Poll

Which weapon pack?

Tier+Tactical (No raycasting snipers will be included)
GCat's Default Weapons
Frog's Weaponry
40k Warhammer
Battlefield 3
NEkram's WWII Weapons
Hells&Khain Weapons
Blockombat
Default Weapons
TF2 Weapons
Other (Please specify)

Author Topic: Joffrey's TTDM [Server Down]  (Read 1843 times)

When would you guys like for me to host betas during the week?
« Last Edit: August 25, 2013, 07:59:10 PM by Joffrey »

During the weekends would be preferable, since some people have school in the upcoming week/right now.

Yo, where's H&K in that poll.

Yo, where's H&K in that poll.

Ffffff-

How'd that slip mah mind?!

Thanks for reminding me.

During the weekends would be preferable, since some people have school in the upcoming week/right now.

Mk. Maybe somewhere between Friday-Sunday?





Reset the vote count to include all possible weapon sets.

Sorry for any inconvenience.

Just wanted to let you guys know that I'll be launching a beta around 5 pm PST.



Some pointers on today's beta:

- The shop is entirely VCE-based.
- Instead of free-for-all weapon gain, there are classes. This is to prevent people from obtaining all the best/OP weapons; to ensure balance.
- There are only four classes for now, comprising of Sniper, Assault, Support, and Medic. I will include more classed that I've planned later on.
- We'll first start off by using T+T and Frog's Weaponry. As sad as it may seem, T+T is the only weapon pack I've come across that has the variety I need. :(
- The map is small for now. I will increase its size after today's beta.
- Both teams spawn in separate rooms and have separate shops.
- I do have item saving enabled, so don't worry about one-time purchases.



So yeah, that's pretty much it. I'm shooting to launch somewhere around 5 pm.

Also, I'm going to be hosting this on my computer, seeing as I don't have the funds needed to buy a dedicated server as of yet. So if any of you encounter lag spikes, I apologize beforehand.

See ya soon!
« Last Edit: August 30, 2013, 08:08:06 PM by Joffrey »

Encountered bugs. Will rehost either later on or tomorrow.
« Last Edit: August 30, 2013, 08:30:38 PM by Joffrey »

ok here's an innovation I put up to someone else a while ago and I think this could definitely use it.



Most trench tdm's suck mainly because players start with nothing as a base and everything is out of place. Most of the combat involves walking long distances which gets boring fast, and trying to dig anything is really ad-hoc and doesn't work well since its easy to die, and the buildings that take a while to create do little in actual "defense". Tunnels are extremely easily taken over or infiltrated and are a tactic that, although would be really innovative and fun, fail to live up to the digger's imaginations.

What I proposed was what you could call is a traditional TDM with Trench digging added in. In the design, each side would have a base (built on baseplate plates so you can't dig up the floor) which would provide cover across a "no-man's land" about 3 64x baseplates wide. In each base, a specific area in the back would be open (uncovered by baseplates) for trenching tunnels. Players, instead of having to build everything - bases, cover, trenches, etc - would have an area for fighting already, and in addition the solid bases would mean that you can eliminate the long walking distances to prevent trench player griefing (at least to a point).

In this design, digging in the no man's land would (as it originally is) be extremely dangerous since players on both sides would be shooting across it. This forces players to instead, use the back area to dig tunnels that lead out into the no man's land, where then they can dig up to create trenches, followed by cover. Players that are smart would also dig defense tunnels that are meant to intercept enemy tunnels and render them unusable by camping them, forcing diggers to be fluid in their ability to adapt tunnels and/or quickly wall off some tunnels and dig new ones, or dig countermeasure tunnels or open caverns where some players can sit inside and/or use walls for cover.

You could also make it a CTF instead, and in this case then players would have to dig and infiltrate the enemy base, trying to navigate around and access the enemy's back "digging area" and using that to get the flag before retreating into the tunnels to head back.

This design is true "trench" warfare since the emphasis would be on making trenches rather than elaborate structures.
« Last Edit: August 30, 2013, 08:30:53 PM by Conan »