Weekly AGR Session: 25th November 2013

MAP SCHEDULE
I”ll be compiling December 2013’s Map Schedule during the week, the time to email me your map requests is NOW!

2FORTEMBER
The date once again for the biggest 2fort5r game in years! Will we hit 32? Lets find out! The timeslot again is: Saturday 14th December 2013, 23:00 GMT

 

What: Weekly AGR Session

Where: tastyspleen.net:26666

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

Who: People into multiplayer madness!

Why: Because it wont be on till next Sunday!?

MAP SCHEDULE = dkeep1, tf2k, canyon1, qdeth3/spit1
—————

FTE the official AGR Client:

Download the lastest official AGR approved FTE here!

FTE: FAST-MODE!
Also, if you’re using FTE (which you should be for the full AGR experience!) and want it to be as fast as possible, make sure you select ‘fast mode’ (Options->Graphics Presets) and in addition, at the console, type in:

  • r_waterstyle 1
  • cl_nolerp 1

This should exactly match ezquake in terms of responsiveness. Please confirm, in the comments below.

AGR VENTRILLO SERVER
[NOTE:  Ventrillo is being phased out. Here’s a link on how to use AGR Voice2Demo]
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
All games are recorded, only the best are uploaded, in the comments section below. All demos are available upon request

4 comments to Weekly AGR Session: 25th November 2013

  • Wolfgang

    My predictions…

    dkeep1= Pure turtle map (ez!). Any blue team that manages to lose this should be embarrassed, especially with no team damage on. Should be renamed stankeep1. Blue win

    tf2k= The only decent map this session (imo). Needs a balcony and water defender to stop red picking off builds. Should be a red win.

    canyon1= Another turtler map despite the water way. Red will need bunny-hoppers, spies and tele builders. Blue should win.

    qdeth3= Relatively easy to D. If there is one map where OMC is going religiously preach RR defence it should be this one. The fact there are respawns at the RR and FR really should mean a blue win.

    spit1= Air ramps and no respawn delay for one team equals a monumental task for blue. Red win.

  • Beltan

    Curious on the statistics for “Gymnast” and “HWguy Aspect”, how much of a damage decrease/increase do these grant?>

    I specced for a few minutes the other night and saw someone with 150/100 rocketjump at least once, then hit themselves in the face (adjacent to an enemy) THREE TIMES before dying.

    Thinking to myself “Maaaan, dat some crazy shit”, I made sure to buy Gymnast on the next map. Wow, spectacular difference in the amount of damage you can survive.

    Something else that I tried also, because it seems like people survive so well with it, was to buy 150/100 rather than 200/100. I swear it seemed the yellow lasted longer.

    The little map I joined on that’s basically one long, winding hallway was difficult to overcome for red. If blue spams the fuck out of that one hallway it’s a real chore to get through for red. Since it’s just one long chokepoint, but the map is relatively small, it’s pretty close to being even, despite some complaints people had that the map was too small. I’m sure the map seems a lot smaller when you are exploiting glitches to move triple your regular speed.

    I liked all the other maps.

    Idea: Gravity Grenade (to replace caltrops):

    After 3 seconds, the grenade activates, immediately creating a field of extremely high gravity, preventing jumping. Enemies who enter the field immediately take a burst of damage based off of the speed they are travelling at, and have their speed reduced to the slowest footspeed for as long as they remain in the field.
    While inside the field, enemies take 12 impact damage per second. If a victim attempts to jump, they take 24 impact damage immediately.
    All projectiles entering the field of gravity are immediately affected and snap to the ground.

    Area of effect is indicated by speed lines travelling downward indicates the area. Effect stays in an area 3/4 the radius of a gas cloud (the height of the field is extremely tall, but does not travel through walls) and stays for 10 seconds.

    The purpose is to slow enemies down…ESPECIALLY hoppers.

    Idea: Combining tossable grenades’ effects. In some cases the more dangerous effects can be slightly toned down, while maintaining the value of the grenade by giving it an extra effect.

    Napalm + Flare = Plasma grenade

    Sticks to what it contacts and deals very high fire damage over 3 seconds, then (remaining attached to the wall or entity it stuck to) lights up a large around itself for 12 seconds.

    Caltrop + Nail + Frag = Razor grenade

    Spins up as it lifts off (the spin-up sound of one of those spinner fireworks, haha!), to give people in the area a moment to seek cover, then it fires off twice as many nails as a nail grenade in half the time, and finally breaks apart into caltrops in a small space.

    EMP + Psionic = Shock grenade

    It’s an EMP that psionizes for 2 seconds if you’re hit.

    Concussion + Infection = Plague grenade

    Krac + MIRV = Shatter grenade

    A Krac grenade that explodes into regular grenades on impact.

  • Wolfgang

    Beltan, I don’t want to piss on your fire so to speak but what makes you think OMC is going to implement any of these?
    AGR is his mod, his server, his baby and although we all might like to think changes are decided by the community they never were and probably never will be. No disrespect is intended to OMC but he surely would admit that what is implemented or changed on AGR has to have his approval. Ye olde CustomTF forums (RIP) were testament to this. It’s why the now extinct 4TP server came about because OMC was ignoring the community and the players. Anyway, you keep asking for changes.

    Bunnyhopping? Can you do it? I’ve certainly never seen you do it. Beltan, this one is for you:

    QuakeWorld has “pogo stick” jumping (you can release and repress the jump button while flying in the air), while in the other games you have to jump right as you hit the ground. An acceleration is experienced in-air while uniformly turning in the same direction as the player is strafing. The strafing should also be timed in a particular way to the jumping for greatest effect

    Just remember Belt, I’ve not had over 150 armor for a long time (no blast, kev etc). Meanwhile players like you are free to tank up to double the amount I can. Ask KOP or any of the other tank runners how many direct rockets and grenades they can survive. Here’s a hint, it’s over 5…

    • Beltan

      I enjoy reviewing mechanics and trying to improve them. I’d love to see them implemented but I’m not going to be impatient about it because I realize coding takes time, and since I am not helping with the coding I have no room to complain.

      It makes sense that it has to have his approval- it’s his baby. Whatever flaws OMC has, he seems like good guy- he’s definitely more forgiving than I am when it comes to people being jerks and ruining games. He is forgiving to the point that it makes me even more angry at the griefers for taking advantage of his good nature.

      Wolf, I’ve been asked that question a lot, I’m surprised you haven’t caught my response. I know how it works, I just choose not to abuse the hopping glitch.

      As far as the armor, I was mostly pointing out my own realization that gymnast gives a greater boost to damage reduction than I thought.

      I noticed a huge difference when I grabbed gymast and 150 yellow blast rather than my regular 200 red blast. I’ve been wondering for a long time if yellow armor is more effective due to lasting longer (since it more evenly spreads damage between health and armor).

      I plan on getting gymast more often to survive better, but unfortunately that’s an extremely cheap way for runners to get a free boost and heavily reduce the damage they receive.

      Since hoppers abuse a glitch to gain speed for free, I can out-armor them and survive better, sure, but there aren’t many options to interupt their speed- they move so fast that by the time I fire a rocket, even if I aim ahead, they can get around the corner before it hits them.

      Hoppers often attempt to pass by the defenders, summons, and builds without fighting at all. It isn’t the way the game was intended to be played. If I knew of a glitch that allowed me to pass through walls while still carrying the flag, what would you do as a defender?

      By your way of thinking that would be perfectly fair, because defenders can pass through walls, too.

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