Attack & Defend Gametype

Attack and Defend was created specifically for small 2 to 6 player teams. The action is centered around a struggle for one flag objective...

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File Description

Attack and Defend was created specifically for small 2 to 6 player teams. The action is centered around a struggle for one flag objective at a time, making for some intense, focused combat.

Each round begins with all flag objectives owned by the Axis, who must defend them from the assaulting Allies until the time runs out. The Allies must use tactics, teamwork and speed to capture each flag in order, until they have pushed back the Axis and conquered every objective. Once the Allies have captured a flag it cannot be reclaimed by the Axis.

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Readme
--------------------------
Attack and Defend Gametype
--------------------------
For Call of Duty: United Offensive

Version: 0.1 Beta
Created by MenDAKE (mendake_ddude@yahoo.com)

Description
-----------

Attack and Defend was created specifically for small 2
to 6 player teams. The action is centered around a
struggle for one flag objective at a time, making for
some intense, focused combat.

Each round begins with all flag objectives owned by
the Axis, who must defend them from the assaulting
Allies until the time runs out. The Allies must use
tactics, teamwork and speed to capture each flag in
order, until they have pushed back the Axis and
conquered every objective. Once the Allies have
captured a flag it cannot be reclaimed by the Axis.

Game Balancing
--------------

Axis advantages:
- Axis start with all flags, and must simply work
together to halt and delay the Allied advance until
the time runs out.
- Axis will always spawn one objective behind the
current one. Allies, on the other hand, always spawn
at their original spawn point. This gives the Axis the
opportunity to set up their defenses as quickly as
possible.
- The allies must hold a flag objective for a
considerable amount of time (between 20 seconds to a
full minute, depending on individual flag settings)
before it is fully captured. This makes it possible
for the Axis forces to launch a counter attack.
- The final objective will most likely be near the
Axis' main spawn, where armor is often readily
available. Additionally, the Allied forces will waste
precious time traveling a decent distance from their
spawn point.

Ally advantages:
- Once a flag as been captured the Axis cannot recover
it. So swift, concerted assaults can be devastating to
the enemy forces.
- The entire Allied team receives a hefty bonus when a
flag objective is captured. So skillful players will
quickly gain rank, and towards the end of the time
limit will likely have access to devastating artillery
to tilt the balance of power in their favor.
- Allies always spawn at their spawn point, so they
will often have access to tanks.  The Axis however,
will probably need to run all the way back to their
original spawn in order to bring armored
reinforcements.

Attack and Defend is based on the original COD: UO
Domination gametype and so is fully compatible with
all stock and custom maps that support it.

Server Variables
----------------

The following server variables are available:

scr_ad_scorelimit: Score limit before changing to the
next map. Default 2.

scr_ad_roundlimit: Round limit before changing to the
next map. Default 1.

scr_ad_startrounddelay: Time delay before the round
starts. Default 40.

scr_ad_endrounddelay: Time delay at the end of a
round. Default 10.

scr_ad_clearscoreeachround: Clear the score at the end
of each round? Default 1 (true).

scr_ad_respawn_wave_time: Wave respawn time. Default
10.

scr_ad_points_cap: Amount of points all Allied players
receive when a flag is capped. Default 4.

scr_ad_minutes_per_flag: This number is multiplied by
the amount of flags in the map to make a timer amount.
Normally there are 5 flags on a map, so with the
default of 3.6 x 5 the timer will be set to 18:00
minutes.

Installation
------------
Place the file zzz_ad.pk3 in your Call of Duty "uo"
folder.

Beta Info
---------

This mod is in the Beta testing stage, so feedback
would be appreciated. Besides bug reports, I'd be
interested to know what scr_ad_points_cap settings
have worked best for you and with how many players.
I'm also open to feature requests or general
suggestions.  
Whether or not I'll have time to implement them I'm
not sure, but I'll take every suggestion seriously.
Please send your feedback to mendake_ddude@yahoo.com.


I hope you have as much fun as I've had with this gametype.

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MenDAKE


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Registered 14th February 2005

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