Capture The Flag Power-Ups
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The subject matter of this article does not take place in the "real" Half-Life and Portal universe and is considered non-canon.
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When a player is the owner of a Power-Up, a large icon will appear on the middle left side of their HUD showing what Power-Up they currently possess. In addition to this, all of the Power-Up items have audio cues that will play when the Power-Up is in use. These audio cues can be heard by all players, friend or foe, who are standing within earshot of the owner of the Power-Up.
To collect a Power-Up, a player has to simply touch it. If done so, the Power-Up will disappear from the ground and the HUD will update to display information about carrying the item. Only one Power-Up can be carried at a time.
If a player currently carrying a Power-Up runs across another one, and wants to pick it up, he may throw the current one and then pick up a new one. After having thrown a Power-Up, next ones are available after 5 seconds, unless they are picked up and thrown by another player. Once thrown, a Power-Up will remain at that spot for 30 second, after which tie it will disappear and reappear at a Power-Up spawn point, if not picked up. If a Power-Up is thrown or dropped into a skybrush or hostile enviroment, such as radioactive slime, it will reappear at a Power-Up spawn point in 5 second.
Information about which players are carrying what Power-Up can be seen by bringing up the score screen - a colored icon showing a certain item will be displayed near the players nickname, or by positioning the crosshair over a target.
Power-Up spawn points
Power-Up spawn points may be "fixed", random, or "weighted". When fixed, the Power-Up will reappear at the same place every time it respawns; when random - in a different place. Power-Up spawn points may also be weighted. Weighted spawn points are designed to help a team that may be doing worse than the other team and are more likely to reappear near a losing team's base. If one team is 1 point (one flag capture) ahead of the other team, then any respawned Power-Up items will appear in either a common area, or closer to the losing team's base - they will never appear in spawn points near the winning team's base, unless a free spawn point is unavailable when the Power-Up is ready to reappear. If one team is 2 or more flag captures ahead of the other team, then any respawned Power-Up items will only appear closer to the losing team's base.
|World model||HUD icon||Name||Description||Sound effect|
|Jump Pack||Works the same as the Long Jump Module.||File:Hw alert.ogg|
|Shield|| Recharges the armor's battery by 1 unit every 0.5 second, and it will max out its power to 150 units instead of the standard 100.
If the Power-Up is thrown away when the player's armor's energy is greater than 100 units, it will decrease over time at the same rate until the energy level is at 100 units.
|Health||Works the same as the previous Power-Up, except it regenerates health.||File:Hw alert.ogg|
|Accelerator (death)||Increases all damage inflicted with any weapon used by the owner, including self-damage.||File:Hw alert.ogg|
|Backpack (ammo)||Gives a standard ammo box for every ammunition type in the game upon picking up; regenerates ammunition for the currently selected weapon at a rate of 1 bullet every 0.5 second (expect in the case of Submachine Gun grenades where the rate is 1 grenade every 10 seconds); doubles the clip size of the currently active weapon as long as that weapon can regenerate ammo, or isn't a single shot weapon, such as the RPG.||File:Hw alert.ogg|
List of appearances
- Capture The Flag mode manual (op4ctf_manual.htm)