TST 2008.11 - 64 Players, 2 Winners - November 30th

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ed
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Post by ed »

Just for the record Team Sumo was (and still is I think) a map I (that's right, me!) created for ctwf long before what is now widely known as Team Sumo came along.
All Durka did was took standard sumo, changed team max players from 1 to 2, altered a few basic settings, took the name of my map and plastered his name all over the very idea. Shame on Durka!
Truth be known, the first incarnation of Team Sumo that I know about was Chico Team Sumo, which was made by a guy named Robed way back when.
@epsy: please update your page ;)
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DDMJ
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Post by DDMJ »

ed wrote:Truth be known, the first incarnation of Team Sumo that I know about was Chico Team Sumo, which was made by a guy named Robed way back when.
Heh, I guess you're kinda right, but when I think of that Chico Team Sumo, I think of it more of a one-round-map in CTWF which is a fortress themed server. With up to 7 players on the team, 6 of them were allowed to leave the zone since there only needed to be 1 per team in the zone, which kinda defeated the purpose of Team Sumo since only 16.67% of the team needed to actually be in the zone.

Also, I guess, for the official "record," Z-Man was the technical creator since normal Sumo is Team Sumo, but with one-man teams. And I'm sure at one point he decided to keep it at a max of 1 player teams hehe :P.

So yea, I guess it should go (Z-Man (creator of Sumo (and Arma heh))) -> ed -> Dorka
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Post by Monkey »

Just one wee wittle point - Republik aren't a high rubber clan really, their two main game types are sumo and CTFS (soon to include fortress too).
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Goodygumdrops
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Post by Goodygumdrops »

From the TST rules:

"Matches:

* Teams must be punctual and come at the scheduled times. A team that doesn’t show up is considered forfeited. However, if only one member shows up he can choose either to play alone, to forfeit, or to look for a new teammate. If he chooses the last option he has 5 minutes (starting from the normal schedule time) to find a new teammate. If his Partner/Captain comes late he can rejoin the game, as long as someone from his team is already playing. A server administrator can ignore this rule and not open the server for him, or not allow him to look for a new teammate."

If the server admin can ignore the rule, what is the point of having it?

It sounds like we will let in who we want and turn away who we don't want.
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DDMJ
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Post by DDMJ »

Goodygumdrops wrote:A server administrator can ignore this rule and not open the server for him, or not allow him to look for a new teammate[/u]."

If the server admin can ignore the rule, what is the point of having it?

It sounds like we will let in who we want and turn away who we don't want.
This is a terrible rule. Why would you create an optional rule that will vary between each server admin? This will just create problems.

And what's with the score_hole rule? Why on earth is that part of the settings?
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Post by epsy »

ed wrote:Just for the record Team Sumo was (and still is I think) a map I (that's right, me!) created for ctwf long before what is now widely known as Team Sumo came along.
All Durka did was took standard sumo, changed team max players from 1 to 2, altered a few basic settings, took the name of my map and plastered his name all over the very idea. Shame on Durka!
Truth be known, the first incarnation of Team Sumo that I know about was Chico Team Sumo, which was made by a guy named Robed way back when.
Well, I'm not drawing the history of the Team Sumo gametype, I'm just making a brief summing up of when it started and what it is. Gametypes that have nothing in common with the "Team Sumo" that is going to be played in the TST sound irrelevant to me.
DDMJ wrote:So is that a yes :?:
Yes.
Goodygumdrops wrote:From the TST rules:
[...]
If the server admin can ignore the rule, what is the point of having it?
If he can ignore it, read: "lock the server at 20:00:00 GMT", it's to have him prevent a full mess to be going on on his server. The sole idea of finding a new partner in 5 minutes is quite harsh to server admins, I must say.
Goodygumdrops wrote:It sounds like we will let in who we want and turn away who we don't want.
Indeed, that's a problem, I'll fix it.
DDMJ wrote:And what's with the score_hole rule? Why on earth is that part of the settings?
Why on earth wouldn't it be?
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Post by Concord »

Have the admin get on record beforehand their position on this rule
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Post by DDMJ »

epsy wrote:
DDMJ wrote:And what's with the score_hole rule? Why on earth is that part of the settings?
Why on earth wouldn't it be?
Because in the past, people haven't been complaining saying why isn't there a score_hole bonus, but now, everyone's asking why the hell it was put there?!?!?!
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1200
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Post by 1200 »

Agrees 1200 percent!
I've heard bout 20 people complain or question bout da holing point rule but no-one yet in support of it with a good reason...
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Post by epsy »

I consider having fun a good reason, especially in a game..

I maintain SCORE_HOLE to 10, nobody complained at ¦×¦ Sumo when it was there to play, so I don't see why you would complain now.
Unless you prove me that SCORE_HOLE does not prone fun and competition, there is no way it gets removed next TST either.
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Post by DDMJ »

epsy wrote:I consider having fun a good reason, especially in a game..

I maintain SCORE_HOLE to 10, nobody complained at ¦×¦ Sumo when it was there to play, so I don't see why you would complain now.
Unless you prove me that SCORE_HOLE does not prone fun and competition, there is no way it gets removed next TST either.
Based on your logic, you're saying that getting random points for a useless action (holing in sumo --> gank? wtf you're already in the zone) is classified as "fun".

So, for that matter, why don't we add more rubber and make an instant deathzone that rewards you 10 points if you crash into it. Or why not just make it a winzone so your teammate can race with the other teammates to get it. How about turbo brakes? Surely that will add some more "fun" to the game. Or how about settings cycle_rubber_wall_shrink to a rediulous number so you can go thru everyone's tail. Then you never really know when you'll actually die! Don't you just love doing that? So much fun, no one will complain right?

Ok sweet, the next TST better have all the above or else I'm calling for a boycott!
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Post by Lackadaisical »

Score hole can get a bit shady when you're dealing with more than two teams. While in fortress it's always a bad thing to die (because even if your hole gets used you're still 1 point behind on your enemy) in a four team match one could opt to crash into a wall of a weaker enemy(which isn't a threat anyway) and use that hole to gain more points compared to a real threat.


I'd hate to lose a game that way when it's 990 - 990 - 500 - 560 or something.
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Post by DDMJ »

Lackadaisical wrote:in a four team match one could opt to crash into a wall of a weaker enemy(which isn't a threat anyway) and use that hole to gain more points compared to a real threat.
Exactly! If I was in 2nd place and we won the round and my teammate is still alive, I'd purposely crash into the wall of the team that has the least amount of points (assuming the wall has yet to disappear) and I'd let my teammate grab those 10 extra points so we could catch up faster.
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Post by epsy »

It has always been fun to torp at the end of fortress matches(or even right in the middle of it, to gain entry to the enemy's base), and I don't see why it wouldn't be in sumo as well.

You'd hate to be beaten 990-990? Don't let your enemy reach 990!
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Post by Lackadaisical »

The difference is that in a fortress match you can only do a torpedo when you're already way ahead, no one does a torpedo in a close match because you give the enemy more points than you get.
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