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<title>Ace of Spades Game Forums &#187; Tag: game mode - Recent Topics</title>
<link>http://forumarchive.spadille.net/</link>
<description>Ace of Spades Game Forums &#187; Tag: game mode - Recent Topics</description>
<language>en</language>
<pubDate>Sun, 03 May 2026 16:51:17 +0000</pubDate>

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<title>slenderman on "new game mode: tug-of-war (NEW in depth 2nd edition rules)"</title>
<link>http://forumarchive.spadille.net/topic.php?id=6335#post-104348</link>
<pubDate>Mon, 05 Sep 2011 23:57:37 +0000</pubDate>
<dc:creator>slenderman</dc:creator>
<guid isPermaLink="false">104348@http://forumarchive.spadille.net/</guid>
<description><p>tug-of-war</p>
<p>5 control points set in a line from one base to the other each team can not capture another control point unless the preceding control point for that side is captured</p>
<p>control points are 3 blocks wide and 3 blocks long and are unmissable and you can't build directly on top of them standing on them starts to capture it for your side.</p>
<p>the game is over when one side has captured all control points</p>
<p>optimally a game ought to end with one team winning and not in a stalemate</p>
<p>the team with the most control points has faster re spawn times if a team controls the point b4 the enemy's base point then they will spawn in the center point</p>
<p>EDIT: 2ND edition modifications READ</p>
<p>now teams will spawn at the control point b4 the contested control point if the control points where say B 1 2 3 4 5 G where B &#38; G are bases not control points</p>
<p>with 3 as blues foremost control point and 4 as greens foremost control point then the blue team will spawn at 2 and the green team will spawn at 5  in the event that blue has captured 4 and is attempting to capture 5 then the blue team will spawn on 3 and green team will spawn at G if 5 is captured blue wins the game</p>
<p> spawn periods are 15 seconds and spawn times are reduced by 3 seconds for every control point you own EXCLUDING 1 and 5</p>
<p>ALL control points spawn a pick up that can only be picked up by the team that owns it this pickup fully refills health and ammo if the other team grabs it refills health and ammo equal to half your maximum only 4 pickups will be spawned at a time and they have a 1 minute re-spawn timer. </p>
<p>capturing a control point has 15 points for every second each player stands on the control point it drains 1 point more people drain standing on it speeds this process up<br />
every teammate that's within 10 blocks of the control point in any direction  will drain .3 points per second from the control point</p>
<p>point damage will remain constant until repaired to add points to your control point stand on it this will add .5 points per second YOU CAN NOT REPAIR A POINT PAST ITS MAX OF 15 POINTS AND ONLY ONE PERSON CAN REPAIR A POINT AT A TIME</p>
<p>if all the points form a control point are drained it is changed to a neutral CP  neutral CP's are not classified as contested and there four if green turns control point 4 from blue to neutral then blue team will STILL spawn at 3 until green captures 4 completely. how ever blue will not get a spawn time reduction for 4 as it is no longer under there control</p>
<p>if a control point is gray any team can repair it for 1 point per one second well standing on it  if the other team as repaired some points then those points must first be removed and are removed at the rate of 1 point per 1 second the control point will only be changed over once it has been FULLY filled with a teams points bringing your teams standard to gray control point will remove the standard from the player and instantly change it to your team with out having to first drain the other teams points from it THIS DOSE NOT WORK ON POINTS THAT ARE COLOURED TO A TEAM</p>
<p>STANDARD: the standard is a bit of a way to mix things up a standard is a banner in either teams foremost uncapturable control point (the one you spawn at) that can ONLY be picked up by the team that owns it  the standard doubles the capture rate of a control point (if carried) and is instantly sacrificed to instantly capture a neutral (gray) control point by touching it. standards WILL NOT spawn in your base in the event that your on your last control point (1 as blue 5 for green) then no standard will be available.
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<title>Triplefox on "Territory Control mode - comment thread"</title>
<link>http://forumarchive.spadille.net/topic.php?id=5463#post-83096</link>
<pubDate>Sat, 20 Aug 2011 07:11:18 +0000</pubDate>
<dc:creator>Triplefox</dc:creator>
<guid isPermaLink="false">83096@http://forumarchive.spadille.net/</guid>
<description><p>Over the last few days I've been working with izzy to bring this game mode to life. After trying many different prototypes, I think we've found the "true" gameplay of this mode with the "Cat's Eye" map running on aloha now. At this point I think it's ready for more public comment.</p>
<p>This is how the game mode works(taken from the wiki page I wrote up):</p>
<blockquote><p>
In this mode the map is "controlled" by placing or removing blocks - so building on new ground is one way to gain territory, but tunneling into enemy territory and destroying their structures can be even better, since it removes control from them at the same time.</p>
<p>Each x/y coordinate controlled goes towards a "sector" score - each grid area is a sector. Controlling more blocks than the opponent wins the sector. Each sector controlled is worth 1 point per tick(of 30 seconds).</p>
<p>Scoring only adds the balance of points: If Green and Blue control equal amounts of area, no points are added. If Green controls 1 more territory it gains 1 point per tick.</p>
<p>CTF gameplay remains active but you can add a high cap limit to discourage it.</p></blockquote>
<p>The Cat's Eye map is designed as a sort of offspring of Pinpoint and Hallway; the big central tower plays a major role in providing sniping positions, while the surrounding area is just high enough to allow trench warfare. I've been surprised to see what people are doing with it :)
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<title>khani on "i got an idea"</title>
<link>http://forumarchive.spadille.net/topic.php?id=2482#post-30925</link>
<pubDate>Wed, 22 Jun 2011 04:02:31 +0000</pubDate>
<dc:creator>khani</dc:creator>
<guid isPermaLink="false">30925@http://forumarchive.spadille.net/</guid>
<description><p>sorry i am doing what everbody else is doing but i would like to try out a match where you have a truck that someone drives that you succesfully have to get to a certain point. make some bridges and your set, people can get on top of the truck and shoot but someone must be driving (works just like walking only a bit faster with no jump or autoclimb) i know that most people will just sat something like<br />
NOOOOOOOOOOOO!!!!!!!!!<br />
but i would like someone to at least consider it, you have 5 trucks and the first team *coughbluecough* to get them on the other side wins. what do you guys think?
</p></description>
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<title>khani on "another idea"</title>
<link>http://forumarchive.spadille.net/topic.php?id=2521#post-31418</link>
<pubDate>Thu, 23 Jun 2011 03:44:07 +0000</pubDate>
<dc:creator>khani</dc:creator>
<guid isPermaLink="false">31418@http://forumarchive.spadille.net/</guid>
<description><p>my other idea was recieved well and i have quite a few more but i have been thinking about it and i would like to post another one.<br />
naval retreat<br />
good in island maps, there is a boat somewhere and you are suppost to get on it and evacuate the area. when you get on you don't just see a sitting action you can come out again but you can't get back on the ship as you already have sat in. not only would this be good as it fits in with the theme, it also gives a player the run the gauntlet type of battle as the ship will be in enemy territory, meaning that they can put up barricades. you might think that intel is already quite good for running the gauntlet already, but in this you don't have to run back and put it into your base, your enemies can't use huge towers but there is also difficulty, with intel you can let others pick it up when you die, if you get shot then you can't get on the ship as your dead. so when all people are either shot or dead then the game ends, people can stop the game and get back in but they probably won't want to as they are occupied defending themselves.
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<title>Little.Kitten on "New game mode?"</title>
<link>http://forumarchive.spadille.net/topic.php?id=1906#post-22609</link>
<pubDate>Mon, 06 Jun 2011 18:13:18 +0000</pubDate>
<dc:creator>Little.Kitten</dc:creator>
<guid isPermaLink="false">22609@http://forumarchive.spadille.net/</guid>
<description><p>I was thinking about more tactical mode, than just single intel run - multiple C&#38;H. </p>
<p>On map there's a 5 symetrical goals (eg. flags) - two on both sides and one in center, or 1 on both sides and 3 in center, placed vertically. Teams goal is to capture this flags and hold it as long as it possible. Every 10 seconds of flag hold, team scores 1 point, so max 5 points can be scored every 10s. Match ends when points (or time) hit the limit.<br />
Another funny idea is with spawns - players can CHOOSE spawn at their side near map edge (eg. if no flags possesed) OR around choosen flag possesed by team.<br />
To capture the flag possesed by opposite team, you need to stay next to it for 10s.</p>
<p>This would make game more tactical and cooperative (when you choosing your spawn, you see on map wheres rest of your team, so you can choose less defended flag, or join the massive raids from flag A to flag B)</p>
<p>This of course can be done with 2-3-4 flags, instead of 5 - still better than just chase for 1 intel.<br />
Optionally, one more rule can be implemented - block under flag = unbreakable, to force defensive building, rather than making long gay shafts leading down.</p>
<p>I know, that theres MANY things more important right now, than new game modes, but it's just a idea, maybe for distant future.</p>
<p>Sry 4 bad english, it's not my native language.
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