Welcome to Flag Domination 2004! For those that are new to this, the idea is, as you may have guessed, a cross between Capture the Flag and (Double) Domination. A map has either two or three flags, each of which starts in a neutral location somewhere in the middle. Each flag has a designated spot for each team to capture it, and (except in Scavenger or Incursion mode) flags may be stolen once they are captured.
Capture points are marked with a rotating hologram showing the flag's symbol. Press the M key while carrying a flag to see the route to your capture point. The HUD will also show you in which direction the capture point lies, and in Vehicle Flag Domination the radar map will highlight the capture point's location.
Flag Domination by David Catmull uncommon AT uncommonplace DOT com http://uncommonplace.com/ Installation .ut4mod package: Double-click on the FlagDomination.ut4mod file and follow the instructions. On the Mac version, you'll need to use the Terminal to install the files. Assuming UT2004 is in your Applications folder, and the Flag Domination package is on your desktop, the command will be as follows (all on one line): /Applications/Unreal\ Tournament\ 2004.app/System/ucc-bin umodunpack -x ~/Desktop/FlagDom/FlagDomination.ut4mod .zip package: Extract the contents of the archive into your UT2004 directory. On the Mac version, you can use the "Merge contents into destination" option in StuffIt Expander's destination preferences, or you can install manually: expand the archive and then copy the contents of the folders into corresponding folders in your [home]/Library/Application Support/Unreal Tournament 2004/ folder, creating any that don't already exist. Don't replace any folders that are already there (like System); just add to their contents. Vehicle Flag Domination VFD plays on Onslaught maps, with flags and capture points placed automatically where the power nodes and cores would be. These are the vehicle rules: As in Vehicle CTF, if you enter a Manta, Raptor or Cicada while carrying any flags, you will drop your flags. Vehicles around a flag base are neutral, but can only be used by a flag carrier - except of course for Mantas and Raptors. In the Rounds and Timed modes (see below), capturing a flag activates all nearby vehicle factories and turrets, just like completing a power node. The effect of stealing a flag is determined by the Vehicle Expiration option. Scoring modes: Rounds, Timed, Scavenger, and Incursion There are four scoring modes: Rounds (as in Double Domination) A team must hold two flags for ten seconds to score a point. Some maps have three flags, which adds another dimension to it: The first two flags you capture are the ones that count; they will flash in the HUD. To break a domination, you must steal one of those dominated flags. If you have all three flags when the countdown ends, you get 2 points instead of 1. It even counts if you capture the third flag at the last second. If you have all three flags and a dominated flag is stolen, the countdown resets. Timed (as in UT Domination) A captured flag scores one point every 10 seconds, or 15 in VFD. The interval is controlled by the Time To Score interval. Scavenger You score a point each time you capture a flag. The flag reappears at its home base after 10 seconds. Incursion Like Scavenger, but inverted - you must go to the enemy capture points. Flag Points With the Flag Points option, each flag has a limited number of points that can be scored from it. This means that the pace and strategy of the game will change over time as the easy flags get used up. If the flags do not have enough total points left for the losing team to catch up, the game ends. A bar in the HUD will show this: the colored portion shows how far ahead a team is, and the white portion indicates the total points left before the game ends. With Timed scoring, there will also be a countdown for the projected time that this will occur; the countdown may be a bit erratic as flags are captured and stolen. If the teams are tied and no more points can be scored, then a sudden death round begins where each flag has one point on it. With Rounds scoring, this happens when only one flag is left and domination cannot be achieved. In the other modes, it happens when all flags have expired. Maps So far there are eight maps: seven conversions and one original. FD-Orbital2: This is my favorite: a three-flag map with three levels of gameplay. The sniper's nest becomes the Circle Flag's domain; the lower part of the main room is for the Square Flag; and deep in each base the Trangle flag is captured where the original CTF flags went. FD-ElecFields: A conversion of CTF-DE-ElecFields from the DE bonus pack. FD-TechDream: A conversion of CTF-TechDream by Cory Spooner (with permission). If you have trouble finding it, the Middle Flag is captured in the back of each base (remember the M key). FD-Avaris: The flag layout is similar to Orbital2, but of course with less Z action. The narrow ledges around the center building make it pretty exciting. FD-DoubleDammage: The interesting thing about this map is the B and C flags are hard to capture but easy to steal. If you have translocators enabled, that is, and in fact I don't recommend playing this map without them. FD-Disclosure: The bomb goal anterooms are now the A Flag rooms, and the hotly contested B Flag is captured in the sniper's nests overlooking the center area. [I am considering turning the minigun room into a C Flag room] FD-Canyon: The bomb goals are replaced with capture points, and the spawning pools are also capture points. All three flags spawn on the bridge. FD-Ethkantes: An original creation, aimed at showing a little more of the range of layouts possible with Flag Domination. Onslaught Maps When playing Vehicle Flag Domination on Onslaught maps, flags are placed either automatically or as specified in the FlagDom.int file. Automatic placement looks for power nodes in the center of the map to place the flags, and nodes near each base for the capture points. ONS-Crossfire, for example, works well because it has enough nodes for all three flags. Flag placement works on all standard maps, though it may fail on some others. There must be at least one central power node, plus two others for the capture points. Custom placement uses a string in the FlagDom.int file to specify where the flags and capture points go. Currently there are four specifications, for Dawn, Torlan, Icarus, and Dreamus (a third-party map). Each string is laid out like this: "Map Title|A Flag Base|B Flag Base|C Flag Base|Red A Capture|Red B Capture|Red C Capture|Blue A Capture|Blue B Capture|Blue C Capture" The map title is the title as it appears in the map selection screen or in the scoreboard, which may be different from the file name (ie ONS-Icarus is "Icarus Plaza"). Each location is given as the name of a power node, PathNode or some other kind of NavigationPoint. The name of an object can be seen in UnrealEd by double-clicking it and opening the Object section. Usually it's the class name followed by a number, like RoadPathNode27. If you have suggestions for custom flag placements, even for custom maps, feel free to e-mail them to me. Known issues The map list for VFD shows power link setups; this currently cannot be avoided. Bots in vehicles follow flag carriers too closely Some Onslaught maps have bot pathing issues which are more of a problem in FD (see below) The hanging banners in FD-Disclosure are white instead of red and blue. I've also seen this happen in the Bombing Run version. Some banners in FD-Canyon come out black. Bots don't always make the best choice about which flag to pursue. Flags look wrong (transparent on one side) on some graphics cards. Problem maps Some Onslaught maps have bot problems that can only be solved by fixing the paths in the map. These include: ONS-ArcticStronghold: Bots can't reach the A flag capture points because they are on raised platforms with no JumpSpots. ONS-Ascendency: Bots can't capture the A flag because the power cores are not connected to the navigation point network. ONS-CBP2-Brassed: Bots on the blue team can't capture the A flag because the blue power core is not connected to the navigation point network. Future features Option to respawn players at the beginning of a round, including sudden death rounds in Timed and Scavenger modes. Option to choose scoring mode at random. Allowing flag carriers to steal any vehicle. Custom flag names and symbols on ONS maps. Changes in 3.3 Timed Scoring now works differently: instead of 1 point every second, it's every 10 seconds (or whatever the Time To Score setting is) Works correctly when a B flag capture point is placed at the power core location, enabling a new custom placement for ONS-IslandHop Works with maps that use ONSTurrets.u (specifically ONS-TIM-SlateSE) Custom flag placment for ONS-TIM-SlateSE Added "Vehicle Expiration" option: locked vehicles can be unlocked or blown up when the flag is stolen Fixed path whisps in VFD, and changed the way they work in general to be more consistent with other game types Players get points for capturing flags Fixed vehicle teams and sudden death rounds in Incursion Fixed LOD settings on all screen shots to work on systems with detail set to low Changes in 3.2 Fixed some cases where the B flag base was not placed Improved placement of C flag In Scavenger and Incursion modes, turrets and vehicle factories around capture points are always active Added custom placement for ONS-Perimeter End game camera focuses on a flag base (Rounds/Timed) or the last scorer (Scavenger/Incursion) Changes in 3.1 More ONS maps will have 3 flags on them Uses the correct announcer voice Fixed a bug that caused neutral vehicles to appear around the red B flag capture point Fixed capture point beacons all having the same symbol in net games Fixed some maps having a C flags with no capture points for it Bots with flags prefer faster vehicles Added custom flag placements for ONS-ArcticStronghold, ONS-Dawn, ONS-Crossfire, ONS-Severance and ONS-Dreamus Fixed a couple of problems in the handling of custom flag placements Bots do the right thing when a flag carrier is in the passenger seat of an Excessive Scorpion Changes in 3.0 Ported to UT2004 Added Vehicle Flag Domination Added Incursion scoring mode Various bot AI improvements since 3.0b4: Improved flag placement on certain types of ONS maps The player icon in the radar map follows the rotation of the object being viewed, unless it's not a Pawn Changes in 2.0.1 Fixed all known network problems Flags and capture beacons look better on less powerful graphics cards The Flag Points bar obeys the HUD opacity setting Bots no longer use AssaultPaths when capturing flags - just for stealing them Changes in 2.0 Added new scoring options: timed, scavenger, and flag points Fixed the bug where the second flag in 2-flag maps would get spontaneously dropped Flag symbols are shown in the scoreboard Added capture point markers Pressing M while carrying multiple flags shows routes to all capture points Changes in 1.1 Option to carry multiple flags at once (including bot support) Changes in 1.0.1 Minor AI improvements Turned off flag lighting between rounds Fixed alpha textures in FDxTeamBanner Three versions of black flag skin in FDFlags.utx Flags are not reset at the end of the game
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