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A retro multiplayer shooter
Home Page: http://teeworlds.com
License: Other
This project forked from teetime/teeworlds
A retro multiplayer shooter
Home Page: http://teeworlds.com
License: Other
Enter hard mode via chat command: /hard
Player in hard mode has less grenades than normal.
Players in hard mode gets twice the points when winning.
Entering the hard mode releases all current caught players.
Entering and leaving the hard mode is announced in the chat.
Leaving hard mode while in it: /hard
An optional mode where you get score for finishing a round instead of catching a player. Would probably only work in small groups.
I can imagine two ways for the scoring:
It would need a score limit so that a player can win.
Should the coloring scale with the score or with the number of caught players?
Maybe it would be better to separate it into a new gametype, like "mzCatch" for mini zombie catch.
For example: you cannot be killed within the first second after spawning, except you shoot.
The current situation is, that grenades that were shot before you spawn cannot kill you. So is there really a need for a spawn protection?
I'd really like to see a second password, when the subadmin is logged in with his first password to be able to make it less secure, but overall more secure if the admin has bound his first password somewhere, someone who's got his hands on the first one won't possibly have the second one.
moreover the logout command should work without a password or if you type in the password incorrectly, the server would log you out automatically.
I don't know whether this is already implemented, but I remember from those badly ddnet copied servers, that pm-spam is not muted automatically and is easily done as well as annoying.
If a player catches someone, a countdown starts counting down, for how many minutes is set in the config.
If the player doesn't win the round within that countdown, he get's killed by the server.
Maybe with a server message or whatever
Release game has become cancer to zcatch.
Thus it would be wise to automatically release players after being (simple grenade dm/idm, etc.)
killed, while the treshold of 5(+) players has not been met, in order to be able to end a round.
This should lead people to lessly abuse the release function for their release game and hopefully lead to the result that "release" is only used when randomly killing people, but not play any stupid rls games, which is absolutely not zcatch and is more or less a disturbance to the zcatch community.
maybe 5 times every 60 secs
or with treshhold of 18 secs per release disabling release if treshold reaches 60.
Simple: Due to the 5 players restriction lots of players release their caught opponents when there aren't enough players in order to win a round.
Adding a vote option to automatically release caught players while the server has less than 5 (or however players are set in the config) to win a round.
Changing /t to /w like whisper and /ti to /wi
where /w nick enables whispering and a normal /w again disables it again :D
Some commands, even player accessible ones like /top seem to cause memory leaks. Something seems not to be cleaned.
Also some free() function calls seem to be weirdly placed in the ranking system functions.
Option 1: limit view to static.
Option 2: limit view to the direction you aim.
Option 2 would probably limit static players, too, because the server cannot check if a player has dyn or static.
Option 1 would limit all dyn players.
Option 3: always show static, but additionally show dyn, but only in the direction you are aiming.
This would limit zoom users. But also dyn and static players because of the tick rate and network delay.
Wouldn't that be better? For example if the SQLite library needs to be updated.
This would train indirect shots.
advanced stats:
regarding the (ingame) search:
=> /rank player1 :: player NOT found
=> /rank Player1 ๐
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