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Capture The Flag Power-Ups

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Power-Ups
General information
Faction

N/A

Usage
Used by

Any player

Game information
Designer(s)

Half-Life: Opposing Force Capture The Flag includes five Power-Up[1] items that give the owner extra enhancements or abilities.

Overview[edit]

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, the 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 seconds, 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 environment, such as radioactive slime, it will reappear at a Power-Up spawn point in 5 seconds.

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 player's nickname, or by positioning the crosshair over a target.

Power-Up spawn points[edit]

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.

Power-Ups list[edit]

World model HUD icon Name Description
Ctf powerup01.png Ctf powerup01 hud.png Jump Pack Works the same as the Long Jump Module.
Ctf powerup02.png Ctf powerup02 hud.png 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.

Ctf powerup03.png Ctf powerup03 hud.png Health Works the same as the previous Power-Up, except it regenerates health.
Ctf powerup04.png Ctf powerup04 hud.png Accelerator (death) Increases all damage inflicted with any weapon used by the owner, including self-damage.
Ctf powerup05.png Ctf powerup05 hud.png 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 seconds (except 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.

The Backpack Power-Up will not regenerate Satchel Charges, Laser Trip Mines, or Snarks.

List of appearances[edit]

References[edit]

  1. 1.0 1.1 1.2 Capture The Flag mode manual (op4ctf_manual.htm)