Weekly AGR Session: 5th May 2012

Ok.

I’ve been distracted by a heap of other stuff, and have had to leave the Sessions early for the last few weeks – ouch! I tell ya’s I did check a few hours later (www.quakeservers.net), and saw people playing, and I felt.. happy that the show can indeed go on without me, and yet jealous, like there was an awesome party going on, and I was stuck outside, listening to the music! Anyway, this week I will be there for the FULL SESSION, so I look forward to thrills, spills, and a four hour feast of TF goodness at that Rambunctious Rodeo of the TF world, known as the:

What: Weekly AGR Session

Where: tastyspleen.net:26666

When: Sunday 22:00 GMT. Convert this to your timezone here.

Who: Players with a steely determination to win

Why: Because you’ll need it!

MAP SCHEDULE
1. swamp3 (52 minutes*)
Small, fast

2. sewer1p/TF2k(62 minutes*)
I just cant pick between these two classics so.. YOU decide!

3. caverns (62 minutes*)
This once forgotten gem is now a favourite.

4. Unscheduled (62 minutes*)
TO be decided on the day (Note: only registered players can vote)

—————

AGR VENTRILLO SERVER
We use a voice chat ventrillo for voice chat during AGR games. Download it, install it, and connect to 78.129.193.9, port 4298, AGR (Red+Blue) channels. Password is sent to those on the AGR Mailing List, but if you ask nicely during the game, someone might help you out.

DEMOS
Thanks to Sapphired, this Session (and previous ones) will be available for download here.
=================================

OMC’s tip: For the newbies, read ‘AGR VENTRILLO SERVER’ above – yes I know text can be efficient, but voice = 100% more fun!

COMING SOON
A new VWEP – which one? Well, it’s gonna be a surprise! For now, I won’t even tell you who made it, so its creator won’t get hassled!

THE AGR FORUM
Newbies, remember to check out the AGR forum to discuss the Weekly AGR Sessions, and all things AGR.

See you soon,

OneManClan

12 comments to Weekly AGR Session: 5th May 2012

  • sticky_pipe

    Attention!Warning!Achtung! Alarm!
    ——————-
    Full moon session (sabotage/troll/psy attacks, disconnect danger/risk)

    As you know AGR community contains large amount of retards. They are sensitive to moon phase and other kind of cosmic activity. Be aware and ready for any kind of trolling, sabotaging, abusing, spawn camping, psy attacks, team kills, hacks etc.

    Stay calm and relaxed, do not follow any kind of provocation, do not feed trolls/retards, concentrate on game, flags and team play. Use ignore command. If you feel retarded, spectate a bit, meditate, drink a tea, eat chicken, smoke herbs. My stats says most of full moon sessions can lead to session failure, players disconnects etc.

    For newbies Sapphired has made new package (AGR Custom TF full package ver 1.0 (1.2 GB) – free to download at http://www.quakeworld.nu/forum/topic/5762/agr-custom-tf-full-package-ver-1-0-1-2-gb- It contains full updates, all needed files and stuff, new textures, thanks to Haze updated with say_team config new frag.dat file, .loc and HQ sound waves and more.

    Remember!
    The sky is blue
    The grass is green
    Attackers go RED

    • haze

      i’ve asked saph to remove “my” comm scripts from his package until i’ve finished bug testing them. He added them without my permssion. I know he is only trying to help but there are still issues being sorted out. so i’d advise not to use the scripts til i release it!

  • Doc

    not even gonna lie, i lol’d

  • sticky_pipe

    Fresh after session review:
    ————————-
    Today’s session was funny, enjoyable and full of positive emotions + Doc and the_only_female_of_AGR_winner back, Haze was good Col were flying as pyro, Earth is round.
    ————————-
    ++++
    1. Swamp: 5/10
    Nothing special. Single runs by Red, typical D.
    ++++
    2. TF2K: 8/10
    Nice match but for BLUE only. 1/2 of red played like freaky zombies. Single runs by Haze. Doc nicely delayed red attacks by fantastic spawn camping and blue got time to build and hack all their stuff, make steady D, blue got like 4-5 engies + 2 solders + Doc, full hacked stuff all they did was maintaining SG’s and teslas, stopping Haze and preventing water attacks from teles.

    It was such fun for me to jump into Doc tele, make some damage on red base and jump back and made some damage on blue base. Spawn camping works, but zombies were too slow to custom spawn protection or built tele, they were fighting with Doc) Anyway gg both sides.
    ++++
    3.Caverns: 7/10
    GG for red. Nice red dethole control, lot of action, poor teamplay by blue. I was trying to re-det the hole full time, but failed. Last 20 minutes after Haze left it was just frag action with lot of snipers, chaps etc.

    ++++
    4. Blizkrig
    game forfeited

  • haze

    I have to say that the idiots who fight & chase Doc are sabotaging red :). SO if OMC wants say Doc ruins blue’s chance by spawn camping red, then he has to admit that the reds who fight Doc are sabotaging red’s chance as well. its a choice to fight doc, not a requirement. When its 3 out of the 4 red team members doing that, then red has no chance. I encourage those idiots to simply join blue, and free up spots for someone who wants to play offense.

    You can’t say Tf2k was a good game, when there were no decent attackers. I know it felt good for saph to win on blue, because blue dominated for once and it felt like its because the team is playing well. The thing is you can do the same every game by having 10 blue and 2 red. Can you call it a quality game? Not at all.
    You try to claim it was a lack of team effort on red, which is wrong. It was a lack of numbers. You don’t always need coordinated attacks to succeed, that usually ends up making red a bunch of sitting sheep asking to be slaughtered. you only need a couple decent players making constant runs one after the other. always trying to keep sentries down, and then the caps will come.

    point being: KOP was the difference on tf2k, because KOP and I were actually making quality flag runs. moving the flag, keeping sentries down. KOP switches to blue, i’m basically left alone on red, and then he also adds two more sentry guns to blue, red = fucked.

    2nd caverns…toughmode helped blue a lot, but they started to get their shit together, saph with the detwall protection, omc “mining the tunnel”, plus annoying snipers and sentries, it was working well.

    • sticky_pipe

      Sabotaging red spawns is LEGAL. The problem is in red team retardness level, they follow Doc 3-4 ppl, why not to skip him by buying long lasting spawn protection or building tele.

      Camping spawns sometimes are extremely usefull in case of full defs or hack stuff time and it bring to game kinda random and unexpected tactic. No matter what was the reasons of camping *docface*

  • OneManClan

    Demos of TF2k and caverns are up!

  • Doc

    you only find my spawn camping useful when you’re on my team and not a victim of it 😛

  • Beltan

    There’s no excuse for whining about spawncamping, yet I hear this garbage every time I fire up TF2. My reponse is always the same: “If you can’t win 10 feet from a cabinet that refills your health and ammo, you aren’t doing any better further away.”

    In CustomTF you can even buy spawn protection, so there’s no excuse.

    When players coordinate- or accidentally show up at the same time- it’s a much better game, but you see a lot of folks who don’t know the value of teamwork.

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