TST 2011.01 - 16th of January - 32 teams / 64 players

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gawdzilla
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TST 2011.01 - 16th of January - 32 teams / 64 players

Post by gawdzilla »

Hello, its time for another TST! This will happen the 16th of January @ 19:00/45GMT.

Sign-ups open thursday December 23rd at 00:00, closes sunday January 10 at 23:59. As usual, you can find all the information you need on the TST website. If you have any questions, either post in this topic or contact me/epsy via PM/IRC (#armagetron).

FAQ

Help, the email I'm using at sign ups doesn't work!
Try using a different adress; @hotmail.com should always work. If it still doesn't work, you're probably doing it wrong. Contact me or epsy via PM/IRC.

Am I banned from the TST?

No Mkay, you are not banned. Yet.

There's no admin in my server! How do we start?
There aren't many volunteers for this tournament because everyone wants to play. If there isn't an admin to start your match then discuss with the other teams when you'll start (i.e. next match.)

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compguygene
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Re: TST 2011.01 - 16th of January - 32 teams / 64 players

Post by compguygene »

I just put back up TSP KS TST server. It is the only one I can provide this time.
Armagetron: It's a video game that people should just play and enjoy :)
https://bit.ly/2KBGYjvCheck out the simple site about TheServerPharm

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Slov
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Re: TST 2011.01 - 16th of January - 32 teams / 64 players

Post by Slov »

yay :mrgreen:
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my mixtape fire tho

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Fini
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Re: TST 2011.01 - 16th of January - 32 teams / 64 players

Post by Fini »

Is tst site is appearing it will be day 15th
i think its incorrect because you posted here that wukk be day 16th

Here the message (in site): The TST64 2011.01 is going to be played on January 15th, 2011
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epsy
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Re: TST 2011.01 - 16th of January - 32 teams / 64 players

Post by epsy »

Fini wrote:Is tst site is appearing it will be day 15th
i think its incorrect because you posted here that wukk be day 16th

Here the message (in site): The TST64 2011.01 is going to be played on January 15th, 2011
Augh, thanks+fixed.

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INW
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Re: TST 2011.01 - 16th of January - 32 teams / 64 players

Post by INW »

Hmm yay!

I will be providing 2 dedicated servers out of Albany, New York as you already know Lisa and Epsy.

Will admins be able to play in the TST?
I know last TST I was admining and was unable to play.

If admins are able to play this TST then I will probably sign up and admin but if not, I'll help admin it again if you guys (well 1 guy 1 girl) don't mind.

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Re: TST 2011.01 - 16th of January - 32 teams / 64 players

Post by Olive »

If admins would be allowed to play, sign me up.

I mean, why not? They are present in the servers, they simply need to be trustworthy enough to ensure they won't abuse their rights and they need to be present the whole tournament. But that is up to you to judge.
Olive a.k.a ZeMu, MoonFlower & chicken.

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INW
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Re: TST 2011.01 - 16th of January - 32 teams / 64 players

Post by INW »

Well the problem I see with admins playing is if 2 admins or even 3 end up in the same server...they are pretty much useless.

And if their is a problem in another server, one of the admins should be able to get to that server quickly.

Now that I think about it, I will just be administrating again. I guess I will be in control/administrating my 2 servers? Makes sense to me.

P.S.
Would you be able to update the server_name/Server Information on the website epsy with the correct date in the name?
Also, have we taken a thought about the spawn points in the zone when a team or 2 leaves?
I remember we had a small discussion about it last TST.
I made a TST map (for some reason I never uploaded it to my resource account) after that happened where the spawn points look like this:

1 4

3 2

Instead of the old map of:

1 2

3 4

or was it:

1 2

4 3
Anyway, I made a map where teams 1 and 2 are spawned across from each other as stated after the other TST that team 1 has an advantage for spawning facing team 2 if there are only 2 teams left in the match.
Last edited by INW on Sat Dec 11, 2010 6:14 pm, edited 1 time in total.

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Eckz
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Re: TST 2011.01 - 16th of January - 32 teams / 64 players

Post by Eckz »

INW wrote:Also, have we taken a thought about the spawn points in the zone when a team or 2 leaves?
I remember we had a small discussion about it last TST.
I made a TST map (for some reason I never uploaded it to my resource account) after that happened where the spawn points look like this:

1 4

3 2

Instead of the old map of:

1 2 1 2
or was it:
3 4 4 3

Anyway, I made a map where teams 1 and 2 are spawned across from each other as stated after the other TST that team 1 has an advantage for spawning facing team 2 if there are only 2 teams left in the match.
I'm glad this was brought up and I hope it gets implemented.
ImageImageImageImageImageImageImageImageImage

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INW
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Re: TST 2011.01 - 16th of January - 32 teams / 64 players

Post by INW »

Code: Select all

<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!DOCTYPE Resource SYSTEM "AATeam/map-0.2.8.0_rc4.dtd">
<Resource type="aamap" name="settings" version="0.0.3" author="epsy" category="tst">
	<Map version="2">
		<!-- The original square map, technically created by z-man.
		     Converted to XML by philippeqc.
		     Turned into a fortress sumo (two players fight for the same space) map by z-man.
		     Bundled with TST settings from Durka by epsy.
                     Spawn points for TST adapted by INW.
             It's intended for one on one fortress attack and defense training.
             Make sure that the fortress conquest settings are so that one attacker can't
             take the zone against one defender.
		 
		 To make this compatible with old clients, you need to set WIN_ZONE_INITIAL_SIZE to
		 40 * exp(ln(2) * SIZE_FACTOR/2) (that's 40 for SIZE_FACTOR=0)
		 and WIN_ZONE_EXPANSION to -WIN_ZONE_INITIAL_SIZE/100.
		 For compatibility with 0.2.8_beta1/2, you need to copy the
		 map over square-1.0.1.aamap.xml instead of changing MAP_FILE.

		 License: Do with it what you want.

	     <Setting name="TEAMS_MIN" value="2" />
         <Setting name="SP_TEAMS_MIN" value="2" />

         -->

		<Settings>
			<Setting name="SIZE_FACTOR" value="1" />
			<Setting name="FORTRESS_CONQUERED_KILL_MIN" value="1" />
			<Setting name="FORTRESS_CONQUERED_KILL_RATIO" value="1" />
			<Setting name="FORTRESS_CONQUERED_WIN" value="0" />
			<Setting name="FORTRESS_CONQUEST_DECAY_RATE" value="-0.3" />
			<Setting name="FORTRESS_CONQUEST_RATE" value="0" />
			<Setting name="FORTRESS_DEFEND_RATE" value="0.6" />
			<Setting name="FORTRESS_MAX_PER_TEAM" value="1" />
			<Setting name="FORTRESS_SURVIVE_WIN" value="1" />
			<Setting name="SPAWN_POINT_GROUP_SIZE" value="4" />
			<Setting name="ALLOW_TEAM_NAME_PLAYER" value="0" />
			<Setting name="ALLOW_TEAM_NAME_COLOR" value="1" />
			<Setting name="AUTO_TEAM" value="0" />
			<Setting name="TEAM_ALLOW_SHUFFLE_UP" value="1" />
			<Setting name="TEAM_BALANCE_WITH_AIS" value="0" />
			<Setting name="TEAM_MAX_PLAYERS" value="2" />
			<Setting name="TEAM_MIN_PLAYERS" value="0" />
			<Setting name="TEAMS_MAX" value="4" />
			<Setting name="TEAMS_MIN" value="2" />
			<Setting name="FORTRESS_CONQUERED_SCORE" value="60" />
			<Setting name="LIMIT_ROUNDS" value="10" />
			<Setting name="LIMIT_SCORE" value="900" />
			<Setting name="SCORE_DIE" value="0" />
			<Setting name="SCORE_KILL" value="30" />
			<Setting name="SCORE_SUICIDE" value="-30" />
			<Setting name="SCORE_WIN" value="0" />
			<Setting name="BUG_COLOR_OVERFLOW" value="1" />
			<Setting name="CYCLE_ACCEL" value="20" />
			<Setting name="CYCLE_RUBBER" value="5" />
			<Setting name="CYCLE_RUBBER_LEGACY" value="0" />
			<Setting name="CYCLE_RUBBER_WALL_SHRINK" value="1" />
			<Setting name="CYCLE_RUBBER_WALL_SHRINK_OVERRIDE" value="0" />
			<Setting name="EXPLOSION_RADIUS" value="2" />
			<Setting name="WALLS_LENGTH" value="400" />
			<Setting name="WIN_ZONE_INITIAL_SIZE" value="0" />
			<Setting name="WIN_ZONE_EXPANSION" value="0" />
			<Setting name="WIN_ZONE_MIN_LAST_DEATH" value="9999" />
			<Setting name="WIN_ZONE_MIN_ROUND_TIME" value="9999" />
			<Setting name="WIN_ZONE_RANDOMNESS" value="0" />
			<Setting name="SP_EXPLOSION_RADIUS" value="2" />
			<Setting name="SP_GAME_TYPE" value="0" />
			<Setting name="SP_SCORE_WIN" value="0" />
			<Setting name="SP_SIZE_FACTOR" value="1" />
			<Setting name="SP_TEAM_MAX_PLAYERS" value="2" />
			<Setting name="SP_TEAM_MIN_PLAYERS" value="1" />
			<Setting name="SP_TEAMS_MAX" value="4" />
			<Setting name="SP_TEAMS_MIN" value="2" />
			<Setting name="SP_WALLS_LENGTH" value="400" />
			<Setting name="GAME_TYPE" value="0" />
		</Settings>

		<World>
			<Field>
				<Spawn	x="180"	y="170"	xdir="0"	ydir="-1"	/>
                                <Spawn	x="120"	y="130"	xdir="0"	ydir="1"      />
                                <Spawn	x="130"	y="180"	xdir="1"	ydir="0"	/>
				<Spawn	x="170"	y="120"	xdir="-1"	ydir="0"      />

				<Wall>
					<Point	x="0"	y="0"	/>
					<Point	x="0"	y="300"	/>
					<Point	x="300"	y="300"	/>
					<Point	x="300"	y="0"	/>
					<Point	x="0"	y="0"	/>
				</Wall>


				<Zone effect="fortress">
					<ShapeCircle radius="40" growth="-0.4">
						<Point x="150" y="150" />
					</ShapeCircle>
				</Zone>

				<Zone effect="fortress">
					<ShapeCircle radius="40" growth="-0.4">
						<Point x="150" y="150" />
					</ShapeCircle>
				</Zone>

				<Zone effect="fortress">
					<ShapeCircle radius="40" growth="-0.4">
						<Point x="150" y="150" />
					</ShapeCircle>
				</Zone>

				<Zone effect="fortress">
					<ShapeCircle radius="40" growth="-0.4">
						<Point x="150" y="150" />
					</ShapeCircle>
				</Zone>

		<!-- 
				<Zone effect="win">
					<ShapeCircle radius="40" growth="-0.4">
						<Point x="250" y="250" />
					</ShapeCircle>
				</Zone>
            -->
			</Field>
		</World>
	</Map>
</Resource>
Fixed the spawn points to where teams 1 and 2 will spawn on opposite sides of the circle and if 3 teams are left, teams 2 should spawn facing team 3 and team 3 should spawn facing team 1. Team 1 will spawn facing an empty spawn.
I even updated it to 0.0.3 for you (:

EDIT: I used the xml map from the Armagetron repository not yours. This map might have some different settings but I couldn't load your resource epsy. Anyway, the spawns are fixed if you want to copy and past those to your xml map on your resource.

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Re: TST 2011.01 - 16th of January - 32 teams / 64 players

Post by Spook »

sweet TST, well if anyone is looking for a partner for this let me know
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gawdzilla
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Re: TST 2011.01 - 16th of January - 32 teams / 64 players

Post by gawdzilla »

Olive wrote:If admins would be allowed to play, sign me up.

I mean, why not? They are present in the servers, they simply need to be trustworthy enough to ensure they won't abuse their rights and they need to be present the whole tournament. But that is up to you to judge.
I'm fine with this.

You'll be able to login with [email protected]/staff/forums and the same password you use for @forums. Same goes for the rest of the admins.

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Mkay1
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Re: TST 2011.01 - 16th of January - 32 teams / 64 players

Post by Mkay1 »

You could have said I wasn't banned before the last one. ><

btw, why is tgat a FAQ? LOL

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Eckz
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Re: TST 2011.01 - 16th of January - 32 teams / 64 players

Post by Eckz »

Sign-ups are open now, by the way.
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Ratchet
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Re: TST 2011.01 - 16th of January - 32 teams / 64 players

Post by Ratchet »

kcool me n eckz gl
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