zCatch

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zCatch, Teeworlds oyununun bir modifikasyonudur ve oyuncuların kazanmak için tüm diğer oyuncuları yakalamaları gerektiği bir oyun türüdür. Zombieball'un kurallarına dayanmaktadır. Mevcut uygulama jxsl13 tarafından geliştirilmiş olup, orijinal sürümü ise erd tarafından 6 Ocak 2010 tarihinde geliştirilmiş ve yayınlanmıştır.

Oynanış

zCatch, "Zombieball" adı verilen bir Alman top oyununa dayanmaktadır."[1] zCatch modu ise Teeworlds oyununda bu oyunun kurallarını kullanarak oluşturulmuştur. Oyunda, oyuncular diğer oyuncuları yakalamak için mücadele ederler. Diğer oyuncuları silahlarıyla vurarak yakalayabilirler. Bir oyuncu yakalandığında, hayatta olan yakalayıcıyı izlemek zorunda kalır. Eğer yakalayıcı başka bir oyuncu tarafından yakalanırsa, yakaladığı teeler serbest bırakılır ve yeniden doğarlar. Oyun, bir oyuncunun tüm diğer oyuncuları yakaladığında sona erer.

Yakalanan oyuncuları serbest bırakmak için varsayılan olarak k tuşuna atanmış olan öldürme tuşunu kullanabilirsiniz. Bu, en son yakaladığınız oyuncuyu serbest bırakacak ve size bir mesaj gönderecektir.

zCatch'ın iki farklı türü bulunmaktadır:

  • zCatch lazer ile beraber
  • zCatch Grenade beraber

grenade. Farklıklığı Vanilla, bombalar oyunculara kendi kendine zarar vermez, bu da oyuncuların sürekli olarak hızlarını artırmasına olanak tanır.

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.

Zaman çizelgesi

  • 2010-01-06: Zombieball kurallarına dayanan zCatch 0.5 sürümü, erd tarafından yayınlandı.[1]
  • 2011-06-05: zCatch, 0.6 versiyonuna dayanarak TY <3 tarafından yayınlandı. [2]

Yaygın Terimler

  • rls: serbest bırak. Oyuncu sizi serbest bırakmanızı (tee'ye kanca atma) istiyor.
  • rls? veya rls game?: Yakalanan oyuncuları serbest bırakması gerekip gerekmediğini yakalayan oyuncu soruyor.

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.

Harici Bağlantılar

Referanslar

  1. 1.0 1.1 https://www.teeworlds.com/forum/viewtopic.php?id=5344: Bu oyun fiziksel eğitim derslerinde okullarda oynanan bir oyundur.
  2. zCatch 0.6 port release announcement: https://www.teeworlds.com/forum/viewtopic.php?id=7958