BnS AoS League Discussion
-
Jdrew
Mapper
- Posts: 4808
- Joined: Tue Oct 30, 2012 10:48 pm
Flanking is a type of tactic so I think that should be no water damage as it will make the matches harder
-
Handles
League Participant
- Posts: 1087
- Joined: Tue Jan 08, 2013 9:46 pm
Yes but it is pretty frowned upon in these small 5v5 matches where a good water flanker could win the game for a team and it isnt in the spirit of the game.
-
PABH
Deuced Up - Posts: 261
- Joined: Mon Nov 05, 2012 5:56 pm
jdrew wrote:Flanking is a type of tactic so I think that should be no water damage as it will make the matches harderWater flanking ruins the point of... maps.
-
Vengeance
Deuced Up - Posts: 350
- Joined: Mon May 06, 2013 12:07 pm
Yes, for only 5 vs. 5, like Strike said, it is annoying, since they can walk far out in the water, then walk to your base. So it does sorta ruin it.
-
Handles
League Participant
- Posts: 1087
- Joined: Tue Jan 08, 2013 9:46 pm
PABH wrote:That^ A map is designed to make the teams play a certain way and by wide water flanking the tactical side of each individual map is gone.jdrew wrote:Flanking is a type of tactic so I think that should be no water damage as it will make the matches harderWater flanking ruins the point of... maps.
-
TB_
Post Demon
- Posts: 998
- Joined: Tue Nov 20, 2012 6:59 pm
Reason why I want borders around like nether, is because I think doing things like this is okay:

Basically, running to grab the intel, and walking along the shore to get cover.
Going around the entire thing isn't as fun though.

Basically, running to grab the intel, and walking along the shore to get cover.
Going around the entire thing isn't as fun though.
-
FaultCheck
Coder
- Posts: 171
- Joined: Sun Nov 11, 2012 7:02 pm
-
STRIKE081 wrote:I have to agree with Strike on this one, if we had the ability to change the bounding size of the maps, to allow smaller maps without having an entire shallow ocean around it I don't think it would be an issue, but with the existing format, smaller maps really open it up to a cheap tactic....PABH wrote:That^ A map is designed to make the teams play a certain way and by wide water flanking the tactical side of each individual map is gone.jdrew wrote:Flanking is a type of tactic so I think that should be no water damage as it will make the matches harderWater flanking ruins the point of... maps.
I like TB's idea, I think that simulates a real ocean in the fact that it may have a 5 or 6 wide ridge of shallow water, but the further from land you go, the virtually deeper it would get and kill you, we all know deuces can't swim, and I think this plays out to a more real world feel, you can try and flank via coastline, but swimming out in the deep ocean is not really a true option at the individual level, and would stop the cheap tactic from ever taking place, but still allow a natural coastline.
One downside, if it's not tuned just right, is bodies of water within the playing field may also not meet requirements and cause you to die... Isn't there a script that makes a virtual bounding box, that may be a better option, for the smaller center island maps, just cut it down to a more reasonable bound around the island instead of leaving so much accessible shallow water, and if you end up hitting the bound you take damage... wonder if there is a way to tweak it, auto making blocks outside of the area black, so any map would show the clear bounding dynamically?
-----------------------------------------
FaultCheck - May the block be with you...
Blockman2D Ace of Spades Classic Map Generators and Tools
http://blockman2d.herokuapp.com/
<@izzy> ohh you just got FaultCheck'd
-
Sonarpulse
Coder
- Posts: 443
- Joined: Thu Dec 13, 2012 7:18 pm
Ideally, raise the water height so we can have real oceans: when your head is under water you starting losing health.
-
TB_
Post Demon
- Posts: 998
- Joined: Tue Nov 20, 2012 6:59 pm
FaultCheck wrote:Isn't there a script that makes a virtual bounding box, that may be a better option, for the smaller center island maps, just cut it down to a more reasonable bound around the island instead of leaving so much accessible shallow water, and if you end up hitting the bound you take damage... wonder if there is a way to tweak it, auto making blocks outside of the area black, so any map would show the clear bounding dynamically?
That's exactly what the script on nether does. If you go out of the zone, it tells you that you have X seconds to get back or you'll die. Which is perfect for this.
-
Vengeance
Deuced Up - Posts: 350
- Joined: Mon May 06, 2013 12:07 pm
Yea, that the nether script would be good for this I guess. But now are we going to use it?
-
TB_
Post Demon
- Posts: 998
- Joined: Tue Nov 20, 2012 6:59 pm
Vengeance wrote:Yea, that the nether script would be good for this I guess. But now are we going to use it?Well, would be silly to use it now, but I don't see why we wouldn't when the tournament starts.
-
Vengeance
Deuced Up - Posts: 350
- Joined: Mon May 06, 2013 12:07 pm
Ya, I guess that would be stupid. But I'm all for using it for the tournament.
-
danhezee
Former Admin / Co-founder
- Posts: 1710
- Joined: Wed Oct 03, 2012 12:09 am
List of things to fix or add to match.py
- reset the intel to the original spawn if it lands in water. The push script does this.
- use /time to check to see what the current time is, available to all players.
- after the timer starts global chat is disable unless you are admin or trusted, resets vack to normal after the match.
- we need another timer command for the finals, maybe /finals <time>. It would allow the match to go into overtime if the teams are tied after the timer expires.
- The last minute doesnt countdown correctly. It waits a minute and then starts the 60 second countdown.

-
TB_
Post Demon
- Posts: 998
- Joined: Tue Nov 20, 2012 6:59 pm
danhezee wrote:
- reset the intel to the original spawn if it lands in water. The push script does this.
Wouldn't it just be better if there was a limit for how long you could walk out? As discussed previously, I don't really understand the whole water-phobia thing here.
-
foxtwixx
Deuced Up - Posts: 43
- Joined: Sat May 11, 2013 7:37 pm
danhezee wrote:I was thinking we should create an official league for 3 man and 5 man teams. There would be official matches that would count towards your teams win/lose record. We could have leader boards so teams could see their rank. One of the hardest parts about doing something like this is coordinating matches but I think match creation could be automated. tGM worked on a gather script which would create a server on the fly for people to play AoS in IRC. We could expand on the gather script and have it verify teams and record the final score.Hey all! Our Fox Clan search a Clan against we could fight in the League! Please Give us a answer via buildandshoot Privat message or give me a message via Skype
Skype : ananasface
Xoxo <3
TwiXx
Who is online
Users browsing this forum: No registered users and 35 guests









