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Member 1435 posts
Registered: Jan 2006
I've came back to the discussions on qwdrama about dm2. I think the problem is that many people mix two things: - some think that you CAN have good tactics in here that require more then simple CS, some do not think so <- this post is not about this - with some luck, spawns can give you many frags <- this is what I'd like to discuss here So I've come to think - as far as I know there is already one blocked spawnpoint in Shub-Niggurath's Pit, so why not block some spawnpoints in Clastrophobolis that can give you easy lucky frags? I'm talking about water, ng and one of the tele spawns (the one more distant from the button opening tele-ya doors). What would this cause? - less lucky spawnfrags - more spawns that lead to low-rl then to high-rl, that could be balanced by blocking some of the spawns at low-rl, e.g. at low-button. And of course this all would be used only for duel games. The goal is only to decrease the luck factor for this map and not touch anything else. There are also other, more artificial solutions to prevent lucky spawnfrags, those include server remembering spawn history and using custom spawnpoint priorities when picking new random spawnpoint. So, what do you think? Please try not to drag this discussion to the topic "does winning in dm2 require skill or not", thank you.
Member 637 posts
Registered: Jan 2006
I think that it's one of the features of this map, that luck often decides, it makes it interesting http://slip.4.pl/ - unblocking myspace facebook firewall
Member 231 posts
Registered: Jan 2006
Sounds like a good idia, but im pretty sure most ppl wont agree
Member 715 posts
Registered: May 2006
The patch for KTX to enable this new spawnsystem (not blocking spawns, but increasing probability to spawn on spots that have been used less) has been at qqshka's mailbox for some months now, bug him more about it if you want it released! ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 226 posts
Registered: Mar 2007
Hmm, I thought there were more spawn options.. or atleast there was somekind of "kind" spawnsystem where you didnt spawn right next to where you died. I might be wrong here though.
Member 1435 posts
Registered: Jan 2006
PEKTOPAHKY: Yeah, you cannot spawn on one spawn point twice in a row, but you can e.g. spawn at spawnpoints A, B, A, B, A, B... endless.
Member 485 posts
Registered: Feb 2006
Great, more KTX options to argue about in prewar? This would turn out like the starting spawn options, where 90% of players don't even know what they mean.
Administrator 2058 posts
Registered: Jan 2006
good point kalma
don't make it an option, just hardcode it
Member 135 posts
Registered: Jan 2006
Luck factor is esence on dm2. And that wouldn't help to make higher scores on dm2 anyway. If I make a frag and then 4 more then I can play more loosened up and my opponent has to attack, which makes game more attractive for spectators. But if I can only make always 1 frag per kill then the score will be 5:4 in offensive game instead of 30:20.
Besides, it's ALWAYS up to players if they want to play defensive or offensive even in tourneys. Other spawn system won't change anything besides lowering scores. Players who choose to play defensive/offensive will still keep doing so, or even more players would choose defensive.
Member 569 posts
Registered: Feb 2006
usualy an opponent can escape alot easier from water-area. because enemy cant follow in highspeed due to stairs/laker-bars etc..
Imo it makes sense to reward kills @ water area with the possibility of a few bonus spawnfrags.
Member 405 posts
Registered: Jan 2006
I follow plast opinion, so Molgrum's patch continue been in my mailbox. Alredy too much spawn systems, 2 ppl on the planet really understand how they working, that confusing ppl. Sure, if I lose next qhlan in grand final due to resps, I can change my opinion and take a deep look in mail...
Member 793 posts
Registered: Feb 2006
Sure, if I lose next qhlan in grand final due to resps, I can change my opinion and take a deep look in mail... hehe. it's true!
Member 108 posts
Registered: Jun 2006
there are 9 spawns on dm2. 3 on low rl, 5 at water\tele area. 1 at big.
But instead of altering the spawns, one could just leve the tele "door" open all the time in 1on1mode. This will make for a quicker getaway from water\tele. And also camping yatele will become pointless, since opponet can just follow without pushing the button
News Writer 493 posts
Registered: Jan 2006
what about spawn by quad? makes 10?
Member 715 posts
Registered: May 2006
Spawn on the bigroom roof! ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 637 posts
Registered: Jan 2006
there are 9 spawns on dm2. 3 on low rl, 5 at water\tele area. 1 at big.
But instead of altering the spawns, one could just leve the tele "door" open all the time in 1on1mode. This will make for a quicker getaway from water\tele. And also camping yatele will become pointless, since opponet can just follow without pushing the button that is really one of the best ideas of this thread, no irony in it whatsoever, what do you guys think about it? http://slip.4.pl/ - unblocking myspace facebook firewall
Member 122 posts
Registered: Jan 2007
Sure great idea! But better yet to remove the dm2 once and for all...
Though, this thread won't change anything -- most top gamers will vote against the changes, I'm sure. :-( -- "Dag eats little Reloads for breakfast." (c) :-)
Administrator 2059 posts
Registered: Jan 2006
there are 9 spawns on dm2. 3 on low rl, 5 at water\tele area. 1 at big.
But instead of altering the spawns, one could just leve the tele "door" open all the time in 1on1mode. This will make for a quicker getaway from water\tele. And also camping yatele will become pointless, since opponet can just follow without pushing the button that is really one of the best ideas of this thread, no irony in it whatsoever, what do you guys think about it? It sounds better than changing spawns anyway. www.facebook.com/QuakeWorld
Member 108 posts
Registered: Jun 2006
wouldn't it be possible to have "tele door open" as a serverside option? Then u wouldn't need to change dm2, only update the sever. its the server that "opens" the door. So maybe it would be possible to code in that the button is allways pressed in. Then have some intense duels and se how it plays..
Moderator 383 posts
Registered: Jan 2006
there are 9 spawns on dm2. 3 on low rl, 5 at water\tele area. 1 at big.
But instead of altering the spawns, one could just leve the tele "door" open all the time in 1on1mode. This will make for a quicker getaway from water\tele. And also camping yatele will become pointless, since opponet can just follow without pushing the button Check: http://b1aze.com/dm2b.bsp This map was fixed by ParBoil few months ago after my request. Map was successfully tested by few "pro-gamers". Its not about fixing spawns, but it fix "hard-cs" mode. Check it!
Member 39 posts
Registered: Mar 2006
so what are the fixes? I don't see any diff. ...remember when you were young, you shone like the sun...
Moderator 383 posts
Registered: Jan 2006
u need to play vs someone.
Member 1435 posts
Registered: Jan 2006
The intention was to change the map from server side, not change the bsp, the idea behind this was that it would be easier to accept such change.
Moderator 383 posts
Registered: Jan 2006
According to other games, changing .bsp for fix some thing on map is OK.
Member 370 posts
Registered: May 2006
This is QW and I like the idea of having the door open in duels all the time, but not in 2on2/4on4 Custom maps for the show, episodes for the pro.
Member 122 posts
Registered: Jan 2007
AFAIK aerowalk hadn't had a quad on it in the beginning. Then one variable was added to server cfg:
localinfo add_q_aerowalk 1 // add quad on aerowalk -- "Dag eats little Reloads for breakfast." (c) :-)
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