I (ult.. lost that password years ago ) ported ctf to ktx originally and thought I would comment on the actual changes between it and purectf. I haven't touched the codebase since Nov 2006, but my understanding is the gameplay has not changed. The main reason for the port to ktx was simply to have more servers in which people could play ctf on (theoretically all the dm servers). I also wanted to fix some minor bugs and if possible make the game more accessible to dm players without abandoning the core ctf audience.
- ktx ctf has the same player physics as ktx dm. This might sound rather obvious, but pure ctf physics are actually badly broken. You can't accel jump nearly as fast in pure ctf. Hardcore ctf players would never notice this since their first move is always a grapple hop, but dm players perhaps going for minimal grapple usage will suffer greatly on pure ctf servers. Pure ctf pro did try to fix this is in the later versions, but I don't believe that was ever completed / the project was abandoned anyway.
- ktx ctf has random respawns except for the initial spawn inside your base. Casual players may never notice it, but the spawns are not random in pure ctf. Over the years I memorized the spawn order on basically every map. Its just ridiculously unfair what you can do with that knowledge..
- ktx ctf removed the 50 green armor on spawn. I saw this as something that was added long ago when qwctf meant 8on8 or more players with rockets flying everywhere. It seemed like an unnecessary change to dm for todays players.
- ktx ctf has team damage on by default. Team damage was always supported in ctf, but rarely used. A lot of ctfers were originally skeptical of this change, but I think they grew to accept it. Basically at the end of the day this just means less spam and more teamwork and also makes it a little easier for dm players to adjust.
- fixed grapple exploit. I won't go into details here, but there are some crazy grapple exploits possible on most pure ctf servers that allow for huge amounts of damage to be done at close range.
- grapple speed stays consistent regardless of sv_maxspeed. For whatever reason the Swedish ctf scene liked the feel of the grapple with sv_maxspeed 360 rather than 320. If I recall correctly I made the grapple behave like it was maxspeed 360 by default rather than actually requiring the maxspeed change. Obviously you want people to be walking at the same speed on every server..
I've noticed the bugs too where after doing /ctf you have to change the map or do a /kill. It was originally completely dynamic, but I believe that was changed because a few dm players couldn't stand the one time 15 second download of the ctf models .
- ktx ctf has the same player physics as ktx dm. This might sound rather obvious, but pure ctf physics are actually badly broken. You can't accel jump nearly as fast in pure ctf. Hardcore ctf players would never notice this since their first move is always a grapple hop, but dm players perhaps going for minimal grapple usage will suffer greatly on pure ctf servers. Pure ctf pro did try to fix this is in the later versions, but I don't believe that was ever completed / the project was abandoned anyway.
- ktx ctf has random respawns except for the initial spawn inside your base. Casual players may never notice it, but the spawns are not random in pure ctf. Over the years I memorized the spawn order on basically every map. Its just ridiculously unfair what you can do with that knowledge..
- ktx ctf removed the 50 green armor on spawn. I saw this as something that was added long ago when qwctf meant 8on8 or more players with rockets flying everywhere. It seemed like an unnecessary change to dm for todays players.
- ktx ctf has team damage on by default. Team damage was always supported in ctf, but rarely used. A lot of ctfers were originally skeptical of this change, but I think they grew to accept it. Basically at the end of the day this just means less spam and more teamwork and also makes it a little easier for dm players to adjust.
- fixed grapple exploit. I won't go into details here, but there are some crazy grapple exploits possible on most pure ctf servers that allow for huge amounts of damage to be done at close range.
- grapple speed stays consistent regardless of sv_maxspeed. For whatever reason the Swedish ctf scene liked the feel of the grapple with sv_maxspeed 360 rather than 320. If I recall correctly I made the grapple behave like it was maxspeed 360 by default rather than actually requiring the maxspeed change. Obviously you want people to be walking at the same speed on every server..
I've noticed the bugs too where after doing /ctf you have to change the map or do a /kill. It was originally completely dynamic, but I believe that was changed because a few dm players couldn't stand the one time 15 second download of the ctf models .