Weekly AGR Session: April 10th 2011

Hey people

Well… less than 24 hours to go, and the server is already starting to bristle and hum in anticipation (yes, I can feel it) for what will surely be a clash of Titans – at that Bastion of TF Brutality  – the one I refer to as the:

What: Weekly AGR Session

Where: tastyspleen.net:26666

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

Who: TF maniacs.

Why: Because the sound of maniacal laughter will be heard

MAP SCHEDULE

1. engbat4f  PREMIERE (50 minutes*)
Thanks to Doc for rediscovering this lost map – haven’t done it for YEARS!! We’ve had a few issues with AGR compatibility to engbat maps, but I really think they are a part of TF’s legacy (ugh listen to me..  talking about ‘legacies’)  – er what I mean is that they have proven themselves historically as ‘worthy’, so.. lets see how this one fares. If there are technical problems, we’ll switch to fcast, or 2phan7 via a vote.

2. 2brave1 (60 minutes)
Plenty of space – and plenty of room for intrigue in this classic map. Remember to guard the water tunnels – and not to disrespect the King.

3. rock2 (60 minutes*)
Was watching a demo of a rock2 the other day, and it really was exciting.. one trick is to watch demos at double the speed (in ZelTF / EZQuake it’s <cl_demospeed 2> … it’s surprisingly entertaining, and you get a whole different ‘feeling’ as to what happens in a game – might make a video at some point and upload it to youtube. No idea what I’ll do tomorrow, I’ve been a strong advocate of Wardens side D (specifically at the doorway) but I must say I’ve been impressed by the stopping power of Gas Side D. It’s riskier though as if Red blows the power, they get instant access to the Gas Room. Still, if Blue communicate, it measn that they can still save a lost flag if thy QUICKLY get their arses to the gas side!

4. qdeth3 (60 minutes)
This is an intense map, and I don’t believe we’ve ever done it as map4. The spiral is what it’s all about of course, though as I might have mentioned at some point, without RR control, Blue will find themselves struggling to get to the Spiral. The newbs will of course camp in the FR, please don’t join them. A ‘correctly’ played qdeth3 should have most of Blue in the RR and Spiral, and the FR should only have one Eng to take care of any spies or thieves that slip through the cracks

* times may vary depending on player numbers, vibe, and quality of teamplay.
—————

AGR VENTRILLO SERVER
78.129.193.9, port 4298, AGR (Red+Blue) channels. PASSWORD: agr4ever
=================================

OMC’s tip: If you are diseased, try throwing up in front of the enemies respawn, remember, vomit pools are contagious to both teams

COMING SOON: Project ‘DynaMirror’!!!
There’s a number of things being worked on, this one was tested during the week, and is going to be SO F**KING cool. A whole new system of dealing with TeamKillers – we’ll need a test game with multiple players first to iron out any bugs, stay tuned.

A Question re: FaceBook / Twitter / RSS
I know people use FaceBook, but does anyone here use twitter? Really? What about RSS? I have no idea whether I’ve been ‘wise to ignore these fads’, or ‘stupid to ignore these essential tools’. It’s 2011 and I admit I haven’t really investigated these things – your comments/ opinions welcome

See you all Sunday!

OneManClan

2 comments to Weekly AGR Session: April 10th 2011

  • OneManClan

    WELL it was a BRILLIANT Session.
    1. engbat4f
    Surprisingly good. Chap heaven, as it’s a small map, and the middle is a big choke point, and this FORCES Red to stick together.

    2. 2brave1
    This match was VERY well defended in the RR/water. Occasionally Blue got sloppy covering the water tunnel, and *thats* when Red capped. Blue were so good that someone during this match commented that 2brave1 is hard for Red (!!!!). Wow.

    3. rock2
    A beautiful delightful mess. What it lacked in finesse was made up for in pure intensity. There was enough teamwork by both sides to make the game VERY good.

    4. qdeth3
    Blue did a fantastic job – except for when they were not in the RR

    I found this Session VERY satisfying, and a total rush. We also hit 19 ppl at one point (+ specs) Gay Journalist had to ask ‘is this Rock2ober?’ – something special happens at around 20 people – a certain element of chaos – as you are never sure if it will be 3-4 enemies around the corner – or 10! Demos are here (look for those with _100410 at the end):
    http://best-hiking-shoes.com/demos/

  • Beltan

    Yeah, I this session went very well I thought. I was stumped on qdeth3 by the spiral because I seldom go red on this map, but I finally bought krac nades to try to end the pipebomb madness. I was heavily armored, so I couldn’t get there quick enough but the other reds pushed in and stormed the spiral, so I was able to easily get to the top once we controlled the bottom of the spiral.

    Not a big fan of engbats in CusTF, but I had a lot of fun ruining red with gas grenades and poison bombs, haha! Eat it, red!

    2brave…I…I don’t like this map. I believe it was me that mentioned at one point it’s hard on red. Basically if red can’t get a tele up, they are boned. The exception to that, as always, are the hoppers. I still think that blue has no excuse for losing in 2brave- My recommendation is for each defender to buy a spanner, at least one Sentry, and the turretize capability. 2brave has a huge area to cover and having a bunch of sentries works great because it slows red down. That’s a huge detriment considering that red already has such a long way to travel across this map. On the opposite end, I think reds would benefit by all buying teleports and make sure you have at least one hacker who can recharge the teles from the home base. Red could really take advantage of the MASSIVE castle that has to be guarded…so many places to hide a tele…

    On brave I tried the ‘offensive D’ approach, but it’s a pain in the neck to get across the map just for the oppurtunity to bushwhack a couple of people right out of their spawn, and now that I think about it, that’s a dumb plan. Reds respawn right away, so it’s better to kill them at blue base to force them to lose time just to travel across again. On the note of slowing down reds as they cross the map, why is it that the attackers always seem to have more snipers than the defenders nowadays?

    I was persistent enough to get kevlar to resist sniper bullet damage, but it is by no means worthless. with 200 kev, one shot took off 100 kev the other day from me- sure it doesn’t kill, but weakening the enemy force makes defending a lot easier for your comrades. I might try my hand at sniping for the defense next time.

    and Rock2. Boys, this is how every session should be. It was a tough fight, and looking back I’m glad it ended up a tie even though we were *SO* close to capping as red when it ended. Great game all around, folks.

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