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	<title>Booty - Revision history</title>
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	<updated>2026-06-21T19:24:45Z</updated>
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		<id>http://wiki.pvkii.com/index.php?title=Booty&amp;diff=1127&amp;oldid=prev</id>
		<title>AGSMA at 02:31, 28 March 2016</title>
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		<updated>2016-03-28T02:31:07Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:31, 27 March 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This article is a stub&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This article is a stub&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Booty (bt_mapname) is a game mode available in Pirates, Vikings and Knights II. It&amp;#039;s among the most popular game modes to play in the mod. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It&amp;#039;s &lt;/del&gt;core gameplay resembles that to many classic Capture the Flag games in games like Quake and/or Team Fortress 2, though the game mode was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tweaked &lt;/del&gt;in order to stand out from regular CTF games.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Booty (bt_mapname) is a game mode available in Pirates, Vikings and Knights II. It&amp;#039;s among the most popular game modes to play in the mod. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Its &lt;/ins&gt;core gameplay resembles that to many classic Capture the Flag games in games like Quake and/or Team Fortress 2, though the game mode was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heavily modified &lt;/ins&gt;in order to stand out from regular CTF games.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The main goal of all teams is to get the timer to reach zero, by grabing, stealing and defend the treasure chests scattered around in the level. The more chests the team gets, the faster the timer runs out.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The main goal of all teams is to get the timer to reach zero, by grabing, stealing and defend the treasure chests scattered around in the level. The more chests the team gets, the faster the timer runs out.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==History==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Chests==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Chests==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l9&quot;&gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 10:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Chest Carriers===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Chest Carriers===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;while the flag carrier can use any of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&amp;#039;s &lt;/del&gt;weapons while evading, the chest carrier is completely vulnerable to any enemy attack, since in real life it&amp;#039;s impossible to carry a chest and weapons with your hands at the same time, and the chest itself gives more weight to the player, therefore running slower. As a result there are three ways for the chest carrier to defend itself.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;while the flag carrier can use any of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its &lt;/ins&gt;weapons while evading, the chest carrier is completely vulnerable to any enemy attack, since in real life it&amp;#039;s impossible to carry a chest and weapons with your hands at the same time, and the chest itself gives more weight to the player, therefore running slower. As a result there are three ways for the chest carrier to defend itself.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The special meter is used for the most part in offensive strategies, but a defensive one is also present; once the meter is full, the chest carrier can press the special attack button to gain a speed boost for a limited time, leaving the enemies behind; using the Berserker&amp;#039;s rage and the Man-at-Arms&amp;#039; fart attack will also give a speed boost&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;long you trigger the special attack after the chest is thrown&lt;/del&gt;. The kicks aren&amp;#039;t the most effective way for the chest carrier to defend itself, but it may be useful in locations like cliffs or passing the enemy to a teammate to be finished off. Throwing the chest can deal with a decent amount of damage to the enemy player as long the chest is targeted correctly; once the chest is thrown the carrier can attack the player; this strategy works the best if the enemy player is low on health. The chest can be thrown to a teammate, like a courier, giving more chances of taking the chest to their base.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The special meter is used for the most part in offensive strategies, but a defensive one is also present; once the meter is full, the chest carrier can press the special attack button to gain a speed boost for a limited time, leaving the enemies behind; using the Berserker&amp;#039;s rage and the Man-at-Arms&amp;#039; fart attack &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;triggered before carrying a chest &lt;/ins&gt;will also give a speed boost &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though it&amp;#039;s not &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fast&lt;/ins&gt;. The kicks aren&amp;#039;t the most effective way for the chest carrier to defend itself, but it may be useful in locations like cliffs or passing the enemy to a teammate to be finished off. Throwing the chest can deal with a decent amount of damage to the enemy player as long the chest is targeted correctly; once the chest is thrown the carrier can attack the player; this strategy works the best if the enemy player is low on health. The chest can be thrown to a teammate, like a courier, giving more chances of taking the chest to their base.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Chests and Timers===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Chests and Timers===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Even after they&amp;#039;re brought to an enemy base, the chests can be taken back, unlike flags in CTF. A map has a limit of chests and timer in order to maintain the rounds nicely paced and the chest areas to look less cluttered. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The magic number is six&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;having an average of two chests per team. If &lt;/del&gt;a team &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has &lt;/del&gt;all &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;six &lt;/del&gt;chests placed &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;inside &lt;/del&gt;their &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chest &lt;/del&gt;area the timer &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;runs out by &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;second; this particular reason makes &lt;/del&gt;the Knights&amp;#039; timer in Island the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;double &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other two classes, since they &lt;/del&gt;have &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all six &lt;/del&gt;chests &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;start &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;every &lt;/del&gt;round.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Even after they&amp;#039;re brought to an enemy base, the chests can be taken back, unlike flags in CTF. A map has a limit of chests and timer in order to maintain the rounds nicely paced and the chest areas to look less cluttered. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In all Booty maps&lt;/ins&gt;, a team&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;s timer drains by the second when &lt;/ins&gt;all chests &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are &lt;/ins&gt;placed &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in &lt;/ins&gt;their area&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; &lt;/ins&gt;the timer &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;makes the countdown once every two seconds when half of the chests are inside &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;area. As a result &lt;/ins&gt;the Knights&amp;#039; timer in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[&lt;/ins&gt;Island&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]] lasts twice as long due to its possession of all six chests.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The average number of chests that mappers put in a level are six, both for balancing teams and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;round&amp;#039;s pace. Some official maps make use &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even less chests, such as [[Townsquare]] and [[Pinegrove]], which often has to do with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;level design of said levels. Mappers can &lt;/ins&gt;have &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fun and put a big load of &lt;/ins&gt;chests &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in the level, but not only &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stack up &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the chests inside the area can be an extreme task, but the time it taker for the timer to count down can be abysmal for teams with fewer chests, making a &lt;/ins&gt;round &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;last longer than your average Booty match&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Chest Locations===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Chest Locations===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;All teams &lt;/del&gt;can start with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at least &lt;/del&gt;one &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chest present in their chest area&lt;/del&gt;, or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one &lt;/del&gt;of the teams &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can have all &lt;/del&gt;chests &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;under their possession&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like in Island. Chests &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aren&lt;/del&gt;&amp;#039;t &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;located in the chest areas can either be scattered around the map or they can respawn one at a time in a specific location&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The most common way &lt;/del&gt;to place &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a chest is right &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;middle of the main paths &lt;/del&gt;of the level&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, like the ones in Forgotten; other chests can be located closer to a specific team&amp;#039;s base, like &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Pinegrove, and sometimes &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player has to trigger a rig in order to access the chest, like in Townsquare&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One team &lt;/ins&gt;can start &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the round &lt;/ins&gt;with one &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or more chests&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all of them &lt;/ins&gt;or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;none; the number &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chests inside a team&amp;#039;s area can make &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;difference between a balanced round and a completely unfair one if all &lt;/ins&gt;teams&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039; timers are equally as screwed up. As for scattered &lt;/ins&gt;chests, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&amp;#039;s all up to the mapper to invent locations to place those &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weren&lt;/ins&gt;&amp;#039;t &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;picked up&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It&amp;#039;s often ideal &lt;/ins&gt;to place &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them either &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;center &lt;/ins&gt;of the level &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;middle of paths between bases&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==Designing Booty Maps==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>AGSMA</name></author>
	</entry>
	<entry>
		<id>http://wiki.pvkii.com/index.php?title=Booty&amp;diff=1029&amp;oldid=prev</id>
		<title>AGSMA: Created page with &quot;This article is a stub  Booty (bt_mapname) is a game mode available in Pirates, Vikings and Knights II. It&#039;s among the most popular game modes to play in the mod. It&#039;s core ga...&quot;</title>
		<link rel="alternate" type="text/html" href="http://wiki.pvkii.com/index.php?title=Booty&amp;diff=1029&amp;oldid=prev"/>
		<updated>2015-09-16T15:58:52Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;This article is a stub  Booty (bt_mapname) is a game mode available in Pirates, Vikings and Knights II. It&amp;#039;s among the most popular game modes to play in the mod. It&amp;#039;s core ga...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;This article is a stub&lt;br /&gt;
&lt;br /&gt;
Booty (bt_mapname) is a game mode available in Pirates, Vikings and Knights II. It&amp;#039;s among the most popular game modes to play in the mod. It&amp;#039;s core gameplay resembles that to many classic Capture the Flag games in games like Quake and/or Team Fortress 2, though the game mode was tweaked in order to stand out from regular CTF games.&lt;br /&gt;
The main goal of all teams is to get the timer to reach zero, by grabing, stealing and defend the treasure chests scattered around in the level. The more chests the team gets, the faster the timer runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chests==&lt;br /&gt;
The treasure chests represent the flags, like in a Capture the Flag game, but with several different attributes.&lt;br /&gt;
&lt;br /&gt;
===Chest Carriers===&lt;br /&gt;
while the flag carrier can use any of it&amp;#039;s weapons while evading, the chest carrier is completely vulnerable to any enemy attack, since in real life it&amp;#039;s impossible to carry a chest and weapons with your hands at the same time, and the chest itself gives more weight to the player, therefore running slower. As a result there are three ways for the chest carrier to defend itself.&lt;br /&gt;
The special meter is used for the most part in offensive strategies, but a defensive one is also present; once the meter is full, the chest carrier can press the special attack button to gain a speed boost for a limited time, leaving the enemies behind; using the Berserker&amp;#039;s rage and the Man-at-Arms&amp;#039; fart attack will also give a speed boost, as long you trigger the special attack after the chest is thrown. The kicks aren&amp;#039;t the most effective way for the chest carrier to defend itself, but it may be useful in locations like cliffs or passing the enemy to a teammate to be finished off. Throwing the chest can deal with a decent amount of damage to the enemy player as long the chest is targeted correctly; once the chest is thrown the carrier can attack the player; this strategy works the best if the enemy player is low on health. The chest can be thrown to a teammate, like a courier, giving more chances of taking the chest to their base.&lt;br /&gt;
&lt;br /&gt;
===Chests and Timers===&lt;br /&gt;
Even after they&amp;#039;re brought to an enemy base, the chests can be taken back, unlike flags in CTF. A map has a limit of chests and timer in order to maintain the rounds nicely paced and the chest areas to look less cluttered. The magic number is six, having an average of two chests per team. If a team has all six chests placed inside their chest area the timer runs out by the second; this particular reason makes the Knights&amp;#039; timer in Island the double of the other two classes, since they have all six chests at the start of every round.&lt;br /&gt;
&lt;br /&gt;
===Chest Locations===&lt;br /&gt;
All teams can start with at least one chest present in their chest area, or one of the teams can have all chests under their possession, like in Island. Chests that aren&amp;#039;t located in the chest areas can either be scattered around the map or they can respawn one at a time in a specific location. The most common way to place a chest is right in the middle of the main paths of the level, like the ones in Forgotten; other chests can be located closer to a specific team&amp;#039;s base, like in Pinegrove, and sometimes the player has to trigger a rig in order to access the chest, like in Townsquare.&lt;/div&gt;</summary>
		<author><name>AGSMA</name></author>
	</entry>
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