FNF SPECIAL #124: INSTAGIB IDL2012 CTF

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Qent
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FNF SPECIAL #124: INSTAGIB IDL2012 CTF

#1

Post by Qent » Fri Jul 27, 2012 1:15 am

FNF July Special

And with a plurality of five votes is IDL2012 CTF instagib! Your votes tied for the Quake backpack drop, but the poll is moot because it's instagib. We'll work out a better poll system for next month!

Version required: Skulltag 98d

Game Mode: Capture the Flag
WAD's: IDL2012, Oda flags, ZandroSpree, MAP15 patch, Ivangun

European FNF
When: July 27th, 2012, 18:00 UTC
Central Europe: 20:00
United Kingdom: 19:00
Russia / Moscow: 22:00

Where: Grandvoid, UK

American FNF
When: July 27th, 2012, 17:00 PDT
Eastern Time: 8:00 PM
Central Time (US): 7:00 PM
Mountain Time: 6:00 PM

Where: Vicious Pariah's servers
Spoiler: Customized settings (Open)
Player/Client limit: 32/32
Time Limit: 10 minutes
Point Limit: 5
Maplist: MAP01, 03-05, 08-09, 12-13, 15, 17, 20, 24, 26, 28-29, MB1, 3, ZDCTF07

Code: Select all

addmap map01
addmap map03
addmap map04
addmap map05
addmap map08
addmap map09
addmap map12
addmap map13
addmap map15
addmap map17
addmap map20
addmap map24
addmap map26
addmap map28
addmap map29
addmap mb1
addmap mb3
addmap zdctf07
DMFlags: 2644996
DMFlags2: 1536
DMFlags3: 0
CompatFlags: 655424
CompatFlags2: 0

sv_suddendeath true
sv_randommaprotation true
sv_defaultdmflags false
instagib true
Last edited by Qent on Fri Jul 27, 2012 6:51 pm, edited 1 time in total.

Watermelon
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RE: FNF SPECIAL #124: INSTAGIB IDL2012 CTF

#2

Post by Watermelon » Fri Jul 27, 2012 3:31 am

This is my recommended maps to prevent insane clusterfuck:

Code: Select all

addmap map01
addmap map03
addmap map04
addmap map05
addmap map08
addmap map09
addmap map11
addmap map12
addmap map13
addmap map15
addmap map17
addmap map20
addmap map24
addmap map26
addmap map28
addmap map29
addmap mb1
addmap mb3
addmap zdctf07
Maps removed were too small (map31, 32) or too linear and near impossible to capture a flag (map16)



The railgun should be converted to a ZD like one (where its just one shot, then reload), because firing off four shots really fast makes it near impossible to capture, especially as the numbers increase.
If you want, I can whip up a quick patch for the railgun to shoot once, do a (slightly faster) reload and repeat.
When we tried that on NJ anthology CTF it made some maps just outright impossible, ESPECIALLY the bigger/longer ones.



Since you're including the map15 patch, you might as well use map15.
Last edited by Watermelon on Fri Jul 27, 2012 3:32 am, edited 1 time in total.

Qent
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RE: FNF SPECIAL #124: INSTAGIB IDL2012 CTF

#3

Post by Qent » Fri Jul 27, 2012 3:50 am

Thanks!

Well... we could toss in the ProCTF or Q2 railgun, but I think that would be kind of a dick move because the thing people actually voted for explicitly said to use the regular one. :/

Watermelon
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Location: Rwanda

RE: FNF SPECIAL #124: INSTAGIB IDL2012 CTF

#4

Post by Watermelon » Fri Jul 27, 2012 6:11 am

Consider removing map11 because it is probably the longest map and near impossible to escape with tons of people spawning. Even without instagib it's still terrible trying to capture. Can't imagine it on ST's railgun

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Ivan
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RE: FNF SPECIAL #124: INSTAGIB IDL2012 CTF

#5

Post by Ivan » Fri Jul 27, 2012 12:37 pm

I have a proposal to make in terms of railguns. I've made a specific railgun for my DM project, maybe this is something you may use ? (Not the sprites(but slightly edited), forgot to mention)

NewRail.pk3
Last edited by Ivan on Fri Jul 27, 2012 2:08 pm, edited 1 time in total.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
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RE: FNF SPECIAL #124: INSTAGIB IDL2012 CTF

#6

Post by The Toxic Avenger » Fri Jul 27, 2012 2:06 pm

Watermelon wrote: The railgun should be converted to a ZD like one (where its just one shot, then reload), because firing off four shots really fast makes it near impossible to capture, especially as the numbers increase.
Last time we had used ijontichy's Quake railgun, and it didn't do too well (it has the same one shot behavior you mentioned).

Watermelon
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RE: FNF SPECIAL #124: INSTAGIB IDL2012 CTF

#7

Post by Watermelon » Fri Jul 27, 2012 3:34 pm

The Toxic Avenger wrote:
Watermelon wrote: The railgun should be converted to a ZD like one (where its just one shot, then reload), because firing off four shots really fast makes it near impossible to capture, especially as the numbers increase.
Last time we had used ijontichy's Quake railgun, and it didn't do too well (it has the same one shot behavior you mentioned).
Didn't do too well as in not being fun enough? or everyone just got fragged anyways?

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