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Going to Barbatos Rate Topic: -----

#11 User is offline   jWn Icon

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Posted 17 May 2011 - 10:49 AM

View Postodysseus, on 16 May 2011 - 11:40 PM, said:

Welcome to FS :D Match mode? As in...? :D

not for public users
for us - pro players ;]

PS: Welcome Barbatos

This post has been edited by jWn: 17 May 2011 - 10:49 AM

[img]http://img638.images...gistration2.jpg[/img]
Clans: The Saint Seiya ]s2[, razerâ„¢ europe razer//
Mouse: Razer Lachesis
Mousepad: Razer Golathius Fragged SPEED

#12 User is offline   MajkiFajki Icon

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Posted 17 May 2011 - 04:01 PM

Fantastycznie, że dołączyłeś!

Greetings from Poland!

#13 User is offline   xandaxs Icon

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Posted 17 May 2011 - 04:43 PM

Welcome mate :)
Good Luck, im expecting a great job :D

#14 User is offline   Mr Bean Icon

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Posted 17 May 2011 - 05:14 PM

Welcome to the team, Barbatos!


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#16 User is offline   Tizz Icon

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Posted 18 May 2011 - 03:43 PM

Another frenchie in the place.

Watch out. We're everywhere.

#17 User is offline   Amiga777 Icon

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Posted 18 May 2011 - 10:14 PM

View PostTizz, on 18 May 2011 - 03:43 PM, said:

Another frenchie in the place.

Watch out. We're everywhere.


Roflsnip3r!!

Welcome aboard, Barbatos. Bonne chance!

#18 User is offline   0m4trix Icon

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Posted 19 May 2011 - 08:57 AM

You're Welcome

|HomeWarriors| UrT Clan

This post has been edited by 0m4trix: 19 May 2011 - 08:58 AM

|HW|=M4tR|x= --- |HomeWarriors| Clan

#19 User is offline   BludShoT Icon

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Posted 19 May 2011 - 10:10 PM

Hey Barbatos, can you also fix the match mode bugs in 4.1 with a 4.2 release? :P

Stuff like: Wave timer gets messed up when swaproles is enabled, clock timer gets messed up when timeouts have happened and someone rejoins the server. /subs get given the LEADER role during FTL matches. Game could use more overtime features when it comes to swaproles. Need sv_funstuff 0 1. Would like g_respawndelayRed and g_respawndelayBlue for non-wave so spawn times can be team independent to balance certain ctf maps.

Would be cool if there was a "Last Map's Score" feature added to the tab scores. Some leagues play 1 map on each team's server, so they don't get to use swaproles since obviously swaproles is only on 1 server. But some leagues also score match wins based on total rounds won across maps (instead of on maps won), in which case, it would be good to be able to see the last map's round score on the tab scores so you can see who's winning the match. So you would have like sv_lastscoreRed, sv_lastscoreBlue and at the start of the map teams could input these values (and they already have the /ready command so if a team sees the opponent has entered the wrong numbers they can just not go ready till it's correct.

Some large leagues have a /kill rule in CTF, where, when a sub subs into a game (or a clan member who is sitting not even on the server) comes into the game to replace someone else (who has perhaps disconnected), the rule requires them to /kill upon entering the game. This is so that teams cannot abuse the sub feature, For example, if it is a large map, and you have 10% health way off near the enemy base, and the enemy overruns your base killing your team and they are about to grab your flag. Your team could call a /timeout, and then you could sub out that player, or that player could simply reconnect claiming a computer problem. Then when he rejoins the game (or if a sub subs in) he will be instantly alive, he doesn't have to wait the respawn delay. Then he can run out and save his team's flag. This is why leagues have this rule. Soo... my point is that matchmode needs this as an *option* like g_ctfkillrule 1

When g_ctfkillrule is set to 1, any time a player becomes active in the game (such as unsubbing, or joining the team (either from spec or they just joined the server or whatever), the game would automatically kill them (or just automatically force them to wait for g_respawndelay before spawning)


In wave, there is currently a /kill penalty; if you /kill you will have to skip the next wave respawn. The penalty is there for the obvious reason that someone could just /kill right before the wave and spawn - in fact, people would bind /kill and be doing it all the time. However, there is a loophole that in my opinion is really retarded. If you are low health, you just get your teammate to kill you! This may have become the standard way of doing things in wave, but if you think about it, it's really stupid and frankly imo it is counter to the overall philosophy of the urban terror game. Just as "denies" have been removed in League Of Legends since DotA (you may have to look that reference up heh), these intentional teamkills should be eliminated from Wave urt. To do this, you just simply have a TK penalty the same as the /kill penalty. If you die from any means other than being killed by an enemy (so that includes /kill, TK, self-kill (nades), HURT and falling damage) then you will get the /kill penalty and skip the next wave. Now, it is true that people sometimes die Unintentionally from TK's and self nades etc - but that's ok, it just gives TKing that much more meaning and people will have to use skill and check their fire.



Match mode has a problem with the /captain feature. If the captain goes 999 or has a computer problem, these are ways in which the /captain can no longer issue captain commands and he also can't get off the server to let someone else be the /captain. So the team will see their captain go 999, or go AFK because of a real life emergency or whatever, and they will be unable to call a timeout because only the captain can do that, and they can't take over the captain position. So, here are the improvements that can be made on this:
- when a captain goes 999 for more than X (10?) seconds, the game should automatically pass /captain to another player (and not a /sub since sometimes subs are afk)
- The scoreboard should show a C next to the captain.
- players should be able to "steal" captain away from the captain by simply typing /captain. Then the game will properly inform the team about this (also this is why I said put a C on the tab scores)
- possibly add an assistant captain feature?



There is a small problem with /ready and swapteams. Imagine clan [fn] is not ready to play yet, and their opponent clan [thc] IS ready. So THC goes /ready. Then the teams realize that they forgot to switch colors for this map, so the admin does /swapteams. Now what UrT will do is the 'ready state' does not follow the teams! So now [fn] will be listed as ready when they are not actually ready to play. Then THC can type /ready again and the match begins. So, when you do /swapteams it should reset any and all teams to an un-ready state to solve this problem (Or, alternately the ready state could follow the teams, but I recommend that it just sets both teams to unready since there is often times confusion during swapteams because some players are manually changing teams at the same time (not realizing someone was going to type swapteams)


Also, matches (and the game in general) could use better scoreboards. We want to see an additional "Kills" column in CTF. And a damage dealt column would be pretty awesome in TS.


Anyhow, the coding for these features would be pretty much the same in 4.x and HD, so it would be awesome if another 4.x version came out with some of these features since HD is probably going to take a lot longer, and these additions would help the competitive UrT community still be here by the time HD comes out.


EDIT: AH, also, a couple very important ones:

- Demos should STOP recording at the end of each map! This way, a demo is only for that map. Multi-map demos are a huge pain in the ass for leagues, because if admins need to see something that happened in map 2 they have to run the demo which loads map 2, then timescale through the entire thing, then wait for it to load map 2, and then watch. Also, if they need to see something multiple times in a demo, they have to go through all of that again (with the multiple map loading). So having demos just stop at the end of a map would be ideal.

- Also, in leagues players turn on auto demo recording which handles their demos being recorded (which is extremely important because most leagues will give stiff penalties to a player who did not record a demo), but there is a problem: If a player joins in the middle of a map, or has to rejoin, even though they have autodemos turned on, the demo will not start recording. With match mode on, there are 2 possible states that the game is in: Warmup and Live. So, autodemo needs a new feature whereby any time you join a server that has match mode on it that is Live, a demo will automatically start to be recorded.

This post has been edited by BludShoT: 19 May 2011 - 10:19 PM



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