ZCatch/zh: Revision history

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24 November 2023

16 October 2023

  • curprev 15:1115:11, 16 October 2023Darkh talk contribs 7,616 bytes −3 No edit summary
  • curprev 15:1015:10, 16 October 2023Darkh talk contribs 7,619 bytes −53 Created page with "滑稽"
  • curprev 15:0715:07, 16 October 2023Darkh talk contribs 7,672 bytes −424 Created page with "在《Teeworlds 0.6》快结束时,捕获玩家也在减少,导致捕获10人的规则越来越难以实现。虽然游戏回合无法结束,捕获机制仍然存在,即被抓住的玩家旁观,直到抓住他们的玩家死亡。就游戏性而言,人数不足无法结束一轮比赛的情况下,抓住玩家后不释放变得毫无意义,因此术语“释放游戏”诞生了。被捕获的玩家会被手动释放而不会有人赢得游戏的情况被..."
  • curprev 14:4414:44, 16 October 2023Darkh talk contribs 8,096 bytes −9 No edit summary
  • curprev 14:4314:43, 16 October 2023Darkh talk contribs 8,105 bytes −138 Created page with "就在此时,jxsl13从零开始实现0.7捕获模式,试图解决0.6版本中存在的大量缺点,并添加TeeSlayer版遗失的所有特点。最终成果便是我们今天正在游玩的版本。"
  • curprev 14:3814:38, 16 October 2023Darkh talk contribs 8,243 bytes +6 No edit summary
  • curprev 14:3814:38, 16 October 2023Darkh talk contribs 8,237 bytes −86 Created page with "在0.7版本后依旧有许多玩家在游玩Teeworlds 0.6上的捕获。在TeeSlayer发布一个捕获模式所需的最基础机制的0.7版本端口后才发生变化,这一端口并没有影响排名,而仅仅影响游戏机制。玩家逐渐却不完全向0.7版本迁移。"
  • curprev 14:3414:34, 16 October 2023Darkh talk contribs 8,323 bytes −69 Created page with "DDNet和Teelevision同时维持双版本(激光和榴弹)的捕获模式服务器直至Teeworlds 0.6官方终止服务。在这段时间玩家更倾向于DDNet的捕获模式。"
  • curprev 14:3314:33, 16 October 2023Darkh talk contribs 8,392 bytes +45 No edit summary
  • curprev 14:3114:31, 16 October 2023Darkh talk contribs 8,347 bytes −201 Created page with "捕获模式迎来黎明,此时在该回合捕获5人的玩家获得胜利。在榴弹时期的某一时刻,Savander分叉了Teelevision的捕获模式:引入一个基础排名系统、增加获胜需要人数至10、翻转皮肤颜色变化为从红到蓝(显示玩家已捕获0-15人)。由此捕获模式立即风靡于DDNet服务器。在这之后Teelevision也引入了原本捕获5人的规则下的排名系统。"
  • curprev 14:2214:22, 16 October 2023Darkh talk contribs 8,548 bytes −83 Created page with "在大家玩了TT<3(Teetime)制作的0.6版本捕获模式后很长一段时间,都没有出现更多内容尤其是榴弹版本,直到Teelevision分叉了Teetime的GitHub源代码树并继续开发。"
  • curprev 14:1414:14, 16 October 2023Darkh talk contribs 8,631 bytes +21 No edit summary
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