Author Topic: Free For All Arena - Organized Deathmatching! *WAREHOUSE!*  (Read 4429 times)

Pretty sure Lemon was the first person to do this...
Woah hold up, you're Lemon?
« Last Edit: April 28, 2013, 08:59:26 PM by Ticonderoga »


can you reconfigure the spectator room to use buttons and not a glitchy sit system? simplifying it into a button or a teleport event would make things simpler to manage, less glitchy when it comes to exiting camera.

and i'm guessing that's the thing that's keeping you from doing multiple arena matches at once, which would allow you to configure it so we don't have to wait so much (even though the wait is rather short). is that it?

I can fix the spectators, however that's not whats holding back the multiple matches. The reason I'm hesitant to do that is because of the countdown timer. It would get confusing with minigame events. However, I may have a work around that'll I have to try some other time. I also may have found a solution to making it automatic, but I'm still having one issue with it being able to tell if players are dead or not. Because of minigame events though, I may have to remove a feature to get multiple matches going. We'll see.

These are all written down only to improve, I still have yet to work in the balances as Ladios was talking about with the OP guns, and what to do with SP. So testing with guns will be looked at as well to see what are Completely crazy to whats a good balance.

I can't work on it for a little bit because of work but I'll try to get some updates done and we can play again this weekend.

I enjoy this server, nice work.

For the countdown timer, you could use client-sided events. when the match is ready the player running the game can activate a button that enables certain onPlayerTouch events on the spawn plates, which send client-sided messages and countdown.

As for making it automatic I don't think that's 100% necessary. Having a player moderator I don't think is the problem; rather, its just the number of games running. Two games at one time should be enough to satisfy a 16-player server (6 players avg per game, 12 players playing at once).

Since I really want a firing range integrated i'll build/set up one tonight. Dunno if you would want one, but I'll do so anyways.

EDIT: maybe if you don't end up using it as a firing range, it could be converted to a map.



Regarding shotguns, I think its less the shotgun is OP and rather the arenas are so small that they can be overused. It's like Ligacy Warfare; some maps favor some guns over others. If you vary it up enough (space out spawns, give cover, etc) it shouldn't be a problem. I doubt shotguns are OP on maps like Park.

Just don't make the fast-firing, semiauto shotguns available for players to use.
« Last Edit: April 29, 2013, 09:47:30 PM by Conan »

I've actually found that there's been less complaining with shotguns just out of the picture. I've actually found people having more fun without them. Since you've last played cover has been added to park and I'm re working sawmill to support 10 players safely.

Just so people are aware, I'm probably removing the FAL, Tact Magnum, Normal Magnum, and the Scar. Again I'll work on finding out what damages are on each and change accordingly.


I've actually found that there's been less complaining with shotguns just out of the picture. I've actually found people having more fun without them. Since you've last played cover has been added to park and I'm re working sawmill to support 10 players safely.

Just so people are aware, I'm probably removing the FAL, Tact Magnum, Normal Magnum, and the Scar. Again I'll work on finding out what damages are on each and change accordingly.


whaaaaat? you're (considering) removing all the good weapons ;-;

how about you buff the automatics like AK 47? make them deal more damage instead of removing all the good skill based weapons. or reverse that: reduce damage of these weapons you have listed

oh, and make the revolver a primary, rather than a secondary and primary.



it seems like you're intent on making it so that everyone uses more than a specific set of weapons. but understand that removing the ones people use most only make them revert to other ones which they'll use most, and so forth until you pretty much have the same weapon up on the wall 5 or so times, except they're reskinned.

the solution to this issue is to have maps like City Block, which gives people using automatics an advantage since the arena is too small to use ranged rifles as well. having close range maps that force players into combat, without knowing who is where, can debuff weapons just as well as damage reduction and script editing can.

if you've ever played Ligacy Warfare, "The Grand" is a good example. All weapons work well in the limited area, but given the amount of player contact and combat, automatics tend to work best. The Gallery is similar; in this case accurate automatics or rifles work best, any spam-based or high-damage-per-second weapon really.
« Last Edit: April 29, 2013, 11:31:19 PM by Conan »

I honestly find that all the weapons work well in there respected ways. I can still play and get points with all weapons on the wall but some find it harder.

I was thinking about it earlier today and I may implement a "new player" system which I'll go into further detail when it's nearing completion. This way new players who are learning will have a better chance at surviving.

Me like.
What texture pack you use?(studs)
If you need testers(for maps) let me know.

Default, and as for testing, just join when it's up. It's all public.

i might throw together a small map later next week.

probably would only be suitable for 4-6 players though.
also, bump.

Okay, I have another 9 or 10 player one almost done. Should be up either tomorrow or Saturday.


i love it how its so simple. simple builds means less lagg (to 1Gb ram laptops) and less lag means BEST DM EVA!!!!!