[-Deathmatch-]
[-Deathmatch Competition-]
[-Capture The Flag-]
[-Rescue The Hostage-] NOT COMPELTLY IMPLEMENTED YET (read below)
[-Catch The Bomb-] NOT COMPLETLY IMPLEMENTED YET (read below)
[-Protect The Vip-]
[-Manhunt!-]
What is Navy Fortress? At first Navy Fortress is a mix of the two coolest mods out there, "Navy Seals: Dev. Group" and "Team Fortress". We tried to capture as much of the original "Team Fortress" spirt as possible, while still being innovative, realistic and "Navy Style". To put it simple (so that all the Quakers out there understand it), that means you can play all the cool classes you know from TF with some brand new specials and ideas and blast your enemys head away with your original Mossberg M500 Shotgun!
All Quake II Weapons were replaced by real life weaponry and the damage system has been changed to make NF more realistic. A shoot to the head means (as long as you don't wear any armor) nearly instant death and a shoot to the legs will surely slow your enemy down. Additional features like bleeding and severly maimed legs (which means slower movement and unabililty to jump) are included too. New goodies like bulletholes, bloodsplats and debris from shots have also been programmed.
Some new Modes to play have also been included to make the game more interesting and increase the variety. New modes are "Competition", the team with the last survivor wins the round (Yeah, it is somewhat like RA2), the obligatory "CTF", "Capture the Hostage", instead of grabbing a flag and running away wildly you have to get the hostage and try to escort her out of the danger-zone into safety, "Protect the VIP" where you have to care for an vulnerable Person, that has to be assasinated by the enemy team and finally "Capture the Bomb". For details on any of this gamemodes see the section of this manual.
When you start playing you have to choose, unless you are not playing standard DM, one of the two available teams (either the Navy Seals or the Terrorists) and one of the available classes. You start with all the Equipment, Weapons, Ammo and Armor that class is equipped with.
Nf was made with high
compatiblity and customizability in mind. This means that you can
change a lot of game-things like the weapons and even the classes
and you can use a lot of non-NF maps for example Weapons Factory
or Action Quake.
In the following you will find a quick summary for all the game-modes, that are included with Navy Fortress. The game-mode you play depends on the map you selected. Some game-modes may be played without special infos on the map. For details see the quick summaries. If you want to know how to make maps using any of the following game modes visit mapdepot or mail me at Democritus@gmx.de. Some of the exact rules for the special game-modes may still change or may not be implemetned yet.
How to play:
Yeah!
Deathmatch! Nothing else! No Teams! No Specials!
You will spawn with a knive, a Mk23 Pistol, some armor and ammo.
You can collect as much weapons and ammo as you can lay your
hands on. Weapons and ammo are lying around scattered throughout
the whole map. We tried to make at least some compatibility to
standard Quake2 Deathmatch maps by making NF Weapons spawn
instead of original Quake2 Weaponry. This is the simplest way to
play and is fun with even only 3 people or so.
How
to play:
Standard
Competion is like Deathmatch, at least to some point. At the
start you have press <tab> to bring up a menu in which you
have to choose your team and your class. Then select "join
game" and let the fun begin. For a competition game to start
you will need at least 2 players.
You do not respawn when playing Competition. Dead players can
still float around as observers but they are unable to have any
effect on the running game at all. The Team with the last
survivor(s) gets one point, all players respawn and a new round
starts. If you are playing with a certain pointlimit (see the commands section) the game will jump to the next
map in the rotation as soon as one team hits this limit.
Competition mode can also be used in conjunction with other game-modes (CTF, PTV, Hunted). Read the sections of these game-modes for information on how these work in conjunction with Competition.
How to play:
Just like in
Competition you also have to press <tab> to get into the
menu. Select team and class and then join the game. Your goal is
to get the enemie team's flag and bring it to your base. If the
flag-carrier is killed the flag will lie around on the floor for
about 30 seconds before it will respawn at it's team's base. This
is a difference to traditional CTF as it emulates the original
Team Fortress CTF. This way you have to protect your flag that is
lying around from the enemy. If you bring the enemies flag to
your base and touch the given CAPTURE POINT (The map will have
some feature marking the place) your team will recieve one point.
If a set pointlimit is reached the game jumps to the next map in
rotation.
You may play CTF with COMPETITION enabled, in which case you do not respawn after dieing. New rounds do not start with one team having no members left but rather after every capture of a flag. In which case all players will respawn and a new round will start. Should at some point no player in either team be alive a new round starts too with no winner at all. If you are playing with a certain pointlimit (see the commands section) the game will jump to the next map in the rotation as soon as one team hits this limit.
You should use this game mode without Competition only if the Team Spawn points are far away from the capture route so that you won't meet any of the people you just shoot down on your way out. It wouldn't be fair to have them come back with full health, ammo and armor and shoot you down while you still wear the scars from the last encounter with them.
How to play:
This is a interesting variation of the CTF concept that has more
room for strategy. Instead of catching a flag (why the hell
should you risk your life for a goddamn flag?) you must now
rescue a hostage. If you are playing as a SEAL, you have to get
near the Hostage (he spawns at the <actor_hostage_team>
entity) who then starts to follow you. You have to bring him into
safety (the <actor_rescue_team> entity). This counts as one
capture. In one level there might be more than one hostage. If a
hostage gets shoot, then the Seal whom he followed loses one frag
(or even a "capture"), and the Terrorist, who killed
the Hostage loses one frag (or even a "capture") too.
If you play as a Terrorist, you have to take some hostages
instead of rescuing them. Except from this little change, the
game works exactly like for the Seals. If you die, you DO NOT
respawn! So be careful with what you do. After all hostages are
rescued, taken and/or dead or all players of one team are dead
the game cycles to the next map, with the winners the team with
the most "captures" or the last survivors. In the case
of a tie (Both teams have recued/taken the same amount of
hostages, and no ones are left or the last two players kill each
other) you have to play the same map again. It is possible to
make a map, that has only hostages for one team, but that team is
at a slight disatvantage, as they have to rescue the hostages and
stay alive.
THIS
GAME MODE IS CURRENTLY NOT SUPPORTED AS WE HAVE TROUBLE THINKING
OF A GOOD SCORING SYSTEM FOR RTH.
FORGET THE ONE GIVEN ABOVE! IF YOU THINK YOU HAVE GOT A GOOD IDEA
HOW TO MAKE THIS MODE MAIL ME: Democritus@team-mirage.de
How to play:
This is an
interesting CTF variation. You have to press <tab> to get
into the menu to select team and class and then join the game. If
you join as SEAL your goal is to get the big bad bomb of the
TANGOS disarmed. If you joined as a TANGO you have to protect the
bomb from the SEALS who want to interrupt your holy crusade
(whatever).
This time the SEALs have to get the bomb from the tangos and bring it to their Demolitions Expert (or any other class with the ability to place detpacks), who has to disarm it before it explodes. As soon as he gets hold of the bomb he should use the command <disarm>. He will then be unable to defend himself and he can no longer move. Should he die while trying to disarm the bomb it will explode and the SEALs have lost the round. The Demolitions Expert will stay in this state for 30 seconds. If he survives this period the bomb is disarmed and the SEALs have won. If the SEALs aren't able to disarm the bomb within the time given in the map it will explode too and the TANGOS will win.
If the bomb explodes or is disarmed the team that was sucessful gains one point and all players will respawn, the timer of the bomb will be set to its default again and the game starts all over again. There is only one Demolitions Expert allowed per SEALs team.
If you play CTB Competition you will not resapwn if killed. The TANGOS will also win if the Demolitions Expert gets killed. The SEALs don't win if the TANGOS are killed, they still have to disarm the bomb in time. If the bomb explodes or is disarmed in time or if the Demolitions Expert is dead or the TANGOS team is exterminated a new round will start with the successful team gaining one point. If you are playing with a certain pointlimit (see the commands section) the game will jump to the next map in the rotation as soon as one team hits this limit.
THIS
GAME MODE CURRENTLY SUPPORTED IN A DIFFERENT WAY THAN THE ONE
GIVEN ABOVE. IT WILL BE CHANGED IN A FUTURE VERSION.
AS SOON AS THERE ARE ANY MAPPERS THAT WANT TO MAKE MAPS USING
THIS MODE.
How to play:
This is a
variation of the MH! concept (See below). You also have to press
<tab> to get into the menu. Select team and class and then
join the game. If you join as SEAL you are limited to the Sniper
class (or any other class given the "CAN BE ASSASSIN"
ability in the nfclass_seals.cfg) and your goal is to eliminate
the TANGOS VIP. If you join as a TANGO you have to protect your
VIP for a limited amount of time. As a TANGO Player you are
limited to the Recon, the Combat Medic, the Soldier or the Heavy
Support (or any other class given the "CAN BE
BODYGUARD" ability in the nfclass_tangos.cfg). One player of
the TANGOS team has to join as the VIP.
The default time for the VIP to stay alive is 5 minutes but this can be defined over the CVAR "sv_ptv_time <time>" with the time given in minutes. If the VIP survives that long the TANGOS get one point. Then the VIP Timer is reset and the VIP has to survive a further 5 minutes. Should the VIP be killed the SEALs will get one point, all players will respawn (including the VIP) and the VIP Timer will be reset.
If you play with Competition enabled you will not respawn if killed. The TANGOs can now also win by killing the whole SEAL team. Then they will recieve a point, the timer will be reset, all will spawn again and a new round will begin. The SEALs still have to kill the VIP in which case a new round will also begin. If you are playing with a certain pointlimit (see the commands section) the game will jump to the next map in the rotation as soon as one team hits this limit.
How to play:
This is the Gamemode that you can also play in TFC for Half-Life.
You also have to press <tab> to get into the menu. Select
team and class and then join the game. If you join as SEAL you
are limited to the Recon, the Combat Medic, the Soldier or the
Heavy Support (or any other class given the "CAN BE
BODYGUARD" ability in the nfclass_seals.cfg) and your goal
is to bring your Hunted to a certain point within the map. One
player of the SEALs team has to join as the Hunted. If you join
as a TANGO you have to kill the SEALs Hunted. As a TANGO Player
you are limited to the Sniper class (or any other class given the
"CAN BE ASSASSIN" ability in the nfclass_tangos.cfg)
If the Hunted reaches his escape point the SEALs will get one point, all players will respawn at their start positions (including the Hunted) and the game starts over again. Should the Hunted be killed, the TANGOS will get one point and all players will respawn (including the Hunted).
If you play with Competition enabled you will not resapwn if killed. The TANGOS can now also win by killing the whole SEAL team. Then they will recieve a point, all players will respawn again and a new round will begin. The SEALs still have to rescue their hunted, even if there are no TANGOS left in which case a new round with respawned players will also begin. If you are playing with a certain pointlimit (see the commands section) the game will jump to the next map in the rotation as soon as one team hits this limit.
For more
up-to-date informations, updates and patches visit our website: