XzL Team Dogfighting Tournament - OPEN CALL

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Xeon
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XzL Team Dogfighting Tournament - OPEN CALL

Post by Xeon »

Ok everyone, Solidus and I have decided to organize a team dogfighting tournament open to any and everyone who wants to play in it. We both think it would be an awesome tournament and everyone would be able to bring their A-Game and show off their dogfighting skrillz.

This is how it will work:

There will be teams of 2 - you get to choose your own team-mate
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You will have a team name - whatever you want (for ladder purposes)
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There will be 2 teams playing at one time during each match, you will choose one of the other people from the opposing team to play and you will announce this before the match starts. You are allowed to do team traps on one person during every round of the match, all normal dogfighting rules apply to this as well - scroll down to see dogfighting rules.
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Scoring:
At the end of the match we will add up the total score you and your partner has and that will be added to the grand total on the ladder.
Example: Shaggy/Solidus VS Smart/Alias
Shaggy: 10
Alias: 9
Smart: 9
Solidus: 9

Shaggy/Solidus total: 19
Smart/Alias total: 18

Then we will take the scores and add them to your points on the ladder.

I cannot say at the moment how many rounds there will be, but Solidus and I will match each team according to their skill level atdogfighting and who we believe will be a great match.


NO ONE will be eliminated from this tournament, so if your team starts off slow do not be discouraged because you are not eliminated you will keep going until the very end.
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Dogfighting Rules:

-Minimal use of the rim - VERY IMPORTANT
-Keep speed acceleration to a minimum
-SINGLE BIND TRAPS - NO SEALS!!! - if caught sealing, warned once then kicked from tourny
-Double binding/Triple binding are allowed
-TEAM TRAPS CAN BE DONE
-Have fun, don't take seriously

When you enter this tournament, please post the following information:

You partner - partner must agree to play as well
Your team name
What you and your partner think your combined skill level of Dogfighting are - scale of 1-10

If we do not have all of this information, we will be forced to pair you up with someone you might not fight well against so please post ALL of that information.

IMPORTANT
If your team-mate doesn't show up for your scheduled match you have one of two choices:

1) Play the match alone against both players of opposing team....
2) forfit match and take no points on the ladder

There will be NO substitutions for any player.

Please we ask that only the people who are serious about this sign up for it, we want to have a good tournament with EVERYONE that signs up participating in it.

You can sign up on the XzL forums. http://www.xzlclan.com under Armagetron section.
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EagleEye
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Post by EagleEye »

It's going to be fun. I've signed up for it :)
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philippeqc
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Post by philippeqc »

Dogfighting Rules:

-Minimal use of the rim - VERY IMPORTANT
Well, either you can leave the rim as it is, and accept that it will be used or you can set it so players never reach it.

Copy the regular map (square-1.0.1.aamap.xml) to a new file, such as DogFight-1.0.0-aamap.xml. Then change the lines:

Code: Select all

				<Wall>
					<Point	x="0"	y="0"	/>
					<Point	x="0"	y="500"	/>
					<Point	x="500"	y="500"	/>
					<Point	x="500"	y="0"	/>
					<Point	x="0"	y="0"	/>
				</Wall>
to

Code: Select all

					<Wall>
					<Point	x="-1000000"	y="-1000000"	/>
					<Point	x="-1000000"	y=" 1000000"	/>
					<Point	x=" 1000000"	y=" 1000000"	/>
					<Point	x=" 1000000"	y="-1000000"	/>
					<Point	x="-1000000"	y="-1000000"	/>
				</Wall>
At a speed of 40, it would take a player just under 7 hours to reach the rim. Admitting a super-duper grinding between teammates, enabling them to roll at 80, its still just shy of 3.5 hours to use the rim in one's fighting.

This should give you room enought for even the most ambitious battles.

-ph

Dont forget to do a copy of the file to a different name and to change its attributes.
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wrtlprnft
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Post by wrtlprnft »

Wouldn't SIZE_FACTOR 100000 more appropiate?

If you really want to kill rim users make a huge sumo zone that instantly kills you when you leave it and that slowly expands so you can't block someone.
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Post by Phytotron »

Setting CYCLE_ACCEL_RIM to something insanely high works very hilarious wonders as well.
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Post by philippeqc »

Phytotron wrote:Setting CYCLE_ACCEL_RIM to something insanely high works very hilarious wonders as well.
There is always a chance of using this as part of a desperate strategy. So that makes the rim interesting.

-ph
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Phytotron
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Post by Phytotron »

Nah, set high enough (depending on the size of the arena) it means being flung into the facing wall with no recourse. That is, instant death. Unless, I guess, you also have absurdly high rubber that is timebased.
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wrtlprnft
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Post by wrtlprnft »

Phytotron wrote:Nah, set high enough (depending on the size of the arena) it means being flung into the facing wall with no recourse. That is, instant death. Unless, I guess, you also have absurdly high rubber that is timebased.
you know the acceleration decreases if you are farther away from the wall? At the right distance you'll always get a usuable boost.
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Post by Lucifer »

Yeah, I"m gonna have to say wrtlprnft's sumo zone idea is probably the best one for dealing with rim grinders. In fact, I like it so much I'm considering putting one on my server, which I hope to get back up and running soon, but I'll drop back to just one map, probably a square with a few obstacles as a small-team fortress map. Still thinking about the map...

Anyway, the advantage to the big sumo zone is that you can still use the rim wall, but if you use it too much (the complaint against wall-hugging), you die when your zone is conquered. Make enemies unable to conquer that zone but make it conquer itself. :)
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2020
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Post by 2020 »

gosh
xeon
sounds good
but this isn't fortress is it...?
in which case
i am screwed
:cry:
it is going to be embarrassing enough playing the sumo comp
but once i find a partner
i am in...
hold the line
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Post by Xeon »

No, this isn't fortress... nothing like it..just 2 on 2 team matches in ladder format, winner will be team with the mostpoints on the ladder atthe end ofthe tournament.
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Post by Lackadaisical »

is this with limited wall length? and why make a rule about how much boost(? or are you talking about wall acceleration?) you can use? isnt it better to just put in the settings with brake_refill or something.
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Phytotron
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Post by Phytotron »

wrtlprnft wrote:you know the acceleration decreases if you are farther away from the wall? At the right distance you'll always get a usuable boost.
Yes, I know this. But these kinds of players/servers tend to set CYCLE_WALL_NEAR very low, from what I seem to recall. But whatever.
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