捕獲模式

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警告:顯示的標題「zCatch」重寫了此前顯示的標題「捕獲模式」。

捕獲模式(英語:zCatch)是《Teeworlds》的一個遊戲模式模組,玩家以捕獲所有其他玩家為目標。其規則靈感來自團體遊戲「Zombieball」。現版本由jxsl13開發,其原版由erd開發並在2010年1月6日發布。

玩法

捕獲模式基於德國校園團體球類遊戲「Zombieball」開發而成。[1]該模式中,玩家以捕獲所有玩家為目標,需要以手中武器擊中對手來捕獲。當玩家被捕獲會進入旁觀者模式,旁觀捕獲者。若捕獲者被其他玩家捕獲,則被其捕獲的所有玩家都將被釋放。當某個玩家成功捕獲所有玩家,遊戲結束。

此外,玩家也可以按下自殺鍵(默認k鍵)釋放最後一個被您捕獲的玩家。當釋放時,會有系統信息提示。

zCatch包含了原生模式的所有槍械:

  • zCatch,持激光槍作戰;
  • zCatch Grenade,持榴彈槍作戰。不同於原生模式,榴彈不會對自己造成傷害,而且玩家可使用榴彈槍加速。
  • zCatch Everything ,持有所有原生模式武器。
  • zCatch Hammer,持錘子作為初始武器。
  • zCatch Gun,持手槍作為初始武器。
  • zCatch Shotgun,持霰彈槍作為初始武器。
  • zCatch Ninja,持武士刀作為初始武器。

只有激光服和榴彈服有技術要求和平衡性,其他變種要麼很不平衡要麼很具娛樂性。

大事年表

  • 2010-01-06:erd發布了基於《Teeworlds》0.5的捕獲模式[1]
  • 2011-06-05:TY發布了基於《Teeworlds》0.6的捕獲模式<3[2]

常用術語

  • rls:release,釋放。玩家正在請求你將其釋放;
  • rls?rls game?:捕獲者向被捕獲者詢問是否願意被釋放。

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.

外部鏈接

參考資料