The Sessions have been VERY good lately, and last week was VERY good indeed. I still wish there was more teamwork, more use of ventrillo, and more organised strategy.. Over the next few weeks I’m going to resurrect the Dream Team concept (one fixed team takes on all comers), a concept that wasn’t really followed up on, but one that I think is essential to ensuring that gameplay perfection is achieved, and that we see more genuine artistry at that Den of Depravity we all know as the:
What: Weekly AGR Session
When: Sunday 22:00 GMT. Convert this to your timezone here.
Who: Quake players of the year 2011
Why: Because we’re still here.
1. alcatraz PREMIERE (50 minutes*)
We’ve all played this a few times pre-AGR, I think I’ll have to turn off AGR mode, otoh that might affect the scoring.. hmm.. look, lets see how we go. I have a memory of us playing it one day after a Session, and I don’t remember it being broken – we’ll see, if i have a chance to test before the Session I will. Re gameplay, I haven’t played alcatraz enough to make any suggestions, so feel free to use the comment section below if you have any have a strategies to suggest.
2. rock2 (60 minutes)
So many options, so many unexplored possibilities. This is one of the prime candidates for a Dream Team Match. Could 5 Gurus defend against all comers – 15+ players? Can technique overcome numbers? There’s only one way to find out.
3. unholyk PREMIERE? (60 minutes*)
I’m pretty sure it IS a premiere – again, I have limited experience with this map, so once again, put your instructions/suggestions in the comment section below. Yes, I like working to a plan.
4. well6 (60 minutes)
One strategy which I think has been having *some* success lately in well6 is ‘all out front’ D. ALL of Blue D outside, especially at the water tunnel entrance. Foyer D, some tanky dudes outside.. The only issue would be Red snipers .. but then Blue could use the middle area for cover. hmmm
* times may vary depending on player numbers, vibe, and quality of teamplay.
AGR VENTRILLO SERVER
126.96.36.199, port 4298, AGR (Red+Blue) channels.
Thanks to Sapphired, this Session (and previous ones) will be available for download here.
OMC’s tip: Please spread the word about these weekly events – there are still Quake fans who don’t know about the Weekly AGR Sessions.
TF: CONCEPTS AND STRATEGIES (C) 1998
Allow me if you will, to take you on a strange journey… into the distant part – back to the beginning of TF. In 1998 I started writing a book about the then new mod ‘Team Fortress’, but when I showed the Gurus my work, I was in for a BIG surprise – they DISAGREED with quite a few things I had written. I was WRONG about many many things, and realising how newbie I was, I abandoned the project, but the resulting draft was saved, and I’ve decided to upload it HERE, for your reading pleasure. It might interest some of you to know that not only didn’t OMC invent RR D, I was actually skeptical at first, and had to be schooled by those who knew better.
Well this seemed to go very smoothly, in fact, I suspect most players either didn’t know about it, or forgot it was on. I think this is good, and I’m going to assume that the effect is nice and subtle, which of course it was meant to be .. until players get sloppy. It is indeed an iron fist in a velvet glove!
See you all Sunday!