ZCatch

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Внимание: Отображаемое название «zCatch» переопределяет ранее заданное отображаемое название «ZCatch».

zCatch - это модификация Teeworlds, в которой игрокам необходимо поймать всех остальных игроков, чтобы победить. Она основана на правилах игры Zombieball. Текущая реализация разработана jxsl13, а оригинальная разработана и выпущена erd 6 января 2010 года.

Геймплей

zCatch основана на немецкой игре в мяч, в которую играли в школах во время уроков физкультуры под названием "Зомбибол"[1]. В zCatch игроки сражаются с целью поймать всех других игроков. Вы ловите других игроков, ударяя их своим оружием. Когда игрока ловят, он должен наблюдать за ловцом, пока тот жив. Если ловца поймает кто-то другой, все его пойманные тройники освобождаются и перерождаются. Игра прекращается, когда один игрок поймал всех остальных игроков.

Вы можете освободить пойманных игроков, нажав клавишу kill, по умолчанию привязанную к k. Это освободит последнего пойманного игрока и отправит вам сообщение.

Для каждого ванильного оружия Teeworlds существует свой вариант zCatch:

  • zCatch Laser с лазерной винтовкой.
  • zCatch Grenade с grenade гранатометом. В отличие от Vanilla, гранаты не наносят собственного урона, что позволяет игрокам постоянно наращивать скорость.
  • zCatch Everything со всеми видами оружия Vanilla.
  • zCatch Hammer с молотом в качестве основного оружия.
  • zCatch Gun с пистолетом в качестве основного оружия.
  • zCatch Shotgun с дробовиком в качестве основного оружия.
  • zCatch Ninja с оружием ниндзя в качестве основного оружия.

Серьезно играли только в zCatch Laser и zCatch Grenade. Остальные варианты были в основном несбалансированными и игрались скорее для развлечения, чем для соревновательного аспекта.

Таймлайн

  • 2010-01-06: zCatch для 0.5 выпущен erd на основе правил Zombieball[1]
  • 2011-06-05: zCatch на основе 0.6 выпущен Teetime a.k.a TT <3[2].
  • 2014-03-26 - 2016-05-12: zCatch/TeeVi разрабатывается Teelevision[3].
  • 2014-09-21 по 2019-04-11: Савандер разрабатывал zCatch для DDNet[4].
  • 2019-02-03 - 2019-02-05: TeeSlayer разработал первую версию zCatch для Teeworlds 0.7 [5].
  • 2019-06-28 - 2022-04-26: jxsl13 разработал последнюю версию zCatch для Teeworlds 0.7 [6].

Общая терминология

  • rls: освобождение. Игрок просит вас освободить его.
  • rls? или rls game?: Ловец спрашивает, должен ли он отпустить пойманных игроков.

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.

Внешние ссылки

Ссылки