FNF #200: Skulltag Compilation & Dynamite+GW+AFTS Samsara Terminator!

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FNF #200: Skulltag Compilation & Dynamite+GW+AFTS Samsara Terminator!

#1

Post by Qent » Fri Jan 10, 2014 5:18 am

Twice as good as 100, FNF 200 is here to kickoff with a new splendid compilation of the gamemode which Zandronum's predecessor was named after. Finely selected from the batch, these maps will not fail to deliver in what is essentially CTF on crack: Skulltag! But, the fun doesn't end on one side of the world, as crossing over to America is a mashup of some of the greater moments of last year, sure to create a memorable experience.
European FNF[/size]

Image

Game Mode: Skulltag
WAD's: ST actors, ST data, Skulltag Compilation, rebalanced weapons, ZandroSpree, NewTextColours, connect sound

When: January 10th, 2014, 19:00 UTC
Central Europe: 20:00
United Kingdom: 19:00
Eastern Europe: 21:00
Russia / Moscow: 23:00
US East Coast (EDT): 14:00

Where: Grandvoid, UK
Spoiler: Customized settings (Open)
Player/Client limit: 24/64
Time Limit: 10 minutes
Point Limit: 5
Maplist: Various

Code: Select all

addmap rbst01
addmap idlst14
addmap pkst07
addmap idlst01
addmap rbst05
addmap idlst04
addmap pkst10
addmap idlst08
addmap rbst06
addmap idlst19
addmap s5st03
addmap idlst20
addmap pkst11
addmap idlst21
addmap rbst12
addmap idlst28
addmap tricky11
addmap pkst12
addmap tricky12
addmap idlst29
addmap tricky14
addmap rbst13
addmap tricky15
addmap idlst31
addmap tricky16
addmap pkst15
addmap tricky18
addmap idlstmb4
addmap tricky19
addmap s5st04
addmap tricky20
DMFlags: 2380804
DMFlags2: 1600
DMFlags3: 0
CompatFlags: 524288
CompatFlags2: 24

sv_suddendeath false
sv_randommaprotation false
sv_defaultdmflags false

American FNF[/size]

Image

Game Mode: Terminator
WAD's: ST actors, ST data, Greenwar, Dynamite, AFTSDM, Samsara, ZandroSpree, NewTextColours

When: January 10th, 2014, 17:00 PST
Pacific Time: 17:00 (5 PM)
Mountain Time: 18:00 (6 PM)
Central Time (US): 19:00 (7 PM)
Eastern Time: 20:00 (8 PM)

Where: Best Ever
Spoiler: Customized settings (Open)
Player/Client limit: 24/64
Time Limit: 7 minutes
Frag Limit: None
Maplist: MAP01-06, 08-15, 17-20, 22-23, 31, AFTS01-06, 09-11, 13-16

Code: Select all

addmap afts01
addmap map03
addmap map13
addmap afts02
addmap map01
addmap map14
addmap afts03
addmap map02
addmap map15
addmap afts04
addmap map04
addmap map17
addmap afts05
addmap map05
addmap map18
addmap afts06
addmap map06
addmap map19
addmap afts09
addmap map08
addmap map20
addmap afts10
addmap map09
addmap map22
addmap afts11
addmap map10
addmap map23
addmap afts13
addmap map11
addmap afts14
addmap map31
addmap afts15
addmap map12
addmap afts16
DMFlags: 2380804
DMFlags2: 1600
DMFlags3: 0
CompatFlags: 524288
CompatFlags2: 0

skill 3
sv_suddendeath true
sv_randommaprotation false
sv_defaultdmflags false
samsara_permault 1
Last edited by Qent on Sat Jan 11, 2014 2:31 am, edited 1 time in total.

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RE: FNF #200: Skulltag Compilation & Dynamite+GW+AFTS Terminator!

#2

Post by Revenant » Fri Jan 10, 2014 8:09 am

This is probably way too late to mention, but a while ago I had made an updated version of S5ST01 which fixed the fucked up portal visuals and tweaked a few other things, but stcomp_1b still has the original version from spacedm5.

The newer one is here:
https://dl.dropboxusercontent.com/u/43107309/s5st01.wad

It can be loaded on top of the compilation without issue, as far as I can tell. (it also looks much nicer if Sector_SetTranslucent is supported, but I don't remember if that was ever added to Zandronum or not :v: )

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RE: FNF #200: Skulltag Compilation & Dynamite+GW+AFTS Terminator!

#3

Post by Qent » Fri Jan 10, 2014 5:43 pm

Marcaek tells me the reason he didn't use that versions is that the portals don't work at all.

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RE: FNF #200: Skulltag Compilation & Dynamite+GW+AFTS Terminator!

#4

Post by Revenant » Fri Jan 10, 2014 8:33 pm

The portals are actually just fully opaque by default; they're supposed to use a gradual fade effect based on the viewer's position in order to hide the "broken at a distance" problem that the original portals had, but at the time Zandronum didn't (still doesn't?) support the Sector_SetTranslucent ACS special. Oh well.

(And yes, I know it's a moot point since the map isn't even on the FNF rotation, but I didn't see a thread in the project forum and I don't think Marcaek was on IRC when I posted that at 5 AM :P)

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RE: FNF #200: Skulltag Compilation & Dynamite+GW+AFTS Terminator!

#5

Post by Qent » Fri Jan 10, 2014 11:13 pm

Sorry, it was supposed to be in rotation; I added it later and we did get to play it. :D

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RE: FNF #200: Skulltag Compilation & Dynamite+GW+AFTS Terminator!

#6

Post by Strych6 » Sat Jan 11, 2014 1:26 am

Anticipated this one, didn't realize the fine print "samsara" mod. Please leave that ridiculous stunt for sunday shenanigans. really.
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RE: FNF #200: Skulltag Compilation & Dynamite+GW+AFTS Terminator!

#7

Post by Marcaek » Sat Jan 11, 2014 1:33 am

Samsara has been run many times on FNF before and being a fairly conventional class DM mod I don't see the issue.

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RE: FNF #200: Skulltag Compilation & Dynamite+GW+AFTS Terminator!

#8

Post by Catastrophe » Sat Jan 11, 2014 2:16 am

Strych6 wrote: Anticipated this one, didn't realize the fine print "samsara" mod. Please leave that ridiculous stunt for sunday shenanigans. really.
I don't think samsara is bad, it just gets used for FNF's a bit too much that's all.

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RE: FNF #200: Skulltag Compilation & Dynamite+GW+AFTS Samsara Terminator!

#9

Post by Qent » Sat Jan 11, 2014 2:34 am

Whoops, I completely forgot to put "Samsara" in the title. Sorry about that.

I did not expect such a reaction against Samsara though. It always does great for FNF, and we were playing it for FNF long before SunS came along. Samsara is quite appropriate for FNF, IMHO; although I would not recommend running it every week, or even two.
Last edited by Qent on Sat Jan 11, 2014 2:56 am, edited 1 time in total.

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RE: FNF #200: Skulltag Compilation & Dynamite+GW+AFTS Samsara Terminator!

#10

Post by The Toxic Avenger » Sat Jan 11, 2014 3:10 am

The thing is, it's not hugely balanced for DM, and I should've brought this up sooner (some classes SSGs easily tear people up, like Duke's and Chexguy's), as well as their ults (BJ's or Parias' in terminator is insane). Also since some maps were rather small (GWs are for what this is), many folks couldn't spawn all that much (especially with all the grenades).

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RE: FNF #200: Skulltag Compilation & Dynamite+GW+AFTS Samsara Terminator!

#11

Post by Catastrophe » Sat Jan 11, 2014 3:27 am

I'd say out of all of them, ranger was the most unbalanced.

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RE: FNF #200: Skulltag Compilation & Dynamite+GW+AFTS Samsara Terminator!

#12

Post by Strych6 » Sat Jan 11, 2014 3:28 am

Of course, it's just an opinion. My perception of FNF is clearly outdated, that's all. If people voted for it, it belongs up there. Sorry if the response seemed rash.
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RE: FNF #200: Skulltag Compilation & Dynamite+GW+AFTS Samsara Terminator!

#13

Post by The Toxic Avenger » Sat Jan 11, 2014 3:32 am

Catastrophe wrote: I'd say out of all of them, ranger was the most unbalanced.
How could I forget? Terminator's megasphere + perm. doomsphere + quad damage + anything rapid fire = oh my fuck

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RE: FNF #200: Skulltag Compilation & Dynamite+GW+AFTS Samsara Terminator!

#14

Post by Marcaek » Sat Jan 11, 2014 3:51 am

It's not as if we don't run plain dm or ctf at all.

That said, balance issues are a legitimate concern.

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