The * District -- Overview
The * District -- Overview
On a quick glance, here is what our servers are and what plans we have with the future. Currently we have three servers running, all located in germany. These are to be considered as Test-Servers, as we have not decided yet what servers will run permanently yet. At the present time we use them for testing and reviewing settings and code.
-- The Inner District (Hannover, .de)
-- The Outer District (Mannheim, .de)
-- The Middle District (Frankfurt/Main, .de)
The peering to all servers should be okay from europe, especially from germany. However, it's not quite as good as telia yet but once we decided to have a long-term permanent server it hopefully will get faster as we will move to a better location.
Outer should be online at all times, as it is our public testserver to monitor usual gameplay, traffic and so on. Mnita is controlling this server (not yet added to this forum).
The Inner District is run by me and should be online most of the times. However, sometimes the machine is used for other purposes, then it might be down.
The Middle District is under maintainance by Moci so it is primarily used for code testing. Of all three, this one is most likely to be down the most -- don't wonder, that's normal.
We have standard statistics on http://armagetron.sarnold.net -- but this is also only temporary as mnita is currently working on enhanced stats.
All servers run settings almost the same as Tiger Classic, check http://inner-district.org for detailed differences. I strongly back the basic tiger classic settings as i find them the best playable with the most fun.
Anyway, that's all I can think of now, any questions or comments please post here.
cheers,
blane
-- The Inner District (Hannover, .de)
-- The Outer District (Mannheim, .de)
-- The Middle District (Frankfurt/Main, .de)
The peering to all servers should be okay from europe, especially from germany. However, it's not quite as good as telia yet but once we decided to have a long-term permanent server it hopefully will get faster as we will move to a better location.
Outer should be online at all times, as it is our public testserver to monitor usual gameplay, traffic and so on. Mnita is controlling this server (not yet added to this forum).
The Inner District is run by me and should be online most of the times. However, sometimes the machine is used for other purposes, then it might be down.
The Middle District is under maintainance by Moci so it is primarily used for code testing. Of all three, this one is most likely to be down the most -- don't wonder, that's normal.
We have standard statistics on http://armagetron.sarnold.net -- but this is also only temporary as mnita is currently working on enhanced stats.
All servers run settings almost the same as Tiger Classic, check http://inner-district.org for detailed differences. I strongly back the basic tiger classic settings as i find them the best playable with the most fun.
Anyway, that's all I can think of now, any questions or comments please post here.
cheers,
blane
permanent walls is the only way to make nice traps possible. don't forget, we have rubber_setting 4, that means there is always enough space to stay alive until some trails disappear. i experienced that while playing on Tiger Team (where trails are not infinite): If there is a situation 2-on-2 and all players are well-trained, it is IMPOSSIBLE to win without using the win-zone.
since win-zone is actually... uhm, could we patch that out, actually? :) it has to be possible to make predicted kills, i.e. you seal a wall or a trail and know that someone is behind you -- he might camp as long as he likes but finally he has to die. if trails aren't infinite, games can last very very long... especially if the players are balanced.
cheers,
blane
since win-zone is actually... uhm, could we patch that out, actually? :) it has to be possible to make predicted kills, i.e. you seal a wall or a trail and know that someone is behind you -- he might camp as long as he likes but finally he has to die. if trails aren't infinite, games can last very very long... especially if the players are balanced.
cheers,
blane
- Seleucus
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How bout extremly long tails, i love to maze so infinte tails poses a problem to this, could they just be really really long, is that possible, like 5 times how long they normally are in tiger servers, i agree 600 meters or whatever it is, is to short, but it is still nott hat difficult to kill people when you are the only two, you just follow at the walls which most people don't because it is dangerous and likely that you die, however if you can do this it seperates you from other players in a large way. Even if there is no change i don't really mind infinite walls since pesky double binders get trapped and can not wait it out.
-Seleucus
-Seleucus
- nicolas.b
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winzone can be turned into a deathzone or probably turned off entirely. either -1 or some huge # would probably work.
anyway, i understand your points about permawalls, but i look at it from a different point of view:
with expiring trails you get to keep going head-to-head against your opponent until finally one of them breaks. with permawalls you get far fewer confrontations and wind up spending most of your time dealing with mazes and treading water. it's just not as fun for me.
also your point about games lasting forever at tigers teamplay is true to some degree, especially in theory, but in practice does not usually turn out that way. especially if you have good players, they are going to take risks and the gamble will either pay off or backfire. but overrall i find the play much more entertaining with expiring walls, and anyway permawalls might never lead to infinite play, but on average the games seem to last longer,
nothing is worse then everyone waiting around for two players who are trapped to eventually make a mistake. there's no suspense, no real excitement, nothing. at least with expiring walls there's some liveliness in the air because you know those players are going to go head-to-head at some point, even if they are too chicken to grind. and players standing on the sidelines can always shout "stop running and fight" or something, which can be a little humiliating if that's what you are really doing to survive. what's the best thing someone can shout on the sidelines of a permawall game? "risk your life, fool, so we don't have to wait. you might just be able to fit through that tiny crack and get one more chance to take on the other guy!"
anyway, i understand both types of walls are perhaps a sentimental choice, so perhaps reasons are useless here. i'll come out and visit from time to time, just don't expect me to stay for long since i find the goshdarn servers the best form of the game so far (other than iceman's, of course).
-Prayer 1
anyway, i understand your points about permawalls, but i look at it from a different point of view:
with expiring trails you get to keep going head-to-head against your opponent until finally one of them breaks. with permawalls you get far fewer confrontations and wind up spending most of your time dealing with mazes and treading water. it's just not as fun for me.
also your point about games lasting forever at tigers teamplay is true to some degree, especially in theory, but in practice does not usually turn out that way. especially if you have good players, they are going to take risks and the gamble will either pay off or backfire. but overrall i find the play much more entertaining with expiring walls, and anyway permawalls might never lead to infinite play, but on average the games seem to last longer,
nothing is worse then everyone waiting around for two players who are trapped to eventually make a mistake. there's no suspense, no real excitement, nothing. at least with expiring walls there's some liveliness in the air because you know those players are going to go head-to-head at some point, even if they are too chicken to grind. and players standing on the sidelines can always shout "stop running and fight" or something, which can be a little humiliating if that's what you are really doing to survive. what's the best thing someone can shout on the sidelines of a permawall game? "risk your life, fool, so we don't have to wait. you might just be able to fit through that tiny crack and get one more chance to take on the other guy!"
anyway, i understand both types of walls are perhaps a sentimental choice, so perhaps reasons are useless here. i'll come out and visit from time to time, just don't expect me to stay for long since i find the goshdarn servers the best form of the game so far (other than iceman's, of course).
-Prayer 1
- Lackadaisical
- Shutout Match Winner
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hey, just wanted to say i really enjoy the district servers, especially since goshdarn has gone lagtastic for me.. I was just wondering why you changed the explosion radius to zero?
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Back (in the sig) by popular demand: Lack draws
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i love non-eternal walls as it opens up for a lot of tactics and strategy
traps are completely possible with non-eternal walls but they need to be much smaller and wellmade
however that's just me and it would be an interesting devel idea to make the wall lenght options go higher so that serveradmins could explore with even longer but still not infinite walls
*completely off topic* if i had a server i'd try to find the best settings for the minimum wall lenght (still having fast speeds, or to be precise: fast grinding acceleration i.e. not something like nixda)
traps are completely possible with non-eternal walls but they need to be much smaller and wellmade
however that's just me and it would be an interesting devel idea to make the wall lenght options go higher so that serveradmins could explore with even longer but still not infinite walls
*completely off topic* if i had a server i'd try to find the best settings for the minimum wall lenght (still having fast speeds, or to be precise: fast grinding acceleration i.e. not something like nixda)
- locutus
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I agree...traps need only be a small segment of wall if done right, it only takes an instant to kill or be killedn54 wrote:i love non-eternal walls as it opens up for a lot of tactics and strategy
traps are completely possible with non-eternal walls but they need to be much smaller and wellmade
however that's just me and it would be an interesting devel idea to make the wall lenght options go higher so that serveradmins could explore with even longer but still not infinite walls
Summary
Here is a current summary:
Imagine Tiger Network Classic settings with the following differences:
- Doubled speed
- Walls stay 4 seconds after death
- No win zone
- Scoring: 2 points a kill, 23 score limit, 7 rounds max
Imagine Tiger Network Classic settings with the following differences:
- Doubled speed
- Walls stay 4 seconds after death
- No win zone
- Scoring: 2 points a kill, 23 score limit, 7 rounds max
/* I have the heart of a small child. It sits on my desk in a jar. */
- EvilPasta.com
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District Servers
Hi, I just wanted to ask if it is ok to put the temporary stats address for the District servers on my website http://Angeltron.tk and could you please let me know when you have the permanent stats site is up and running so i can update my links, thankyou
And one more thing, where's the Angel smilie ???? lol
And one more thing, where's the Angel smilie ???? lol
- =*SpectruM*=
- On Lightcycle Grid
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Storage
Where can i keep something like that? :Xi love non-eternal walls as it opens up for a lot of tactics and strategy