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FNF #134 Discussion

Posted: Sat Sep 22, 2012 4:51 pm
by Guest
Hey guys,

So, US-FNF was a complete bust last night. I know Qent and TTA posted apologies in the FNF thread, but I also have myself to blame, especially due to this:

When we decided on 2dmmaps for US-FNF, we switched out from it at the *very* last minute due to improper planning and testing the wad at the last minute. If it weren't for the last minute planning, then we could have had a US-FNF event much like Euro-FNF. Also, as pointed out in US-FNF, the maps for Doom 2 and with Team Possession as the gamemode made it sub-optimal and we actually switched to Team LMS at the 30-minute mark. Still, it did not thrive, so I strongly urge us, the team, to not make the same mistake again for next week's planning schedule - and I do believe we can make an honest effort in this. Having said that, I do apologize for the lack of adequate planning brought forth by the team this week, including myself.

On a side note, Dusk made a note out on IRC that Euro-FNF may have done even better than it did, had it been Deathmatch rather than Terminator. I'd certainly like to keep this in mind, should we decide to modify yesterday's Euro-FNF and run something similar in a future FNF.

Since this week is the FNF poll, I suggest to anybody who hasn't yet voted in them yet to please submit their votes on the Euro and American polls before the marked deadline for voting. As for myself and the rest of the FNF Team, we have a very important task to carry out: begin planning for next week's FNF before next weekend, which is why this thread is here. I encourage all of us to post in here at least once by the end of this week.

RE: FNF #134 Discussion

Posted: Sat Sep 22, 2012 5:15 pm
by Ivan
Don't be sad, you can always do better next time. Keep trying.

RE: FNF #134 Discussion

Posted: Sun Sep 23, 2012 3:55 am
by Guest
Alright, well I believe some ideas tossed around were Jrift (by TTA), Barrels of fun (by K6), Velocity+Velocity 2 (by TTA), and Skullvomit (by Qent). In any case, we have plenty of time to spot good from bad through proper testing.
Ivan wrote: Don't be sad, you can always do better next time. Keep trying.
Thanks. US-FNF and the planning strategy for it may have been rather disappointing, but it's time to move forward. Live and learn.

RE: FNF #134 Discussion

Posted: Sun Sep 23, 2012 4:00 am
by Combinebobnt
Non-lastminute testing and planning for fnf would be much viable and way less likely of causing crappy fnf's occuring. Jurassic rift sounds cool too, haven't seen that played in a long time.

RE: FNF #134 Discussion

Posted: Sun Sep 23, 2012 4:46 am
by Marcaek
Besides skullvomit, all of those sound like good choices.

RE: FNF #134 Discussion

Posted: Sun Sep 23, 2012 4:59 am
by Qent
I don't think we should do Skullvomit for FNF, I just said Terminator might not be broken anymore.

Code: Select all

<TheToxicAvenger> Do not re-run: [...] Skullvomit (terminator only) (?)
<Qent> btw: we have sv_artifactreturntime now
<Qent> so skullvomit isn't strictly broken

RE: FNF #134 Discussion

Posted: Sun Sep 23, 2012 8:39 am
by Ivan
I actually love skullvomit I don't know why you guys say that :P What's bad with Terminator anyway?

RE: FNF #134 Discussion

Posted: Mon Sep 24, 2012 7:58 pm
by Qent
I think it was because of instakill pits in 98d?

Anyhow, I love JRift, and we could probably stick Barrels o' Fun on Euro.

FNF #134 discussion

Posted: Sat Sep 29, 2012 1:25 am
by The Toxic Avenger
Both poll FNFs were busts; Doom 2 CTF had a lot of complaints and Domination had nobody show up.

Let's run 32in24-12 for US please

RE: FNF #134 discussion

Posted: Sat Sep 29, 2012 1:45 am
by Cyber'
I'd say PROCTF just to throw it out, but for something that hasn't been done...

You should do UDMX Instagib.

RE: FNF #134 discussion

Posted: Sat Sep 29, 2012 2:19 am
by Combinebobnt
Run some runner-ups from the poll that were close

RE: FNF #134 discussion

Posted: Sat Sep 29, 2012 2:50 am
by Qent
How did you even make a thread with identical title...?

EDIT: Merged.

RE: FNF #134 Discussion

Posted: Sat Sep 29, 2012 3:32 am
by Ænima
Skullvomit is a mixed bag. Some maps are great, others are ... well, vomit.

RE: FNF #134 Discussion

Posted: Sat Sep 29, 2012 3:36 am
by The Toxic Avenger
Yeah, Skullvomit isn't what I'd call very good. How about Jrift?

RE: FNF #134 Discussion

Posted: Sat Sep 29, 2012 2:39 pm
by Ænima
Sure, Jrift is pretty cool.

My only irk with it is the lack of hitscan weapons.

RE: FNF #134 Discussion

Posted: Sat Sep 29, 2012 3:18 pm
by Dusk
Jrift is pretty neat. Also, 32in24-12 has been out for a month and you guys still haven't run it.

RE: FNF #134 Discussion

Posted: Sat Sep 29, 2012 4:57 pm
by Stoner
Industron CTF.

RE: FNF #134 Discussion

Posted: Sat Sep 29, 2012 5:51 pm
by TerminusEst13
I'm not really too hot on JRift because of how graphically intensive it is, so lower-end computers are going to lag like a sisterfucker.

Llewellyn recently came out with Strifedoom, and it's pretty good--Strife generally could use a lot more love and attention in the community. Combine that with UDMX (it's a classic) or 32in24-12 (more CTF is always good), and I think it'd be a golden combination.

RE: FNF #134 Discussion

Posted: Sat Sep 29, 2012 5:58 pm
by Llewellyn
Dusk wrote: Jrift is pretty neat. Also, 32in24-12 has been out for a month and you guys still haven't run it.
Dear lord it's already been that long since I made that map? Christ.
I never even did get to see how it played, I made a dumb mistake in the first iteration of the map, and I couldn't get on the computer for a while so it ended up being shifted into the 32++'s before I could fix it.

RE: FNF #134 Discussion

Posted: Tue Oct 02, 2012 12:51 am
by Qent
32in24-12 looks good; let's do that. For the other one I think we should do JRift. We've done UDMX and ProCTF quite a few times already I believe, and I'd like to hear more reactions to StrifeDoom before committing to that. Industron CTF... wut? 1 map?