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goldeneye:scenarios:living_daylights

Living Daylights

Gameplay

The Living Daylights was the worst gameplay scenario in GoldenEye 64. It was so bad you never knew who was winning until the end of the match! In GoldenEye: Source we took that basic gameplay and ramped up the fun, strategy, and information 100 fold.

Living Daylights is a lot like king of the hill, except you take your hill with you. When the round starts flag(s) are strewn about the level and are indicated on the radar. The number of flags in play changes with the number of players in the server playing. When you grab a flag it becomes your weapon and you cannot use your other weapons anymore. Your health and armor is replenished and a countdown timer begins to run showing when you will receive your next point. You can use your flag as a weapon and you also receive a speed boost.

This gameplay supports teamplay and requires a great balance between flag holders and “guards” who protect the flag holders from the other team. Successful teamwork will easily score your team over a hundred points in one round!

Tokens

Living Daylights uses the flag token for players to grab and earn points with. One flag is always in play with an extra flag spawned for every 4 players in the game (by default).

When holding the flag you can use it as a melee weapon. You cannot use any of your other weapons while holding the flag, however you receive a speed boost and receive maximum health and armor points upon pickup.

Radar

Living Daylights Radar Fresh Flag Living Daylights Radar Player Holding Flag Living Daylights Radar Hot Flag The radar is a critical component of this gameplay because it lets you see the location of flags and flag holders at all times. Flags appear as blue or orange squares. A blue square indicates a fresh flag while an orange square indicates a freshly dropped flag.

When a player is holding a flag their radar blip turns into a pink “running man” icon with above/below markers when appropriate. When teamplay is enabled, the MI6 team will have blue shaded running men and Janus will have pink shaded running men.

Scoring

The only way to score points is to hold onto a flag. However, there are many ways to get more points in addition to just holding the flag:

*Carry the flag. Time spent carrying the flag counts toward your score. You must carry for up to 12 seconds to earn a point. Points will be awarded faster when the player count is high and you have just picked up the flag, but scoring periods always lengthen to 12 seconds. (5 per minute)

*Pick up equipment. Just because you can't use any items does not mean you can't grab them. Deny your opponents while earning carry credit. Ammo crates count as 1 second, weapons 1½, plate 2½, and full armor 3½. Note: When you pick up a flag, your HP and AP is refilled to full. Any HP and AP not used to restore your status is converted to carry credit, so don't worry about taking an armor before grabbing that flag, you will get your item credit either way.

*Slap 'em silly. Each time you successfully damage an opponent while carrying a flag, you steal one point from that player. But be careful, if your opponent kills you with a slap, not only will he get your flag, but he will collect up to ten of the points you earned during that inning from carry time.

*Run away! When you are damaged by an opponent, a ten-second clock begins. If you can avoid fire until it expires, you earn a point and recover 25% AP. Each escape is worth one point more than the one previous, so you can turn five Klobb wounds into 15 points.

Teamplay

In Teamplay mode the same rules apply for scoring except your individual points count towards your team's points as well!

The main difference is that instead of one flag for every four players, there is a flag for every player on one team (adjustable with ld_teamguardians). The more flags your team carries, the more points you earn but the fewer people you have carrying guns to defend with. Can you carry them all, or are you better off protecting flags at their spawnpoints while your weakest couple players generate the points in a defended alcove?

Console Variables

ld_playersperflag players <tt>(4)</tt> :Number of players required to spawn a new flag.

ld_teamguardians players <tt>(0)</tt> :Flags are withheld to ensure this many players must guard on the shortest team. One token will always be available.

Gameplay Events

goldeneye/scenarios/living_daylights.txt · Last modified: 2023/09/03 18:43 by 127.0.0.1