>
== 大事年表 ==
== 大事年表 ==


<div class="mw-translate-fuzzy">
* 2010-01-06:erd发布了基于《Teeworlds》0.5的捕获模式<ref name=":0" />
* 2010-01-06:erd发布了基于《Teeworlds》0.5的捕获模式<ref name=":0" />
* 2011-06-05:TY发布了基于《Teeworlds》0.6的捕获模式<3<ref>[https://www.teeworlds.com/forum/viewtopic.php?id=7958 <nowiki>由TT <3所发的论坛贴文:“[MOD] zCatch”</nowiki>]</ref>
* 2011-06-05:TY发布了基于《Teeworlds》0.6的捕获模式<3<ref>[https://www.teeworlds.com/forum/viewtopic.php?id=7958 <nowiki>由TT <3所发的论坛贴文:“[MOD] zCatch”</nowiki>]</ref>
</div>


<span id="Common_Terminology"></span>
<span id="Common_Terminology"></span>
== 常用术语 ==
== 常用术语 ==


<div class="mw-translate-fuzzy">
* '''rls''':release,释放。玩家正在请求你将其释放;
* '''rls''':release,释放。玩家正在请求你将其释放;
* '''rls?'''或'''rls game?''':捕获者向被捕获者询问是否愿意被释放。
* '''rls?'''或'''rls game?''':捕获者向被捕获者询问是否愿意被释放。
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
== History ==
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
The first implementation of zCatch which was created by erd (nowadays occasionally seen under the nickname erdbaer) was, at least remotely, inspired by the first fng mod which was closed source and whose servers were called "Blumentopf FNG" which erd attempted to clone but seemingly arrived at zCatch.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
Since Teeworlds 0.5 and at least half of the Teeworlds 0.6 era were focused on the instagib laser rifle variant of zCatch, where your primary weapon is a laser rifle which instantly kills, hence catches, your opponents.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
After a long period of people playing the 0.6 zCatch of TT <3 (Teetime), and no real continuation of the mod's development, especially the grenade version of it, Teelevision forked Teetime's GitHub source tree and continued development.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
zCatch transitioned from primarily being laser focused to primarily being grenade focused around that time, when Teelevision took over.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
Since the dawn of zCatch, the minimal number of needed players in order to be able to win a round was 5. At some point in the grenade launcher era, Savander forked Teelevision's zCatch and introduced a basic ranking system while also increasing the number of people required to win a round to 10 and reversing the color transitions to be from red to blue (0 players caught to 15 players caught). This shifted popularity towards the DDNet zCatch servers. Afterwards Teelevision also introduced a ranking system while keeping the number of required players to win a round at 5.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
DDNet and Teelevision continued to host zCatch servers of both variants (laser and grenade) until the official end of Teeworlds 0.6. During that time most players were playing on DDNet's zCatch.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
Towards the end of Teeworlds 0.6 the number of players on zCatch dwindled, leading to the number of those previously introduced 10 required players to end a round to be met less and less while the normal zCatch mechanics, where you catch players and those players join the spectators until the player who caught them dies, still persisted. In terms of gameplay, while not being able to end a round, it was usually pointless to catch and keep players caught, thus the term "release game" was born. It is basically gDM without the possibility to win the game where caught players are manually released by the player who caught them.  It was a fair form of a warm up where everyone could continue playing the game until enough players joined the server to actually play and win a round of zCatch.
Usually after 10 players joined, the game transitioned to the normal zCatch mechanics where everyone stopped releasing everyone else they caught and started playing the game.
Players were still released in case of (unwanted) random kills (term: spray) or spawning players in order to improve fair play.  At some point, primarily new players introduced to the mod, started to demand "release game" (short: rls game) to be played even after the required 10 players were on the server to play a proper round of zCatch, basically undermining the whole principle of the mod.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
After the release of 0.7 a lot of people still continued to play zCatch on Teeworlds 0.6. That changed when TeeSlayer released a port for Teeworlds 0.7 with most basic mechanics needed for zCatch, no ranking, just the raw gameplay mechanics. Players then slowly transitioned, tho not completely, to Teeworlds 0.7.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
That is when jxsl13 started to implement zCatch from scratch for 0.7 trying to tackle a lot of the shortcomings of the Teeworlds 0.6 versions and adding all of the missing features that TeeSlayer's version was missing. The resulting zCatch version is the one that is played to this day.
</div>


<span id="External_links"></span>
<span id="External_links"></span>
== 外部链接 ==
== 外部链接 ==


<div class="mw-translate-fuzzy">
* [https://github.com/ddnet/zcatch DDNet zCatch代码库](Teeworlds 0.6)
* [https://github.com/ddnet/zcatch DDNet zCatch代码库](Teeworlds 0.6)
</div>


<span id="References"></span>
<span id="References"></span>

Revision as of 10:15, 15 July 2023

警告:显示标题“zCatch”覆盖了之前的显示标题“捕获模式”。

捕获模式(英语:zCatch)是《Teeworlds》游戏模式,以捕获所有玩家为目标。其规则灵感来自团体游戏“Zombieball”。现版由jxsl13所开发,其原版由erd开发并在2010年1月6日发布。

玩法

捕获模式基于德国校园团体球类游戏“Zombieball”开发而成。[1]该模式中,玩家以捕获所有玩家为目标,需要以手中武器击中对手来捕获。当玩家被捕获会进入旁观者模式,旁观捕获者。若捕获者被其他玩家捕获,则被其捕获的所有玩家都将释放。当某个玩家成功捕获所有玩家,游戏结束。

除此,玩家也可以按下k键释放最后一个被您捕获的。当释放时,会有系统信息提示。

zCatch亦分为两种模式:

  • zCatch,以激光枪作械;
  • zCatch Grenade,以榴弹枪作械。然而与原生模式不同于,榴弹枪不会造成自我伤害,玩家可使用榴弹枪加速。

Only zCatch Laser and zCatch Grenade were played seriously. Other variants were mostly unbalanced and played for fun than for the competitive aspect of it.

大事年表

  • 2010-01-06:erd发布了基于《Teeworlds》0.5的捕获模式[1]
  • 2011-06-05:TY发布了基于《Teeworlds》0.6的捕获模式<3[2]

常用术语

  • rls:release,释放。玩家正在请求你将其释放;
  • rls?rls game?:捕获者向被捕获者询问是否愿意被释放。

History

The first implementation of zCatch which was created by erd (nowadays occasionally seen under the nickname erdbaer) was, at least remotely, inspired by the first fng mod which was closed source and whose servers were called "Blumentopf FNG" which erd attempted to clone but seemingly arrived at zCatch.

Since Teeworlds 0.5 and at least half of the Teeworlds 0.6 era were focused on the instagib laser rifle variant of zCatch, where your primary weapon is a laser rifle which instantly kills, hence catches, your opponents.

After a long period of people playing the 0.6 zCatch of TT <3 (Teetime), and no real continuation of the mod's development, especially the grenade version of it, Teelevision forked Teetime's GitHub source tree and continued development.

zCatch transitioned from primarily being laser focused to primarily being grenade focused around that time, when Teelevision took over.

Since the dawn of zCatch, the minimal number of needed players in order to be able to win a round was 5. At some point in the grenade launcher era, Savander forked Teelevision's zCatch and introduced a basic ranking system while also increasing the number of people required to win a round to 10 and reversing the color transitions to be from red to blue (0 players caught to 15 players caught). This shifted popularity towards the DDNet zCatch servers. Afterwards Teelevision also introduced a ranking system while keeping the number of required players to win a round at 5.

DDNet and Teelevision continued to host zCatch servers of both variants (laser and grenade) until the official end of Teeworlds 0.6. During that time most players were playing on DDNet's zCatch.

Towards the end of Teeworlds 0.6 the number of players on zCatch dwindled, leading to the number of those previously introduced 10 required players to end a round to be met less and less while the normal zCatch mechanics, where you catch players and those players join the spectators until the player who caught them dies, still persisted. In terms of gameplay, while not being able to end a round, it was usually pointless to catch and keep players caught, thus the term "release game" was born. It is basically gDM without the possibility to win the game where caught players are manually released by the player who caught them. It was a fair form of a warm up where everyone could continue playing the game until enough players joined the server to actually play and win a round of zCatch. Usually after 10 players joined, the game transitioned to the normal zCatch mechanics where everyone stopped releasing everyone else they caught and started playing the game. Players were still released in case of (unwanted) random kills (term: spray) or spawning players in order to improve fair play. At some point, primarily new players introduced to the mod, started to demand "release game" (short: rls game) to be played even after the required 10 players were on the server to play a proper round of zCatch, basically undermining the whole principle of the mod.

After the release of 0.7 a lot of people still continued to play zCatch on Teeworlds 0.6. That changed when TeeSlayer released a port for Teeworlds 0.7 with most basic mechanics needed for zCatch, no ranking, just the raw gameplay mechanics. Players then slowly transitioned, tho not completely, to Teeworlds 0.7.

That is when jxsl13 started to implement zCatch from scratch for 0.7 trying to tackle a lot of the shortcomings of the Teeworlds 0.6 versions and adding all of the missing features that TeeSlayer's version was missing. The resulting zCatch version is the one that is played to this day.

外部链接

参考资料