Training Camp 2 - Advanced Warfare for Recruits
We all know that there's plenty of new player's who could use more chances to train than what the initial training session allows. This is an idea to expand upon that.
Things to note:
-Will not count K/D ratio.
-Will not count as Desertion if left.
-Game ends upon achieving either 5/10/15/20 game time or 30/50/100/150 kills depending on settings.
-XP Rate is +25% for Corporeal or lower, -25% for any higher Rank.
-GP is counted as 10% less than an EM match.
-No grenades, as to avoid team kill abuse, and nades having been covered in the Basic Training.
-Players will use E near tutors/guides if its not script automated, to bring up dialogues.
-Requires only 1 Player to start a game instead of waiting for others but still acts as a lobby.
Example Map:

General Training: In essence this expands upon the initial Training Camp methods, such as being able to drop/pickup weapons from the armoury and then testing most of the normal weapons in the provided shooting range as well as giving more useful HUD notations and game tips ranging from utilizing Radar to weapon switching and speeds. Mainly experiences and stuff the other Camp didn't expand on. This is the first place Players visit as they join.
Will also contain signs and posters guides on HUD and General stuff.
Demolitions Sect: On the Black List side, this area will be used for practicing planting bombs in numerous ways and fashions to teach players how to do such, as a practice C4 only the icon will show up and the bomb will not be visually planted. On the Global Risk side, its the opposite as one has to disarm bombs in the area. Considering its a practice exercise it will only simulate defusing and the bomb will not actually blow up.
Will also contain signs and posters guides on Speedy Plant/Defuse and the Dangers.
Ghost Mode Sect: As a BL, this room will treat you as being a 'Psuedo' Ghost. Teaching you the basics of stealth and surprise with a melee weapon while still planting the bomb. Will contain GR board placements that make a sound when they spot the BL within a certian radius and other simple circumstances. The GR side will instead have the task of spotting and listening for Ghost boards with varying skill levels, to go about until they defuse in the site if they so wish.
Will also contain signs and posters guides on Water and Light.
Mutation Sect: Both sides will be able to test both fields of play for this mode. Being able to pick up test Supply crates and shooting mutants, whilst entering the Objective Zone will allow them to turn into and choose a mutant to practice with. (Default Human option or death being used to change back.) Against human boards instead and using Absorb (with no effect), glass and boxes notes. Players will be unable to leave the room as a mutant. (Alive at least.)
Will also contain signs and posters guides on Mutant Resilience and Mutant Powers.
Escape/Defend Sect: As a BL it will teach you about destroying doors and trying to enter the Objective Zone, in such a place it would be a portal. Entering such has no effect other than doing a sound to acknowledge entering. As a GR, it mainly shows how to practice against the BL boards to 'defend' the zone for a specific time.
Will also contain signs and posters guides on Team Switch and Escape Point Ratios.
TD PvP Arena: This is the area where both teams are able to spar in the ring. They will be unable to reenter the other training zones after passing through the lasers. (Also prevents enemy from getting through as well.) They will then be able to select a weapon again if they didn't already have one, on the wall or ground like EM. They will respawn in the large sections near the room entrances randomly if they die. (If they somehow die during other training sects they will respawn there.)
Will also contain signs and posters guides on Extra Mags and ZP Items.
TL;DR? New Training Mode and Map for all types.
Things to note:
-Will not count K/D ratio.
-Will not count as Desertion if left.
-Game ends upon achieving either 5/10/15/20 game time or 30/50/100/150 kills depending on settings.
-XP Rate is +25% for Corporeal or lower, -25% for any higher Rank.
-GP is counted as 10% less than an EM match.
-No grenades, as to avoid team kill abuse, and nades having been covered in the Basic Training.
-Players will use E near tutors/guides if its not script automated, to bring up dialogues.
-Requires only 1 Player to start a game instead of waiting for others but still acts as a lobby.
Example Map:

General Training: In essence this expands upon the initial Training Camp methods, such as being able to drop/pickup weapons from the armoury and then testing most of the normal weapons in the provided shooting range as well as giving more useful HUD notations and game tips ranging from utilizing Radar to weapon switching and speeds. Mainly experiences and stuff the other Camp didn't expand on. This is the first place Players visit as they join.
Will also contain signs and posters guides on HUD and General stuff.
Demolitions Sect: On the Black List side, this area will be used for practicing planting bombs in numerous ways and fashions to teach players how to do such, as a practice C4 only the icon will show up and the bomb will not be visually planted. On the Global Risk side, its the opposite as one has to disarm bombs in the area. Considering its a practice exercise it will only simulate defusing and the bomb will not actually blow up.
Will also contain signs and posters guides on Speedy Plant/Defuse and the Dangers.
Ghost Mode Sect: As a BL, this room will treat you as being a 'Psuedo' Ghost. Teaching you the basics of stealth and surprise with a melee weapon while still planting the bomb. Will contain GR board placements that make a sound when they spot the BL within a certian radius and other simple circumstances. The GR side will instead have the task of spotting and listening for Ghost boards with varying skill levels, to go about until they defuse in the site if they so wish.
Will also contain signs and posters guides on Water and Light.
Mutation Sect: Both sides will be able to test both fields of play for this mode. Being able to pick up test Supply crates and shooting mutants, whilst entering the Objective Zone will allow them to turn into and choose a mutant to practice with. (Default Human option or death being used to change back.) Against human boards instead and using Absorb (with no effect), glass and boxes notes. Players will be unable to leave the room as a mutant. (Alive at least.)
Will also contain signs and posters guides on Mutant Resilience and Mutant Powers.
Escape/Defend Sect: As a BL it will teach you about destroying doors and trying to enter the Objective Zone, in such a place it would be a portal. Entering such has no effect other than doing a sound to acknowledge entering. As a GR, it mainly shows how to practice against the BL boards to 'defend' the zone for a specific time.
Will also contain signs and posters guides on Team Switch and Escape Point Ratios.
TD PvP Arena: This is the area where both teams are able to spar in the ring. They will be unable to reenter the other training zones after passing through the lasers. (Also prevents enemy from getting through as well.) They will then be able to select a weapon again if they didn't already have one, on the wall or ground like EM. They will respawn in the large sections near the room entrances randomly if they die. (If they somehow die during other training sects they will respawn there.)
Will also contain signs and posters guides on Extra Mags and ZP Items.
TL;DR? New Training Mode and Map for all types.
Comments
-
Not bad. you put alot of work into this
Kudos bruva.
Thanks. ^..^ I find that if people understood more advanced aspects of the game there would be less problems about how people play and its mechanics. Especially for Ghost and Mutation mode. -
iSnipsGuns wrote: »Looks like someone did their homework!

Very well done. This would be great for new people who don't know what to do.
Indeed, people's awareness is a major problem in our version of CF, even people who have been playing for a year still don't know some of the elements of the game.KenNakashima wrote: »wow, I really like your idea haha, hopefully they'll promote it ._.
XD I got lucky once, I don't know if this suggestion will go through. It might be more complicated than I let it seem.If you only knew Korean!
Nevertheless, awesome idea and a lot of work into it.
XD I don't think me knowing Korean would help in this case. Companies are pretty hard to speak with normally let alone sending input.One of the greatest ideas ever, I got to admit.
>..<;; Well I didn't spend too much time on it. Probably alot of flaws or things missing I'm not aware of. It was quick and tried to make it balanced and engaging.
Was more of something to do since CF has been rather slow lately. -
great job, but i think you shouldnt get XP for training that doesnt count at all (KD/Desertation)
but everything else is a very good idea, always wanted another training map
+1
Well, Mutation Mode grants XP and GP, even though it doesn't count for K/D. And the fact that you are still completing an objective in this map also merits some reward for doing so. No one would use it if it didn't benefit anyone at all.
Basically a map for new players to enjoy, as they gain the main benefits.
But thanks for the feedback. ^..^ -
We all know that there's plenty of new player's who could use more chances to train than what the initial training session allows. This is an idea to expand upon that.
Things to note:
-Will not count K/D ratio.
-Will not count as Desertion if left.
-Game ends upon achieving either 5/10/15/20 game time or 30/50/100/150 kills depending on settings.
-XP Rate is +25% for Corporeal or lower, -25% for any higher Rank.
-GP is counted as 10% less than an EM match.
-No grenades, as to avoid team kill abuse, and nades having been covered in the Basic Training.
-Players will use E near tutors/guides if its not script automated, to bring up dialogues.
-Requires only 1 Player to start a game instead of waiting for others but still acts as a lobby.
Example Map:
General Training: In essence this expands upon the initial Training Camp methods, such as being able to drop/pickup weapons from the armoury and then testing most of the normal weapons in the provided shooting range as well as giving more useful HUD notations and game tips ranging from utilizing Radar to weapon switching and speeds. Mainly experiences and stuff the other Camp didn't expand on. This is the first place Players visit as they join.
Will also contain signs and posters guides on HUD and General stuff.
Demolitions Sect: On the Black List side, this area will be used for practicing planting bombs in numerous ways and fashions to teach players how to do such, as a practice C4 only the icon will show up and the bomb will not be visually planted. On the Global Risk side, its the opposite as one has to disarm bombs in the area. Considering its a practice exercise it will only simulate defusing and the bomb will not actually blow up.
Will also contain signs and posters guides on Speedy Plant/Defuse and the Dangers.
Ghost Mode Sect: As a BL, this room will treat you as being a 'Psuedo' Ghost. Teaching you the basics of stealth and surprise with a melee weapon while still planting the bomb. Will contain GR board placements that make a sound when they spot the BL within a certian radius and other simple circumstances. The GR side will instead have the task of spotting and listening for Ghost boards with varying skill levels, to go about until they defuse in the site if they so wish.
Will also contain signs and posters guides on Water and Light.
Mutation Sect: Both sides will be able to test both fields of play for this mode. Being able to pick up test Supply crates and shooting mutants, whilst entering the Objective Zone will allow them to turn into and choose a mutant to practice with. (Default Human option or death being used to change back.) Against human boards instead and using Absorb (with no effect), glass and boxes notes. Players will be unable to leave the room as a mutant. (Alive at least.)
Will also contain signs and posters guides on Mutant Resilience and Mutant Powers.
Escape/Defend Sect: As a BL it will teach you about destroying doors and trying to enter the Objective Zone, in such a place it would be a portal. Entering such has no effect other than doing a sound to acknowledge entering. As a GR, it mainly shows how to practice against the BL boards to 'defend' the zone for a specific time.
Will also contain signs and posters guides on Team Switch and Escape Point Ratios.
TD PvP Arena: This is the area where both teams are able to spar in the ring. They will be unable to reenter the other training zones after passing through the lasers. (Also prevents enemy from getting through as well.) They will then be able to select a weapon again if they didn't already have one, on the wall or ground like EM. They will respawn in the large sections near the room entrances randomly if they die. (If they somehow die during other training sects they will respawn there.)
Will also contain signs and posters guides on Extra Mags and ZP Items.
TL;DR? New Training Mode and Map for all types.
VERY NICE! I
it! GOOD JOB!
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