r4e11b
Hi,
Another incarnation of the lame, easy and ... funny (for some) config of rail4ever server.
Have fun!
Can you post what has changed?
is that the one that is on rail4ever server ?
it's crap gauntlet is now useless because weapon switch time is too high + why the hell in gametype 1 u have spawn protection ruined my favorite 1v1 server bring back r4e09f
is that the one that is on rail4ever server ?
it's crap gauntlet is now useless because weapon switch time is too high + why the hell in gametype 1 u have spawn protection ruined my favorite 1v1 server bring back r4e09f
Thanks Glizda.Looking forward to checking out what you have done with the cfg although it is one of my favorites as it is.
why the hell in gametype 1 u have spawn protection ruined my favorite 1v1 server bring back r4e09f
I see this question a lot. To me it is obvious. When awesome players go on a mad spawn fragging rampage they don't deserve the points they are getting.Nothing sux more than getting spawn fraged 5-10 times in a row. You don't even have time to get a kill because the game is over in just a couple of minutes. In my opinion all gametypes should have some sort of spawn protection.
wrote:why the hell in gametype 1 u have spawn protectionwrote:I see this question a lot. To me it is obvious. When awesome players go
on a mad spawn fragging rampage they don't deserve the points they are
getting.Nothing sux more than getting spawn fraged 5-10 times in a row.
You don't even have time to get a kill because the game is over in just a
couple of minutes. In my opinion all gametypes should have some sort
of spawn protection.Ditto - I could not agree more. I think it will stay as it is now.
ok ok but fix gauntlet
7. Railgun knockback set to 150 - easier to fly high for lamers like me
It is good also for CTF!
and I agree, need time for check and assess
51 hits and only 15 score. I think that in cfg should not be spawn protect except Ftag/CA/PTL and maybe FFA gametype. In other gametypes (TDM CTFs 1on1) its not necessary. Its probably that on other maps like dm1 dm2 (and any other), players will not even do one spawnkill. Spawnkilling is way how player show his knowlegde about map and how he control it Its important on some 1v1 maps and its esence of TDM gametype, where efficience is more important that in FTAG or CA - in those two gametypes we have more factors influencing to gamestyle. Like example being frozen, or being dead till end of round. In FFA it should force player to start selecting victim, and let others to take their position away from spawnpoint
I do not like changing g_speed value. It ruins in some situations feelings about that where enemy will show. From what door will go out or after how much time will land at ground. Also i think that g_speed is changing railcycle (like timescale)
Personaly i know only efreeze mod, where g_speed is changed permanent. And it is not comfortable for me
Maybe anticamp should be more powerfull, to force player for quicker change of his campplace
OFC, config is still playable and comfortable. I like lil bigger knockback and I appreciate that you rewrite it. Now looks like it should to look.
Spawnkilling is way how player show his knowlegde about map and how he control it Its important on some 1v1 maps and its esence of TDM gametype, where efficience is more important that in FTAG or CA - in those two gametypes we have more factors influencing to gamestyle. Like example being frozen, or being dead till end of round. In FFA it should force player to start selecting victim, and let others to take their position away from spawnpoint
f1
Maybe anticamp should be more powerfull, to force player for quicker change of his campplace
agree, it will make me move again my gamestyle lately got very influenced by standing on the bridge and aiming at spawns xd
OFC, config is still playable and comfortable. I like lil bigger knockback and I appreciate that you rewrite it. Now looks like it should to look.
yes, yes, good to see some action but overal did too many :E r4e09f was almost perfect, should've just tweak it up lil' tiny bit and finito xd and u failrd xd
edit: failed in writing "failed" gg
Spawnkilling is way how player show his knowlegde about map and how he control it Its important on some 1v1 maps and its esence of TDM gametype,
This is reminds me this ... But Examples u cant find much more .
Hi!
Thank you for comments. Suggestions are really welcome.
Changes, compared to r4e09f:
1. The whole config was cleaned and rewritten. A lot of stuff with default values was removed. I wanted it to look like a proper piece of code, i.e properly indented, taking advantage of predefined e+ constants where possible. It makes the whole thing more understandable, durable and easy to work with.
2. Increased g_speed to 375. Just found it funny to run more like in Benny Hill shows.
3. DM_TELEPORT_SPEED added to DM Flags. It gives better continuity of movement, makes more difficult to hit somebody going through teleport. I like it.
4. No drops, no unnecessary items on the map - its a simplistic config.
5. Weapon switching time changed to the default...
I see the point, thank you for the input. I wanted it to be a bit slower compared to r4e09f, but maybe default values are too slow. I will check it out and rethink again.
6. Anticamp does not only warn you, like it was in 09f (the one from before r4e09f cup ). If you ignore it for too long, it will do its job. There is no health regeneration.
7. Railgun knockback set to 150 - easier to fly high for lamers like me
8. Spawn protection...
Ditto - I could not agree more. I think it will stay as it is now.