News:

Login  |  Register

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Zakken

Pages: 1 ... 21 22 [23] 24
332
S2014 Demos / Week 3 - ADD vs TMC
« on: July 26, 2014, 05:44:40 PM »
Post all demos from the game in this thread. We need the POV from every player.

333
S2014 Demos / Week 3 - SUC vs SUPER
« on: July 26, 2014, 05:44:27 PM »
Post all demos from the game in this thread. We need the POV from every player.

334
S2014 Demos / Week 3 - SDC vs SHQ
« on: July 26, 2014, 05:44:13 PM »
Post all demos from the game in this thread. We need the POV from every player.

335
Super Chargers [SUC] vs [SUPER] SupeRBots
After an upset by SDC, SUC will probably go berserk for this week -- I have no memory of Ralphis' teams ever having a losing streak of over 1. Meanwhile, SUPER already has two harsh losses on the record, and if they don't snatch a good few points out of this game, they will be in serious trouble to clench a playoff seed. The map is somewhat open and mid-centered, and SUC's Mid presence has proven to be very strong, with the likes of RottKing and Starrk mopping the floor relentlessly, but SUPER's Mid has been their weakest spot thus far: fraggy players like Rude or Capo would do best in Mid, while a non-fragger like Intoxicate is best off playing a different position. Even if SUPER does patch up their Mid power, SUC's tricky green armor runs will throw them off regardless. SUPER has the means to tie or win a single round, but not the whole game.
SUC 2-1 SUPER (3 rounds)

Adderall Drunk Drivers [ADD] vs [TMC] The Mall Cops
The game featuring the top 2 teams (as I expect TMC to win their week 2 game, which hasn't happened yet as I am writing this post) will be a blast to watch. Two very capable teams, one with veteran high-level players with very stable D/Mid/O positions, and the other with a scary amount of fragging pressure. ADD is not a team to be easily intimidated, so it will be a tough game for both of these teams. Low-scoring all around, and it could very well last for the maximum 30 minutes, but I believe ADD has the clutch factor to barely win this one through.
ADD 1-0 TMC (3 rounds)

Stardust Crusaders [SDC] vs [SHQ] Shaq Fu

336
It begins, etc.

Week 3 - Map24 RAGECTF20
Jul 21 - Jul 27

Stardust Crusaders [SDC] vs [SHQ] Shaq Fu
Super Chargers [SUC] vs [SUPER] SupeRBots
Adderall Drunk Drivers [ADD] vs [TMC] The Mall Cops

337
S2014 Demos / Re: Week 2 - SDC vs SUC
« on: July 17, 2014, 06:03:36 PM »
https://www.dropbox.com/sh/nav5zaoa7gc1hg2/AAAzrcGjddGOAshMPd3fnkwBa

The demos that are dated to July 17th are the ones you're looking for.

338
[SUPER] SupeRBots vs [ADD] Adderall Drunk Drivers
Coming out of rather salty results, both teams will play ferociously in order to re-establish themselves in the standings. MAP06 will give them a lot of room to exert their aggressive offense. ADD will be one step ahead since Water and Dragon have previous league experiences in this particular map. SUPER will have a rough time adapting, and I reiterate that just like in last week, Rude should invest on their defense in order to stand a chance. Maybe get Capo to assist him? ADD may leak a few captures throughout the rounds, but they will easily rebound if needed. This game could end in just 2 rounds.
ADD 2-0 SUPER (2 rounds)

[SHQ] Shaq Fu vs [TMC] The Mall Cops
The two most expensive players will face each other off this week. Both Wazzup and Shane will prove to be annoyances to their enemies, but the deciding factors will be the other players involved. TMC will probably have a much greater control on Mid, leaving little room for either Nub_hat or Tony to run much. DemonSphere and Reckless will frag it up ruthlessly, and it is possible that they even get away with 4 more points to their score, but I believe SHQ has the means to drag it out for a while longer.
TMC 2-1 SHQ (3 rounds)

[SDC] Stardust Crusaders vs [SUC] Super Chargers

339

341
[TMC] The Mall Cops vs [SUPER] SupeRBots
Both rookie captains face off in a test of mettle, where only the team that shows more effort in studying the map will come out victorious. DS's team has a lot of firepower to hold defense, but their offense will be steadily slow and not very effective -- at least one of the members in the team will need to practice running full-time if they hope to get scores. Meanwhile, Rude's budget team has the offensive means to lucky out with a few flags, but at what cost? Rude's best bet is to stay back and defend while Capo frags the middle and Intoxicate runs. It will be a very heated game, and while the Mall Cops seem to have the upper hand in terms of map control, the SupeRBots also have decent rebound and clutch strats, and they shall not let their opponents get away with a short win.
TMC 1-0 SUPER (3 rounds)

[SUC] Super Chargers vs [SHQ] Shaq Fu
Week 1 games featuring Ralphis are always fun to watch, after witnessing a good few IDL games. I personally would love to see RottKing get back in the game and free himself from the rust he's collected for so long, because his last performance in priv left a lot to be desired. Overall I expect this game to have many scores coming from both teams, since Ralph's team is heavily offensive (no big surprise there) and so is Tony's (his only defense-oriented player is Wazzup). This match could go either way -- such is the nature of both teams, but I'll assume SUC is going to triumph with more efficiently aggressive strats.
SUC 2-0 SHQ (2 rounds)

[ADD] Adderall Drunk Drivers vs [SDC] Stardust Crusaders

342
WDL Summer 2014 / Re: WDL Summer 2014 Draft Results and Discussion
« on: July 03, 2014, 12:43:53 PM »
Amazing draft, everyone! There were a few disturbances, like people outside our streaming channel poking us and sending us whispers with Mexican music -- I hope everyone had their laughs as much as we did, as we swiftly dealt with them. It was a very enjoyable pre-draft panel: I think we cleared up many doubts regarding the league and awakened the interest of those who were still on the fence about it. The draft itself was a blast thanks to the auction system! It kept us and the viewers on their toes on each pick, ultimately bringing fun to everybody involved.

The drafted players were all great choices in my opinion, but it is still saddening that other active and growing players such as Dastan, IdeIdoom and Shift weren't picked. They should definitely be traded into a team in times of need. All in all, thank you to all of the whooping 40 viewers who stuck around through the whole event, and let's all have a great season together.

343
WDL Summer 2014 / WDL Summer 2014 Draft Results and Discussion
« on: July 02, 2014, 10:39:01 PM »
Teams

Team Rude
Rude, bonesawdecima, Intoxicate, Dranzer

Team Zakken
Zakken, Yorick, Bless, Legion

Team Ralphis
Ralphis, HeX9109, Starrk, RottKing

Team DemonSphere
DemonSphere, Reckless, Shane, PerroNDoN

Team Water
Water, Tai, Pollution, Alt_Stab

Team Climhazzard
Climhazzard, Wazzup, Nub_hat, Psyych


Auction draft timeline
  • Rude: HeX9109 ($8) ---> Ralphis (1st)
  • Zakken: Tai ($13) ---> Water (1st)
  • Ralphis: Yorick ($9) ---> Zakken (1st)
  • DemonSphere: Starrk ($9) ---> Ralphis (2nd)
  • Water: RottKing ($13) ---> Ralphis (3rd)
  • Climhazzard: Bless ($8) ---> Zakken (2nd)
  • Climhazzard: Pollution ($11) ---> Water (2nd)
  • Water: Reckless ($7) ---> DemonSphere (1st)
  • DemonSphere: bonesawdecima ($10) ---> Rude (1st)
  • Zakken: Legion ($10) ---> Zakken (3rd)
  • Rude: Wazzup ($23) ---> Climhazzard (1st)
  • Rude: Alt_Stab ($4) ---> Water (3rd)
  • DemonSphere: Nub_hat ($4) ---> Climhazzard (2nd)
  • Climhazzard: Shane ($20) ---> DemonSphere (2nd)
  • Climhazzard: Psyych ($3) ---> Climhazzard (3rd)
  • DemonSphere: Intoxicate ($4) ---> Rude (2nd)
  • Rude: Dranzer ($2) ---> Rude (3rd)
  • DemonSphere: Perrondon ($3) ---> DemonSphere (3rd)


Free agency

BloodSkull
by-Zero
Dastan
dingdang
DoomKid
IdeIdoom
Infamousjohncook
Infante
Mobius
Quiksilver
Shift
TMD
Uggi






344
WDL Summer 2014 / WDL Summer 2014 Team Names
« on: July 02, 2014, 09:38:35 PM »
Here, we will announce the team names as they become official. EDIT: All names have been added.

Rude: [SUPER] SupeRBots
Zakken: [SDC] Stardust Crusaders
Ralphis: [SUC] Super Chargers
DemonSphere: [TMC] The Mall Cops
Water: [ADD] Adderall Drunk Drivers
Climhazzard: [SHQ] Shaq Fu

345
WDL Discussion / Private CTF: Rules and Guidelines
« on: July 01, 2014, 12:38:18 AM »
Definition

Aside from WDL team practice sessions, which are scheduled and managed by their respective teams, our main gaming hub is the Private CTF sessions, or "priv" for short. Its namesake derives from the fact that the server where it takes place requires a password for anybody to join in and participate. This is a basic measure to prevent troublemakers and/or completely oblivious players to disrupt the game proceedings.

Unlike public CTF events, where you are free to hop in or out at your leisure, Private CTF has its own dodgeball-inspired system, to ensure that games will be fair and fun. A minimum of 6 players are required for Private CTF to officially begin.

Procedures
  • Players get ready to play by using the ready command (the default button is the Home key) or by typing "ready" in the console. Ready players are denoted by their green-colored name in the scoreboard, instead of the usual white color. If a player cannot or does not want to play, and just wants to watch the games unfold, they shall stay not ready, or just use the ready command again if they accidentally got ready once.
  • Players call a vote for random captains, which will randomly select two players out of the ready pool to join the game on opposite teams. These two players will be the captains of each team. This particular vote can be done with the command "callvote randcaps" in the game console.
  • The captain who makes the first pick is the one with the highest ping (latency) among the two. The other captain picks the map that will be played. If both captains have similar ping, they can have an agreement on who gets first pick or map, or they can settle it through a coinflip vote with the command "callvote coinflip".
  • The first captain picks a player out of the ready pool to join their team. Afterwards, the second captain picks a player to join their team. Then, the first captain picks a second player to join their team, and so on. The player picking process ends when both teams reach 3 or 4 players, depending on the amount of available players.
  • The second captain picks the map that the two teams will play on. It can be any of the existing maps in the WDL wad.
  • After both teams are ready to play, the vote for the picked map is called. This is done with the command "callvote map mapXX", where XX is the map's number.
  • Once the game is finished, the teams are disbanded and players start over from the first step.

Rules
  • A minimum of 6 players are required for Private CTF to officially begin, in order to meet the 3vs3 standard. There is no maximum limit to the amount of players who can participate in Private CTF at once, but mind the server's own player limit if the session gets too crowded. No Private CTF rules or proceedings apply if there aren't enough players -- they are free to idle or play practice games, for example.
  • If there are 6 or 7 players, games are played on a 3vs3 setting. If there are 8 or more players, 4v4 is the norm. It is strongly recommended not to play 3vs3 if the amount of available players allow for 4v4.
  • A player who was not ready before the picking procedures began, but gets ready in the middle of the process is not eligible to be picked. This is the common "midpick" scenario. They will only be made eligible starting from the next game.
  • In the opposite scenario, if a player who was ready before the picking process becomes not ready in the middle of it, they will stay ineligible until the next picking process if picks were made while the player was not ready, even if they get ready again afterwards. If a player refuses to play for a given team, they will be forced into a not ready status for the remainder of that particular game.
  • During a game, if one of the active players has to disconnect or times out for any acceptable reason, any of the spectating players is allowed to join the game and fill in for the disconnecting player. If there are no spectators who can play, the disconnecting player's opposing team must make their 4th player to spectate in order to retain an even amount of players in each team. If the game was already in a 3v3 setting, Private CTF will be halted until 6 players become available.
  • Everybody who is going to play a particular game is required to play it from start to end -- if somebody abandons the game for any reason deemed unacceptable by the administration team, that player will be punished.
  • It is strongly advised not to pick the same map a second time over the course of 5 games. This rule may be averted if all active players have no problems with playing the same map again, but the higher priority shall always be granted to those wishing for different maps.
  • No cheating, impersonating or using unknown aliases in the server. This goes without saying. Players must inform everybody, specially the administration, about any alias changes.
  • Do not stall Private CTF's proceedings for too long. It is perfectly possible to set up a game in just 5 minutes.
  • It is prohibited to perform game fixing, which includes throwing a game.

Guidelines
  • Be a good sport. Avoid mocking the enemy team or excessive gloating if you win, and avoid bursting out if you lose. Doing it subtly at times is not a big deal, but don't go overboard.
  • Take advice from others, and offer advice yourself if you believe somebody needs it.
  • While fist-running and other handicapping measures are not always considered part of game fixing, do avoid doing so. It is really nothing but mockery at the opposing team and sometimes, even at your own team.
  • Don't always pick the same people over and over again. Nobody was born a skilled Doom player, so everybody knows how demotivating it is to sit out of several games in a row. When you become a captain, give new players a chance every now and then.
  • If possible, avoid picking overplayed maps. It increases players' odds of getting bored, which eventually leads to them leaving Private CTF.
  • If a Private CTF session is underway, it is a good idea to inform Doom friends about it. A well-populated Private CTF is a good one.

Contact
In order to know the password, and to be informed whenever people are gathering to start a Private CTF event, or when you want to start a session yourself, hit us up at the IRC channel #wdl in irc.quakenet.org. We'll see you there!

Pages: 1 ... 21 22 [23] 24