Please help me test HoonyMode by connecting to qw.quakephil.com:28500 electing /hoonymode and playing!
HoonyMode (originally proposed by Hoony during cpma development?) is a duel mode designed to eliminate spawnrape and to promote map control and intelligent play. Everything is the same as /1on1 except "fraglimit 1" and two key changes: scoring and spawning.
1) Scoring is done in a way similar to tennis, and with respawn between each frag (or suicide hehehe)
2) Spawning is done as usual, except the next point's spawns are actually the previous point's spawns reversed. For example:
* Both players /ready on DM6 and countdown begins, announcing "1st point"
* Bjorn_Borg spawns at RA, Pete_Sampras spawns at GL (and script remembers this)
* They fight it out and Pete_Sampras wins (score is Pete_Sampras 1, Bjorn_Borg 0)
* Countdown for next point begins, announcing "2nd point"
* Script now spawns players at opposite spawns, so: Pete_Sampras at RA, Bjorn_Borg at GL
* They fight it out and Bjorn_Borg wins (score is now tied: Pete_Sampras 1 0, Bjorn_Borg 0 1)
* Countdown for next point begins, announcing "3rd point"
* Now there is a new set of spawns that is selected as in a usual /1on1 (and remembered) so maybe:
* Bjorn_Borg spawns at low GA and Pete_Sampras spawns at top GA
* Next point, Bjorn_Borg will spawn at top GA and Pete_Sampras at low GA
* etc
Point play continues until at least 6 points have been played and the score difference is 2 or more points. After the final point (aka set point) is played in favor of the score leader, the map goes to intermission as usual, showing the total point score.
Scoring can be changed, I picked "6" and "2" after tennis
Also, the mod announces who is "serving" during the countdown but this is mostly cosmetic. Tell me if it is confusing at all... It should be useful to keep track of spawns (so if you're serving first, you know when you serve that's when there is a new spawn, if you're serving second, you know that you will be spawning last point's spawns reversed)
Also, perhaps a less "safe" spawn model than default /1on1 can be used in hoonymode, since each spawn is played in reverse as well the next point, so wackier spawn pairs can be allowed?
Please tell me any bugs/bad things that you see.
Some known bugs:
* The map has to be reset between points (without doing a map reload) and I cover most of the important stuff like armors and backpacks, but is anything missing? For example, the dm6 LG door will close just in time between points, but is that clean/acceptable?
* /lastscores counts all points, when it should only count the final point score (cmd dlist seems to be working fine though)
* ezquake cancels/restarts auto console logging and recording between points - how to prevent this? (I looked at ezquake src, nothing obvious...)
Example demo here: http://qw.quakephil.com/hoonymode.mvd (testing is done using two laptops hehe)
HoonyMode (originally proposed by Hoony during cpma development?) is a duel mode designed to eliminate spawnrape and to promote map control and intelligent play. Everything is the same as /1on1 except "fraglimit 1" and two key changes: scoring and spawning.
1) Scoring is done in a way similar to tennis, and with respawn between each frag (or suicide hehehe)
2) Spawning is done as usual, except the next point's spawns are actually the previous point's spawns reversed. For example:
* Both players /ready on DM6 and countdown begins, announcing "1st point"
* Bjorn_Borg spawns at RA, Pete_Sampras spawns at GL (and script remembers this)
* They fight it out and Pete_Sampras wins (score is Pete_Sampras 1, Bjorn_Borg 0)
* Countdown for next point begins, announcing "2nd point"
* Script now spawns players at opposite spawns, so: Pete_Sampras at RA, Bjorn_Borg at GL
* They fight it out and Bjorn_Borg wins (score is now tied: Pete_Sampras 1 0, Bjorn_Borg 0 1)
* Countdown for next point begins, announcing "3rd point"
* Now there is a new set of spawns that is selected as in a usual /1on1 (and remembered) so maybe:
* Bjorn_Borg spawns at low GA and Pete_Sampras spawns at top GA
* Next point, Bjorn_Borg will spawn at top GA and Pete_Sampras at low GA
* etc
Point play continues until at least 6 points have been played and the score difference is 2 or more points. After the final point (aka set point) is played in favor of the score leader, the map goes to intermission as usual, showing the total point score.
Scoring can be changed, I picked "6" and "2" after tennis
Also, the mod announces who is "serving" during the countdown but this is mostly cosmetic. Tell me if it is confusing at all... It should be useful to keep track of spawns (so if you're serving first, you know when you serve that's when there is a new spawn, if you're serving second, you know that you will be spawning last point's spawns reversed)
Also, perhaps a less "safe" spawn model than default /1on1 can be used in hoonymode, since each spawn is played in reverse as well the next point, so wackier spawn pairs can be allowed?
Please tell me any bugs/bad things that you see.
Some known bugs:
* The map has to be reset between points (without doing a map reload) and I cover most of the important stuff like armors and backpacks, but is anything missing? For example, the dm6 LG door will close just in time between points, but is that clean/acceptable?
* /lastscores counts all points, when it should only count the final point score (cmd dlist seems to be working fine though)
* ezquake cancels/restarts auto console logging and recording between points - how to prevent this? (I looked at ezquake src, nothing obvious...)
Example demo here: http://qw.quakephil.com/hoonymode.mvd (testing is done using two laptops hehe)