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Member 1026 posts
Registered: Feb 2006
it's dmm3, but timelimit 15 Quakeworld: EZquake Client 1.8, KTX Mod 1.33 , mvdsv 0.26 server someone tell Traxler not to complain on QuakeCon site about TL 15. the tourney will be frag based, so QW has a massive advantage server config can be found here. now is the time for suggestions since current rules are just a draft
Member 569 posts
Registered: Feb 2006
ive seen 100-0 games in q3 in like 2001. With todays skill-level they could prolly do 120 in 15 mins
But i agree. I think it will be easier to do those scores on dm4 or aerowalk.
in q3 u could keep scores down easier if you are losing. Something which is harder on aerowalk and dm4.
no idea about q2/q4 tho.
Member 284 posts
Registered: Oct 2006
ive seen 100-0 games in q3 in like 2001. With todays skill-level they could prolly do 120 in 15 mins
But i agree. I think it will be easier to do those scores on dm4 or aerowalk.
in q3 u could keep scores down easier if you are losing. Something which is harder on aerowalk and dm4.
no idea about q2/q4 tho. Well if the other players have been forewarned about what can happen in aero and dm4 if you don't cs, then they will probably know to cs And quite frankly it's pretty easy to waste time on especially dm4 if the opponent is good enough so that you don't want to rush everywhere and risk losing upperhand. One of the classic examples is the mh room on dm4. Aero is bigger and has larger level changes, but since the map is mostly quite spacious it's not easy to lock yourself up anywhere. Slowspawn + cs and the scores should not be that bad :/
Member 284 posts
Registered: Oct 2006
it's dmm3, but timelimit 15 Quakeworld: EZquake Client 1.8, KTX Mod 1.33 , mvdsv 0.26 server someone tell Traxler not to complain on QuakeCon site about TL 15. the tourney will be frag based, so QW has a massive advantage Traxler already complained :/ I don't thing his arguments are all that justified. Just looking at coverage from a recent q4 event, I heard of matches ending like 30+-0 on some maps. And these players are top q4 players. So if they can accomplish that against eachother then that should be easy to outdo against players of other games.
Member 27 posts
Registered: Dec 2006
Slow spawn and CS on dm4 you can still beat a guy 50 - 0 in 15 minutes..
Can any of the NA qw players who are going actually play q2/q3/q4?
Member 1026 posts
Registered: Feb 2006
damn.. we'll have to use Qizmo for this event too since the MVDSV version they'll use has poor support for EZTV :/ we should do something about this..
Administrator 1864 posts
Registered: Feb 2006
Aint they using the latest stable version?
Member 1026 posts
Registered: Feb 2006
yeah, but EZTV was implemented later in unofficial, unreleased versions so i'm not sure QuakeCon admins would want to use something that may seem suspicious/not tested/unstable
Member 1102 posts
Registered: Jan 2006
Could one somehow put the stuff from the Qizmo to an eztv server again?
Administrator 2059 posts
Registered: Jan 2006
damn.. we'll have to use Qizmo for this event too since the MVDSV version they'll use has poor support for EZTV :/ we should do something about this.. Haha, to be honest i can't imagine the Quakecon crew messing around with Qizmo's and question is if the servers will be open to the public. And we wouldn't have admin access anyway. So i think we all have to wait for the lovely demos to come out, wohoo. Also, with Qizmo one would have to know when and where players are playing which is a real hassle. With ezTV one could've just gone to the ezTV site and check out what action is going on at the servers. www.facebook.com/QuakeWorld
Administrator 1864 posts
Registered: Feb 2006
Then just release the unstable versions as stable
News Writer 2260 posts
Registered: Jan 2006
Then just release the unstable versions as stable They are not unstable, just called cvs, we will released them as stable
News Writer 646 posts
Registered: Mar 2006
maps has bdeen finalized its dm4 and aero for q1
two flipsides to this
a) the exclusion of dm6 is stupid (and the even-count of maps, requiring a tiebreak is stupid, and the tiebreak being a game of quake4 (and not of any other game) is also stupid)
b) the tiebreak will actually be based on fragcounts not mapwins, which might give dm4/aero (maybe not aero) rapefests of 100 to -1 an advantage over other games
Member 355 posts
Registered: Jun 2006
maps has bdeen finalized its dm4 and aero for q1
two flipsides to this
a) the exclusion of dm6 is stupid (and the even-count of maps, requiring a tiebreak is stupid, and the tiebreak being a game of quake4 (and not of any other game) is also stupid)
b) the tiebreak will actually be based on fragcounts not mapwins, which might give dm4/aero (maybe not aero) rapefests of 100 to -1 an advantage over other games a) Dm6 is zz b) they changed this. EDIT: I don't think you fully understand the rules (in regards to what you typed for a).
Member 1026 posts
Registered: Feb 2006
learning Quake2 provides the best chance for QW players to go far
- Q3 and Q4 are pretty much alike & most players participating are Q3/Q4 players - Q2 has same armor respawn times (20 seconds) and mega respawns 20 seconds after the last player who picked it up reaches 100 health (or below) - q2dm1 can be played +back since it's big.. it has a single key point (the big room with boxes, armor and mega)
plus i've seen PURRI today play QW on aerowalk.. he can't even hold a prayer to any average QW player
Member 637 posts
Registered: Jan 2006
I've played Q2 for 5 years and I've seen people trying to play QW from Q2 and they simply find it way too quick. Q2DM1 generally can be played very aggressively but obviously nobody will risk that, it's almost always relying on someone going for rail (water sounds) and then killing him, but obviously the other person also has some ways of fighting from it (just rail him the fuck up and try to go to arena by the underground thingie from ng) or just simply kill him from water, harrr, Q2 was cool back then http://slip.4.pl/ - unblocking myspace facebook firewall
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