Opening BlurbIt’s finally here! Capture the Base is a new TDM gamemode that has been in development for the last few months. Two teams battle for control of a central base. Once one side gains control, they must defend the base from the opposing team in order to win. The minigame will feature classes for defenders, which remain constant during gameplay. Attackers choose a weapon path, which upgrades their weapons as time passes. Defenders can turn on the power to lockdown the capture point for an added layer of security. While attackers have C4 to breach new ways into the base. More information on the lockdown, C4, and other mechanics are laid out below.
LockdownAs a defender, you have the ability to lockdown the capture point. Doing this will seal two of the three doors into the capture point room for 45 seconds. The lockdown requires special power to function. Everytime ownership of the base changes, the power is reset. In order to use the lockdown, the power must be on and someone has to hit the lockdown button. The lockdown can also be shut off any time if the power is turned off. However, use caution. If the attacking team overruns the base and the power is on, they can turn on the lockdown and make it hard to defend!
Using C4 and BreachingThere are marked ‘breach points’ around outside and inside the base. These points are meant to provide easier pathways to the capture point, power, and to surprise the enemy. To use them you need the C4 item. Place the C4 on the breach point and wait for the timer. The C4 will blow a hole in the wall, creating a new path. These breaches will stay blown until the base ownership changes, or defenders win.
Classes and PathsA ‘class’ is the term used to describe the loadout system for defenders. Classes are pre-defined loadouts that players can choose. Defender classes are picked once and stay the same until they either win the game, or lose control of the base. A ‘path’ is essentially a class but tuned differently for attackers. Attackers choose their path the same way defenders choose a class. Attackers cannot change their path until they either lose the game or capture the base from the defenders. Attacker paths are special because they include weapon levels. Players start with the lowest level and automatically get upgraded to higher levels and better weapons as time passes. (We’re talking an upgrade about every 2-4 mins most of the time. It depends on the total players in the minigame). Specific classes and paths are laid out below.
Defender Selections- Ranger
- -HK: Ranger
- -HK: Walter PPK
- - Twenty HP Quake Shield
- Predator
- -HK: MP5K
- -HK: M9 Silenced
- -Combat Knife
- Trooper
- -HK: M16
- -Fragment Grenade
- -Pill
Attacker Selections- Veteran
- - HK: Scar-H
- - HK: M1911
- - Pill
- Rush
- - HK: FAD
- - T+T Conc' Grenade (2)
- - Combat Knife
- Breacher
- - HK: Mac-10
- - C4 Explosive
- - Syringe
PlayFlow Diagram
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Credits- The Brighter Dark - Main build, Gamemode
- Buddy - Core gamemode code
- Pah1023 - C4, Item display, bricks
- -Qiw- - Build Dev / Planning
- TF141 Ghost - Build Dev / Props
- Floppy - Build Dev / Props
- Smallguy - Build Dev
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- Allun Pentax - Screenshots
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- Dragonoid Slayer - Screenshots
- Lego Lad - Hiding the treasure chests
- }[Crazy]{ - Event Help
- Drake - being cool
There's even more to see on the server, Let me know if you have any questions or suggestions to add in!