zCatch

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zCatch es una modificación de Teeworlds en la que los jugadores tienen que capturar a todos los demás jugadores para ganar. Se basa en las reglas de Zombieball. La implementación actual ha sido desarrollada por jxsl13, mientras que la original fue desarrollada y publicada por erd el 6 de enero de 2010.

Jugabilidad

zCatch se basa en un juego de pelota alemán que se juega en las escuelas durante la educación física llamado "Zombieball".[1]. En zCatch, los jugadores luchan con el objetivo de atrapar a todos los demás jugadores. Atrapas a otros jugadores golpeándoles con tu arma. Cuando un jugador es atrapado, tienen que ver al capturador mientras esté vivo. Si el capturador es atrapado por otro jugador, todos sus tees atrapados se liberan y vuelven a aparecer. El juego se detiene cuando un jugador ha atrapado a todos los demás.

Puedes liberar a los jugadores que atrapas presionando la tecla con la que respawneas/te matas, la que por defecto es k. Cuando presionas la tecla, liberarás al último jugador al que has atrapado y se enviará un mensaje.

Hay dos tipos de zCatch:

  • zCatch con laser
  • zCatch Grenade con lanza granadas. A diferencia de Vanilla, las granadas no infligen daño propio, lo que permite a los jugadores aumentar su velocidad constantemente.

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.

Cronología

  • 2010-01-06: zCatch para 0.5, publicado por erd, basado en las reglas de Zombieball[1]
  • 2011-06-05: zCatch para 0.6 es publicado por TY <3[2]

Terminología común

  • rls: release. El jugador te pide que lo liberes.
  • rls? o rls game?: El que atrapó pregunta si debe liberar a los demás.

Historia

La primera implementación de zCatch que fue creada por erd (hoy en día se le conoce bajo el apodo de erdbaer) se inspiró, al menos remotamente, en el primer mod fng que era de código cerrado y cuyos servidores se llamaban "Blumentopf FNG", que erd intentó clonar pero al parecer llegó a 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.

Enlaces externos

Referencias

  1. 1.0 1.1 https://www.teeworlds.com/forum/viewtopic.php?id=5344: "¿conoces 'Zombieball'? Conozco este juego de educación física y pensé 'por qué no crear un mod de Teeworlds con sus reglas'."
  2. zCatch 0.6 port release announcement: https://www.teeworlds.com/forum/viewtopic.php?id=7958