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The Q3A Guide - Capture the Flag

One of the most popular teamplay variants ever to hit the Internet, "Capture the Flag" ("CTF") features two teams, red and blue, who each try to steal the other team's flag and bring it back to their own base to "capture". Quake III Arena includes a built-in version of CTF, and this section will help teach you the basics.

On most Quake III CTF maps, each team will have their own base and flag to defend. In order to score, your team's flag must still be at your base, which means you'll have to have some good defense to keep the other team from running off with your flag. Quake III's pace is very fast, so you'll need all the defense you can muster. If someone makes off with your flag, frag them and they'll drop your flag -- touch the flag and it will be returned to your base.

The ultimate objective of CTF is to capture the enemy flag the most times. (You can check how many captures each team has by checking the score down in the lower right.) However, to help players gauge how well they might be doing, an individual scoring system also exists:

- 5 points for capturing the flag (everyone scores 5 points when you capture, the flag carrier gets no bonus)
- 2 points for fragging someone who has recently damaged your flag carrier
- 1 point for fragging an enemy player within sight or near your flag carrier
- 1 point for fragging an enemy player in your base
- 1 point for fragging an enemy player
- 2 points for fragging the enemy flag carrier
- 1 point for returning your flag
- 1 point for "assisting" a capture by returning the flag and your team capturing in four seconds
- 2 points for assisting a capture by fragging the enemy flag carrier and your team captures in four seconds


Important Commands

CTF is quite different from normal deathmatch, and there are a host of special commands geared towards communicating and keeping track of your teammates:

/messagemode2
This command works quite similar to the normal chat command, except all messages typed under this command will only be sent to your teammates. You can use this command by assigning a key to it from Quake III's configuration menu, or by binding it to a key. (eg: /bind m "messagemode2")

/say_team
Similar to the "messagemode2" command, the "say_team" command allows you to create macros to send to your teammates. Many diehard CTF players have an assortment of CTF messages bound to different keys so they can constantly relay info to their teammates.

/cg_drawTeamOverlay "1"
This will add a "team overlay" option to your HUD, allowing you to see the location, health and armor status of all your teammates, what weapon they have selected, and any powerups they may be carrying. This will, among other things, allow you to see who on your team is carrying the enemy flag and where they are.


Maps

Quake 3 shipped with 4 CTF maps, ranging in size from small to large, and included three medieval-style maps, and 1 set on a set of platforms in space. Recently, Q3CTF programmer Zoid released a second set of 3 CTF maps, which you can grab at FilePlanet.

Original Quake III CTF Maps:

- Q3CTF1 - "Dueling Keeps"
- Q3CTF2 - "Troubled Waters"
- Q3CTF3 - "The Stronghold"
- Q3CTF4 - "Space CTF"

Threewave CTF add-on Maps:

- Q3WCTF1 - "Bloodlust"
- Q3WCTF2 - "Courtyard Conundrum"
- Q3WCTF3 - "Finnegan's Revenge"



q3ctf1 - "Dueling Keeps"
Q3CTF1 - "Dueling Keeps"

The smallest of all the CTF maps, "Dueling Keeps" features two small bases separated by a large courtyard. Each base has two paths leading to the flag room, and a decent amount of ammo and health can be found inside. The courtyard area has a red armor in the center, flanked by rocket launchers on both sides.

This map is best played with 2-on-2 or 3-on-3; don't even try playing this map if more than 8 players are on it (as many internet servers seem to be.) The courtyard area is key -- it's quite possible for one team to control both rocket launchers and keep the other team off balance.



q3ctf2- "Troubled Waters"
Q3CTF2 - "Troubled Waters"

Based on Q3DM8 ("Brimstone Abbey"), this decent-sized map consists of two opposing bases separated by a large body of water. The flag rooms are fairly large, and the platforms themselves accessible by bounce pads. Each flag room is flanked by various perimeter corridors, leaving lots of area to patrol.

"Troubled Waters" is aptly named -- the water is the worst place to be, as it takes forever to get out and back into the general gameplay areas. That being the case, the entryway to the water in each base is generally the safest place for the flag carrier; a megahealth is nearby, as is the rocket launcher spawn point for defenders. While defending the flag, make use of the two ledges up high -- they contain health and the perfect spot to rain rockets on would-be flag grabbers.



q3ctf3- "The Stronghold"
Q3CTF3 - "The Stronghold"

Another large map, "The Stronghold" is basically split into two distinct upper and lower levels, culminating at each flag room, and also at one large center area. Each base features a yellow armor and regeneration powerup, while the center area spawns a quad, invisibility, or regeneration at regular intervals.

A good defense should be able to control their flag room; there's enough ammo to easily support 2 or 3 defenders. One good mode of attack is for one player to pop in and out with a railgun, drawing the defense out while the rest of the offense goes for the flag. The downstairs routes seems to be a bit quicker -- if the enemy gets away, you may be able to cut him off at the center room.



q3ctf4- "Space CTF"
Q3CTF4 - "Space CTF"

Set on a mulitude of floating platforms, "Space CTF" has the unique distinction of being a CTF map where you can see everyone and everything at all times. There are a few routes from one base to the other: (1) going straight down the center; (2) using the portals to the left of each base; (3) an extremely roundabout route via lower bounce pads and a sky-high BFG platform. A megahealth sits at the very center of the map, and is the only powerup.

The railgun is the key to dominating this map. Since there's basically nowhere to hide, a good railer can nearly singlehandedly turn the tide of the match by fragging flag carriers midair, usually returning their flag in the process. The BFG can be a nasty defensive weapon here -- just try not to waste too much time falling through space.



q3wctf1- "Bloodlust"
Q3WCTF1 - "Bloodlust"

The first of the Threewave Q3 CTF maps, "Bloodlust" is a large, fairly linear level capable of supporting huge numbers of players. The mid-sized flag room features a small side room with a rocket launcher, and a portal leading to a platform sitting above the flag room. Outside each flag room is a larger room featuring a regeneration powerup, leading to a two-level courtyard, with megahealth above, and red armor below. A center area overlooking a huge pit contains a haste powerup along the lower perimter, while a quad damage sits high above, two bounce pads away.

One or two defenders should be able to protect the flag room well, as it's easy to keep tabs on all three entrances at all times. Plenty of armor and ammo means teams should have to mount large offensives to grab the flag. The haste can be a big boost here, allowing flag carriers to outrun chasing defenders. Rocket jumping is also a good way to disorient enemies in the courtyards; jumping from the lower level to the megahealth above can both provide some extra health, as well as an extra second to get the jump on the enemy.



q3wctf2- "Courtyard Conundrum"
Q3WCTF2 - "Courtyard Conundrum"

A smaller level, "Conundrum" features huge outdoor areas for each base, with the flag residing in one corner. There are basically two lower paths leading from each base to a central area, as well as one upper path. The upper perimeter of each base contains a megahealth, while Regeneration and Haste powerups spawn outside each base on the lower level.

This map requires a decent amount of defense or you'll find yourself constantly chasing flag carriers. Due to the extremely short distance between flags, you may even want to give up a capture once in a while in order to keep your defense intact, rather than leave your base unguarded for any length of time and allow the other team to get on a roll. The upper perimeter of each base is a good spot for defenders, and the Haste powerup can be a huge asset to snatching the enemy flag.



q3wctf3- "Finnegan's Revenge"
Q3WCTF3 - "Finnegan's Revenge"

Another huge map, "Revenge" features a large flag room with a giant pit in the center. The pit basically limits the path attackers must take to get to the flag, while allowing plenty of sightlines for defenders. A Regeneration, Megahealth, and red armor can be found in the hallways surrounding the flag room, and a Haste can be found in the central area where the upper and lower paths converge.

The lower pathways are by far the quickest route from base to base; the upper pathways should really only be used by a flag carrier with a convoy, or as a last resort. A runner with Haste can quickly grab the flag by jumping from the above platform, and be out of the base before anyone can fire off a rocket.


Team Communication

If you want, you can put all your CTF commands in a small text file and load it when you start a CTF match. Below is a sample file, which I have in my /quake3/baseq3 directory, called ctf.cfg. When starting a CTF match, pull down the console, type /exec ctf.cfg, and all the commands listed below are automatically assigned.

// -----------------------------------
//   Q3CTF communications config file 
// -----------------------------------

bind m "messagemode2"                           // (brings up team chat prompt)
bind a say_team "roger that"                    // team - affirmative/roger  

//  Binds for CTF keypad communication

bind KP_INS say_team "negative"                 // 0-NEGATIVE key
bind KP_END say_team "affirmative"              // 1-AFFIRMATIVE key
bind KP_DOWNARROW say_team "base is clear"      // 2-"B"-Base is clear
bind KP_PGDN say_team "Coming back to base"     // 3-"C"-Coming back!
bind KP_LEFTARROW "say_team need Defense"       // 4-"D"-need Defense
bind KP_5 say_team "Enemy Quad"                 // 5-"E"-Enemy quad
bind KP_RIGHTARROW say_team "friendly Quad"     // 6-"F"-Friendly quad
bind KP_HOME say_team "going after flag"        // 7-"G"-Going after flag
bind KP_UPARROW say_team "NEED HELP AT BASE!"   // 8-"H"-Help!
bind KP_PGUP "say_team INCOMING ENEMY"          // 9-"I"-Incoming!

bind KP_PLUS say_team "Attacking now"           // "+" key-attacking enemy base
bind KP_MINUS say_team "Enemy has overrun base" // "-" key-retreat to base
bind KP_DEL say_team "ignore last message"      // "." key-ignore 

bind INS say_team "on offense"                  // offense-announce
bind HOME say_team "going after flag"           // offense-go after flag
bind DEL "say_team on defense"                  // defense-announce     
bind END "say_team need help at base!"          // defense-need help

bind f4 say_team "nice job team!"   

For the most complete information on advanced Quake III configuration, be sure to check out The Bind: Arena.


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Comments (2):

Posted by Anonymous ( 68.113.xxx.xxx ) at 2006-10-27 15:28:24    
also there is the freezetag mod where your team as to freeze all of their opponents in a certian time limite.

Posted by south at 2006-09-17 03:44:10    Voted 4.50 on 09/17/06
hgjk

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