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Author Topic: Week 2 - Map23 RAGECTF10 [Feb 2 - Feb 8] Discussion  (Read 28504 times)

DemonSphere

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Re: Week 2 - Map23 RAGECTF10 [Feb 2 - Feb 8] Discussion
« Reply #15 on: February 04, 2015, 05:29:43 PM »
Apologies to any on TS during my practice this morning about my lift rage and weapon switch rage.

capo

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Re: Week 2 - Map23 RAGECTF10 [Feb 2 - Feb 8] Discussion
« Reply #16 on: February 05, 2015, 03:01:22 AM »
It's cool. We all love ya DS.  :-*

legion

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Re: Week 2 - Map23 RAGECTF10 [Feb 2 - Feb 8] Discussion
« Reply #17 on: February 05, 2015, 05:49:18 PM »
this just in again:

THE FUCKING LIFTS ARE BROKEN

Xenaero

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Re: Week 2 - Map23 RAGECTF10 [Feb 2 - Feb 8] Discussion
« Reply #18 on: February 05, 2015, 11:20:43 PM »
Um.

capo

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Re: Week 2 - Map23 RAGECTF10 [Feb 2 - Feb 8] Discussion
« Reply #19 on: February 06, 2015, 01:11:58 AM »
Its somehow broken online on odamex, in singleplayer the lifts works perfect. Its just odamex and lifts its long story :D. Water used here hexen tag  "player walks over" and its how the lift go up. The solution when this happens and you stay down stuck is just stay calm how much possible and walk back on start of this lift where is the tag line, i think also run on the lift without strafe50 can helps too a bit. I think if you are too fast on the lift you just broke it.
Also on king1 is similar lift like this and i think its ok there. Or you stuck down really very rarely. The lift is doom in doom format. Could try make like this on map 23. I think its even better than make it just time lift.
« Last Edit: February 06, 2015, 01:26:03 AM by capo »

Ralphis

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Re: Week 2 - Map23 RAGECTF10 [Feb 2 - Feb 8] Discussion
« Reply #20 on: February 06, 2015, 10:33:01 AM »
The lift isn't broken. If you press against it when it comes down, you will sometimes cross the line before the lift hits the ground (because you will walk into the lift like it's a step once it gets to 24 units tall). It's simple Doom mechanics. If the lift hasn't hit the ground yet and you've passed the line, it won't activate.

legion

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Re: Week 2 - Map23 RAGECTF10 [Feb 2 - Feb 8] Discussion
« Reply #21 on: February 06, 2015, 12:23:23 PM »
claiming its doom or odamex doesn't change the fact that its BROKEN

Zakken

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Re: Week 2 - Map23 RAGECTF10 [Feb 2 - Feb 8] Discussion
« Reply #22 on: February 06, 2015, 12:51:02 PM »
TL;DR: GPS is so free this week. :-X

capo

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Re: Week 2 - Map23 RAGECTF10 [Feb 2 - Feb 8] Discussion
« Reply #23 on: February 06, 2015, 01:52:02 PM »
The lift isn't broken. If you press against it when it comes down, you will sometimes cross the line before the lift hits the ground (because you will walk into the lift like it's a step once it gets to 24 units tall). It's simple Doom mechanics. If the lift hasn't hit the ground yet and you've passed the line, it won't activate.

Ye this sounds about right. But i dont understand one thing, why this never happens in singleplayer. I tested this map offline and the problem never occure. So what are settings we use online that the lift get "mad".

nub_hat

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Re: Week 2 - Map23 RAGECTF10 [Feb 2 - Feb 8] Discussion
« Reply #24 on: February 07, 2015, 06:09:15 PM »
Advanced stat dump based off stats available on the main site using an efficiency calculation separate from the one on the main stats page.



Week 2 Dream Team
D - (SDC)Zakken (54.8) 645.4 Damage per minute, 2.1 Flag Defenses per minute
M - (WUM)Water (42.4) 758.2 Damage per minute, 115.5 Damage/Frag ratio
O - (SDC)Tai (41.1) 0.22 Captures per minute, 2.6 Touches per minute



Week 2 Efficiency Leaders (minimum 5 minutes played)
 1. (SDC)Zakken (54.8)
 2. (WUM)Yorick (52.0)
 3. (NSP)rude (49.4)
 4. (SUC)HumanBones (48.2)
 5. (SSG)IdeIdoom (47.1)
 6. (GPS)Jwarrier (45.8)
 7. (WUM)Water (43.5)
 8. (SDC)Tai (41.1)
 9. (SDC)Wazzup (41.0)
10. (SSG)DemonSphere (40.2)

Week 1 Defensive Leaders
 1. (SDC)Zakken (54.8) 645.4 Damage per minute, 2.1 Flag Defenses per minute
 2. (WUM)Yorick (52.0) 653.5 Damage per minute, 2.3 Flag Defenses per minute
 3. (NSP)rude (49.4) 702.4 Damage per minute, 1.9 Flag Defenses per minute
 4. (SUC)HumanBones (48.2) 712.4 Damage per minute, 2.0 Flag Defenses per minute
 5. (SSG)IdeIdoom (47.1) 644.4 Damage per minute, 2.4 Flag Defenses per minute

Week 1 Supporting Leaders
 1. (WUM)Water (42.4) 758.2 Damage per minute, 115.5 Damage/Frag ratio
 2. (SDC)Zakken (41.0) 645.4 Damage per minute, 107.6 Damage/Frag ratio
 3. (GPS)Jwarrier (39.9) 747.1 Damage per minute, 113.3 Damage/Frag ratio
 4. (SDC)Wazzup (39.1) 776.8 Damage per minute, 109.7 Damage/Frag ratio
 5. (SSG)IdeIdoom (37.5) 644.4 Damage per minute, 105.8 Damage/Frag ratio

Week 1 Offensive Leaders
 1. (SDC)Tai (41.1) 0.22 Captures per minute, 2.6 Touches per minute
 2. (SDC)Wazzup (41.0) 0.32 Captures per minute, 1.9 Touches per minute
 3. (SDC)Zakken (38.6) 0.16 Captures per minute, 0.2 Touches per minute
 4. (WUM)Torvald (37.5) 0.23 Captures per minute, 2.5 Touches per minute
 5. (SSG)DemonSphere (37.0) 0.28 Captures per minute, 2.0 Touches per minute



Season Efficiency Leaders after Week 2 (minimum 10 minutes played)
 1. (GPS)Alt_Stab (60.5)
 2. (SDC)Zakken (53.6)
 3. (WUM)Yorick (52.8)
 4. (SSG)DemonSphere (52.3)
 5. (SDC)Wazzup (49.0)
 6. (NSP)rude (48.8)
 7. (GPS)Legion (47.6)
 8. (SSG)IdeIdoom (47.1)
 9. (SUC)HumanBones (46.7)
10. (NSP)Xenaero (45.6)
« Last Edit: February 07, 2015, 06:12:49 PM by nub_hat »