Not enough CTF servers - more DM servers than we need

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Postby Clueless Newbie » Wed Apr 11, 2007 5:06 pm

4m wrote:i have the feeling Nexuiz is turning more and more into a CTF game :(
But.. but... CTF is teh funz.. ;)

If we're lucky, they'll implement Tag as pr suggested in an other forum. Then we'll have more game types to choose from.
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Postby donkyhotay » Fri Apr 27, 2007 1:00 am

While deathmatch is fun I much prefer coop play modes like CTF. I think nexuiz would greatly benefit from more game modes such as a 'king of the hill' or 'hunters' mode (hunters from tribes2 is like 'SYC' in world of padman.
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Postby Mirio » Tue May 08, 2007 6:54 pm

btw what happened to the hereforst elite server? :?
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Postby ai » Tue May 08, 2007 8:44 pm

Mirio wrote:btw what happened to the hereforst elite server? :?


Probably went down. And for the good IMO, just had two maps and hook enabled. For those who want to play real CTF or want to play on more maps (which was the case for me) I quite playing on that server. After a while it got boring. And the guys(s) who managed the server seemed like he/she didn't give about that server as nothing ever changed to what the people wanted.
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Postby Dokujisan » Wed May 09, 2007 11:05 pm

Are you really that much against using the grapple hook?

:?

I'll admit that I didn't learn a lot about laser jumping and other tricks because I started playing with the grapple hook on Herforst from day 1. It is a different game style from using the laser, but you can't say that it's completely not enjoyable. Herforst was a popular server when it had more than 2 maps.
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Postby esteel » Wed May 09, 2007 11:43 pm

Dokujisan wrote:Are you really that much against using the grapple hook?

I'll admit that I didn't learn a lot about laser jumping and other tricks because I started playing with the grapple hook on Herforst from day 1. It is a different game style from using the laser, but you can't say that it's completely not enjoyable. Herforst was a popular server when it had more than 2 maps.

I'm not ai but i did not like the hook on herforst as the hook did not match the two maps on that server turning both into a kind of instant-frag arena with flag. With the hook it was possible to capture in 5 seconds and it took that long till the attacker you just killed was back. There was no way to play as a team It was just 'grapping a gun, hooking to the other base in 2 seconds, try to get the flag and hook back'. With laser jumping its still fast but it pays to protect your flag carrier when he is on his way back, It does make sense to grap the armor on top of the base when you just killed attackers, It does make sense to cover the middle area near the 100health and protect it for your attackers. It is possible to defend your base from the outside if you watch out. Its possible to catch someone that got your flag..
Well it was even worse on eggandbacon with the hook..
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Postby Psychcf » Thu May 10, 2007 1:18 am

ah, I remember those days. Here's one of my favorite grapple hoaring strats for facing worlds:

Code: Select all
+----------------+                   +----------------+
|     |___|      |                   |()    ____      |
| .---flag-.  ___|       (1)         |___  |    |     |
| |(2)____ | |   |<------------------|   | |____|     |
| |  |    |'-|___|--.            .---|___|--->        |
| |  |____|      |  '------------'   |      flag      |
| '------------()|       (3)         |     |''''|     |
+----------------+                   +----------------+


1. teleport to the roof/place with nex. Grapple and camp in the small nook in the enemy base where the mortar is. Wait for the base to get generally quiet/empty.
2. teleport, grab the electro, then spam the base with grenades. Grab the flag (don't forget that :D) and get out the most convenient way possible.
3. grapple/bunny hop back into your base.

surprisingly, this worked pretty well... :D
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Postby esteel » Thu May 10, 2007 11:55 am

Yeah and it was too easy.. While you are hooking around its very hard for others to aim at you, so unless you were hooking into their exact direction so even if you can't hide in that small mortar room it was enough to grapple around their base a bit till noone sees you hiding there.. So the only real fights were in the flagrooms and if the attackers won them to also captured.. Thats not my idea of CTF. It should be teamplay, skill and wit that wins..
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Postby giuseppe » Fri May 11, 2007 7:05 pm

divVerent wrote:
  • More than 16 slots do not make sense for CTF, as most maps (actually all but one) are not designed for so many players. The only map I can imagine working well with more than 16 players is the new cbctf4.



I have same idea. :!:
Each map is for a max number of players
and the author generally give an indication.
The way is have more good server like "RBI Beckstein vs Stoiber" .
I have bad ping but on it i can play (sure vs good players i have no chances :cry: )
Good idea for me have one server for little-medium sized map with no more 10 slot
and one server for large map with 16 slot.
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Postby esteel » Wed May 16, 2007 9:31 pm

Well there is a feature that works the other way round.. you can specify maximum and minimum player numbers for a map and those are used to skip the map if there are more the the said max or less then the said minimum players on the server..
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