So we have a file in rerelease/rogue called rogue_dm_ball.cpp. Seems to have all the basics for a cut gamemode called Deathball.
We also have six entities related with the gamemode:
dm_dball_ball (has ONEWAY spawnflag)
dm_dball_team1_start
dm_dball_team2_start
dm_dball_ball_start
dm_dball_speed_change (has ONEWAY spawnflag)
dm_dball_goal (has TEAM1 and TEAM2 spawnflags)
All of this makes me think that the mode could be closer to Unreal Tournament 2003/2004's gamemode Bombing Run. ball and ball_start might be needed to team up. goal can be set for either team or a neutral goal.
As for maps that could be adapted? Methinks q2ctf2, q2ctf4 and q2ctf5 seem to be good candidates. A mirrored version of security can also work.
Such a wonder why this gamemode wasn't finished. It could've predated a lot of similar mods and gamemodes that appeared.
So we have a file in
rerelease/rogue
calledrogue_dm_ball.cpp
. Seems to have all the basics for a cut gamemode called Deathball.We also have six entities related with the gamemode:
dm_dball_ball
(has ONEWAY spawnflag)dm_dball_team1_start
dm_dball_team2_start
dm_dball_ball_start
dm_dball_speed_change
(has ONEWAY spawnflag)dm_dball_goal
(has TEAM1 and TEAM2 spawnflags)All of this makes me think that the mode could be closer to Unreal Tournament 2003/2004's gamemode Bombing Run. ball and ball_start might be needed to team up. goal can be set for either team or a neutral goal.
As for maps that could be adapted? Methinks q2ctf2, q2ctf4 and q2ctf5 seem to be good candidates. A mirrored version of security can also work.
Such a wonder why this gamemode wasn't finished. It could've predated a lot of similar mods and gamemodes that appeared.