FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

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Qent
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FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#1

Post by Qent » Fri Nov 30, 2012 1:58 am

FNF November Special

A novel idea, Hide and Seek on Doom 1 and 2 maps should prove interesting. And get ready for some serious deathmatch in America. :razz:

European FNF
Game Mode: Team Last Man Standing
IWAD: doom2.wad
WAD's: Shareware episode, HideAndSeekB8, mapinfo patch

When: November 30th, 2012, 19:00 UTC
Central Europe: 20:00
United Kingdom: 19:00
Russia / Moscow: 23:00

Where: Grandvoid, UK
Spoiler: Customized settings (Open)
Player/Client limit: 32/64
Time Limit: 5 minutes
Win Limit: 3
Maplist: E1M1-9, MAP04-06, 08, 10-16, 19-20, 25, 28-29, 31

Code: Select all

addmap e1m1
addmap e1m2
addmap e1m3
addmap e1m9
addmap e1m4
addmap e1m5
addmap e1m6
addmap e1m7
addmap e1m8
addmap map04
addmap map05
addmap map06
addmap map08
addmap map10
addmap map11
addmap map12
addmap map13
addmap map14
addmap map15
addmap map16
addmap map19
addmap map20
addmap map25
addmap map28
addmap map29
addmap map31
DMFlags: 5248
DMFlags2: 3409408
DMFlags3: 1
CompatFlags: 0
CompatFlags2: 0

sv_suddendeath false
sv_randommaprotation true
sv_defaultdmflags false


American FNF
Game Mode: Team Deathmatch
WAD's: Serious Sam: The Retro Encounter

When: November 30th, 2012, 17:00 PST
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: 20/64
Time Limit: 7 minutes
Frag Limit: none
Maplist: dm01-10

Code: Select all

addmap dm01
addmap dm02
addmap dm03
addmap dm04
addmap dm05
addmap dm06
addmap dm07
addmap dm08
addmap dm09
addmap dm10
DMFlags: 807940
DMFlags2: 1536
DMFlags3: 0
CompatFlags: 524288
CompatFlags2: 0

sv_suddendeath true
sv_randommaprotation false
sv_defaultdmflags false
Last edited by Qent on Fri Nov 30, 2012 2:04 am, edited 1 time in total.

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#2

Post by Lord_of_D: » Fri Nov 30, 2012 2:02 am

hide and seek no D:, but serious sam yes :D
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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#3

Post by Blade » Fri Nov 30, 2012 2:20 am

I'm not sure if Serious Sam's maps are fit for big games with the exception of one or two.
I like big puns and I can not lie.

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#4

Post by Qent » Fri Nov 30, 2012 2:42 am

Perhaps not, but who's to stop us from trying? :razz: Besides, it's not like we can do anything about it, short of starting up a Retro Encounter mapping team; Serious Sam isn't compatible with other maps as far as I can tell.

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#5

Post by Marcaek » Fri Nov 30, 2012 2:59 am

Perhaps some ugly DECORATE patching could fix that? :P

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#6

Post by Batandy » Fri Nov 30, 2012 2:38 pm

Hey, maker of Retro Encounter here.
Since a new patch's coming really soon, and we've got this chance to play it, if you want, could you write on the official topic here what you liked of it and didn't like? It would help me alot.

Also yeah, the deathmatch maps were made mostly for Free for all, but they can be played with other modes.

And well, it's not compatible with other maps, my fault, because the items don't replace doom's stock stuff. In fact the Doom section in the menu was added just for testing purposes. I may add the compatibility at a later stage of development, for now if you want, you can make custom maps for it, if they are good i could add them in the mod with proper credit

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#7

Post by Qent » Sun Dec 02, 2012 5:18 pm

It was a bit annoying that every time you run out of ammo it switched you to pistol, instead of a bigger gun.

How much leeway is there to balance? The grenade launcher was pretty hard to use.

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#8

Post by Marcaek » Sun Dec 02, 2012 6:48 pm

I thought the GL was fine personally, had more trouble with the fucking shotguns.

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#9

Post by Batandy » Sun Dec 02, 2012 7:11 pm

Qent wrote: It was a bit annoying that every time you run out of ammo it switched you to pistol, instead of a bigger gun.

How much leeway is there to balance? The grenade launcher was pretty hard to use.
The grenade launcher is hard to use, and it's meant to be more like an escape weapon rather than an offensive weapon, but anyway, charging the shot to the max gives you a guaranteed kill if you manage to hit your opponent

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#10

Post by Llewellyn » Sun Dec 02, 2012 8:47 pm

Basically make the weapon priorities/switching actually work in the correct order, that was the worst problem I had.

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#11

Post by Lord_of_D: » Sun Dec 02, 2012 11:45 pm

H&S was funnier than i expected :D. btw, many guns in Serious Sam are op D:
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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#12

Post by Laggy Blazko » Mon Dec 03, 2012 12:46 am

Everything in SS SHOULD be OP =P

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#13

Post by Batandy » Mon Dec 03, 2012 12:41 pm

Llewellyn wrote: Basically make the weapon priorities/switching actually work in the correct order, that was the worst problem I had.
Yeah, i'm aware of this problem and i've already fixed it
Lord_of_D: wrote: H&S was funnier than i expected :D. btw, many guns in Serious Sam are op D:
Actually their damage and speed is based of Serious Sam 3's values, they are almost a perfect copy

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#14

Post by The Toxic Avenger » Mon Dec 03, 2012 3:01 pm

I found the grenades to be practically worthless. They have pretty much no range and not a very good trajectory (aiming upwards, which normally extends grenade trajectory, does next to nothing). I also found that a lot of the times I was starting near no weapon at all.

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#15

Post by Qent » Mon Dec 03, 2012 3:07 pm

Yes, although the pistol wasn't too bad, fortunately.

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#16

Post by Batandy » Mon Dec 03, 2012 3:41 pm

The Toxic Avenger wrote: I found the grenades to be practically worthless. They have pretty much no range and not a very good trajectory (aiming upwards, which normally extends grenade trajectory, does next to nothing). I also found that a lot of the times I was starting near no weapon at all.
No range? have you tried charging them by holding the fire button?
A charged grenade is faster than a rocket and can also instakill if you succesfully hit someone

Also, some maps give you a pump shotgun when you spawn, like Royal purgatory, and the pistol is a pretty good weapon since it fires really fast and deals 10 damage on every shot, remember that you also have an Axe, pretty hard to use but every hit is a guaranteed kill

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#17

Post by Llewellyn » Tue Dec 04, 2012 4:47 am

Batandy wrote: remember that you also have an Axe, pretty hard to use but every hit is a guaranteed kill
This is a lie. I got I think the most frags on both teams one map because I used the axe and only the axe the entire game. It is OP :D

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#18

Post by HeX9109 » Tue Dec 04, 2012 5:18 am

Why Hide and Seek beta 8 and not the final release?
Like a good neighbor, UD is there! http://www.unidoom.org

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#19

Post by Catastrophe » Tue Dec 04, 2012 5:39 am

The final release is unbalanced as shit, ie Scout pistol being an armor piercing railgun that does 50 dmg each, plus the shots aren't aimed randomly.

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RE: FNF SPECIAL #142: HIDE-AND-SEEK & SERIOUS SAM TDM!

#20

Post by Batandy » Tue Dec 04, 2012 1:41 pm

Llewellyn wrote:
Batandy wrote: remember that you also have an Axe, pretty hard to use but every hit is a guaranteed kill
This is a lie. I got I think the most frags on both teams one map because I used the axe and only the axe the entire game. It is OP :D
That depends on knowing how to counter it, a player who's going to use the axe has to get closer to you, so a coachgun shot can kill him before he even manages to swing it. That said, i haven't tested it in team-deathmatch, maybe it's easier since you can kill players distracted by your allies

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