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Maps / Rules for Custom Wars...

Posted: 29 Apr 2008, 19:13
by ShadowRunner
1. What is a good map for an Altfire war? Name the three best maps plz.

2. In DXSG, howabout the rule of each team is only allowed one lockdown? If stalemate continue, particularly on A51Bunker_V3_152, then howabout lockdown may not last more than 5-10 minutes, the length of time it takes one person to completely seal the vents, wep room and lock room and ring room/light room vent exits. Or simply use DXSG_Area51_TheDayAfterRC and lockdown is not an issue, 2 ring rooms and imperfect lockdown system, but spwns with imbalanced tactics etc...

3. Should players be allowed to switch classes during DXAG wars? Should teams be allowed to have more than one player using the same class? e.g. two medics on one team is ok?

4. See any issues with superrocket or neutrons for any maps in clan war?

Posted: 29 Apr 2008, 19:21
by Kothar
DXSG wars, for a short time should have only 2 maps the CMD and A51Bunker_V3_152, for the reason that the newer ones are a diffrent style and are much bigger, and that most players only know those 2 SG maps.

Altfire wars should use 8red, and one more classic altfire map(i can't remember names right now) and one of he newer ones.

with DXAG we should have teams of two that can switch roles or have the same roles if needed but in general should stick to the same role.


also We have a Ventrillo server! we need to use it!

Posted: 29 Apr 2008, 19:23
by chin.democ.
Best Maps for Altfire war will be the two popular ones, CMD and Area along with your finest SG creation I think.

I don't think any rules about lockdown should exist, how could you implement them with any degree of accuracy, really it's up to the attacking team to enter the base and kill by any means possible, lockdown can be a pain though, adds to the fun I guess.

Regarding DXAG yes I believe player should be allowed to seitch classes, afterall it's aboout changing your tactics if the current stattegy is failing, it's the diversity and flexability which makes DXAG great in my opinion.

Neutrons are the lam type devices which expell a blue mushoom cloud?, if so I guess they could be okay, the superrocket seems a little off the scale to be put into clan wars.

Posted: 29 Apr 2008, 19:27
by Kothar
for DXSG i have always had a problem with the time of the games, they are way to short i say the games should be 30-45 min long because with DXSG you end up running out of time after you just spent 5 min trying to get into a lockdown base

Posted: 29 Apr 2008, 22:06
by ShadowRunner
45-1hr is my preferred. And in most situations I would prefer to be fighting with tactical mod and CTDM augs... crate blocking ftw!!!

I think lockdown is not an issue, it's up to the enemy to infiltrate the base.

However, I would not clan war on A51Bunker_V3_152 cos only one vent.

DXMP_8Red is abused by spwnkillers and wallcampers, the dark areas around the walls of the map are impenetrable in 0-aug...

I think DXSG_CMD_V1 is fine, DXSG_A51_TheDayAfter is fine, but DXSG_Smugglerv17 and A51_V3_152 and DXSG_Orbital I am not sure are any good for clan war.

Posted: 29 Apr 2008, 23:02
by anihex
ShadowRunner wrote:DXMP_8Red is abused by spwnkillers and wallcampers, the dark areas around the walls of the map are impenetrable in 0-aug...
So is A51. The roof of the hangar is far to dark t aim properly.
And that's not the only place for camping in darkness.
ShadowRunner wrote:I think DXSG_CMD_V1 is fine,
To be exactly, it has just one vent too. It just split up inside of the base. If you can go in there you can go inside of DXSG A51 too. Just a question of how to enter it ...

Anyway, for SG war I would say normal grav, 3 augs and tactical and then let's go.

AltFire:
We need maps where is enough room for jumping/avoiding etc.
Standartmaps:
- CMD : It's fine. No too dark places (except of the highest point in map)
- A51 : Three places where is hard to find / kill anyone
- Cathedral : Version Missmatch problem
- Smuggler : Too tiny
- Silo : Except of the fact that I don't like it ... It's fine

Custom maps: (a few):
- Canyon Base : Spawncamping is possible.
- AMTRACK : The train is a bit unbalanced but except of that it's fine.
- Desert Strike : To much too dark places.
- Infiltration : Far too tiny.
- Encounter : Just perfect!
- Call of duty : low FPS ...
- Return to Landerneu : Perfect
- Scoutz : Unbalanced, 'cuz Energy Rifle only ... (even if I love that map)

For DXAG I think it should be allowed to change the job. So everyone or the team itself can make other tactics.

Greetz
anihex

Posted: 29 Apr 2008, 23:53
by ~[FGS]Próphèt~
I'm only here to give ideas for AltFire as that's the only thing I'm interested in.

Ideal maps for Clan Wars, according to me:
1. [GODZ]-Cargo-Station-Alpha: with only a 4vs.4 this map would be awsome for CW. Yes it has a lot of easy snipin, but when two teams are good it will be interesting. only downside is the imbalanced Grenade Presence. One spawnroom has 2 Vacuum Grenades 'for free', whereas the other spawnrooms don't have any 'free' Grenades. But with the right tactics this is not a bad thing 8)
2. Indeed 8-Red. this map is fantastic for CW i think. not to big and the camping spots are easily detected and removed
3. Skyline: i think this map has great oppurtunity for CW, not to big, but something must be done about the fact you can fall of the map, it has happened too much...

so these are my preferences for an AltFire CW, maybe A51, but not CMD, to little open space :P

Kind Regards,
~[E]Pr

Posted: 30 Apr 2008, 00:20
by Kothar
Yes and i also think for DXSG that we use tactical mod cos that was the SG signature back in the day.

Posted: 30 Apr 2008, 00:55
by ShadowRunner
I think one hour on skyline could be a good clan war. It's the only map apart from Scoutznivez, CMD and perhaps Condemned or maybe a DXSG map that I would choose...

CargoStationAlpha has issues.

1. Vent Movers are set to SP. Cabinet Movers Bug.
2. Beretta is only in one spwnroom
3. One spwn is very easily defended, many corners to plant and many containers and crates to hide behind and contains much explosives. The other spwn contains very little cover and only one vac nade and one semp nade.

now if you said to me [GODZ]_Ship.... then party on, I think it would be perfect for clan war... an assault engineer's nightmare...

Posted: 30 Apr 2008, 11:43
by ~[FGS]Próphèt~
all you said about Cargo is true, except the Beretta, as it doesn't exist anymore on that map.
But with the right tactics you can break through that one spawnroom, just use EMP grenades to set off the other grenades before you break through... It's possible.
Never played [GODZ]_Ship

oh and btw how do i upload a Demorec?

Posted: 30 Apr 2008, 13:00
by chin.democ.
[GODZ]Ship was simple, but great fun, it had all the basics, turrets, vents, inacessable sniper, lam massacres you name it!

Posted: 30 Apr 2008, 15:05
by ShadowRunner
o be exactly, it has just one vent too
No.

It has two vent entrances at ground level (lobby and main hall) and a lift entrance...
Once inside the vents you can turn left or right and go to base or lift.
Once inside ring room, you can vent from ring room or vent from light room, even under lockdown...

A51 has only one vent entrance. Also as you say is a dark map with wall campers... also there is a mapbug, A51 Tower allows you to God. I don't like 8 Red for the same reasons, you can't even open a spwnroom door, because it is already under attack from energy balls... there's no way that 8 red is a fair map.

Posted: 30 Apr 2008, 15:48
by anihex
I dissagree Shadow. DXSG CMD has one main vent entrance. Both different vents meet in a big room where just one vent goes into the base. There it splits up to different ways.

And I don't see the lift as a vent ... to noise on normal grav. On low grav you can carefully jump down.
Okay. The lift got a vent too. But you can reach that with low grav or with speed aug only.

So to be exactly you would need just three to protect the base:
- One who camps on the ring
- One who camps on the main vent entrance
- One who camps on the lift

But ok, it's easier to protect the base in A51. You would need just 1 or maybe 2 to protect it:
- Lock down
- Camp in the vents

Greetz
anihex

Posted: 30 Apr 2008, 16:08
by ShadowRunner
ring camper gets lammed, ring room is taken by enemy... enemy can attack from TWO vents at once... the light room and ring room vents. You can not camp a ring for a whole game, it's impossible, I managed to survive FIVE suicide lam attacks yesterday on A51 ring room locked by someone else, i.e. trapped inside, rings busy etc, but the inevitable came...



OK I see your point, that the two vent entrances in lobby/main meet at some point, before diverging again...

A51, there is point to camp vents. DXSG_CMD, there's not so much point, except in close proximity to the ring room, wep room, lock room.

And the lift, well, u can survive LAW, standing on the lift roof and augging and jumping at the right moment, dunno bout superrocket though... and, isnt there a noise free way down that shaft?

Posted: 30 Apr 2008, 16:26
by anihex
Yeah it's possible to make no noise ...
- Jump down and die
- Hack the server
- Low grav

I don't see any other way to get down silent.

Greetz
anihex