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Author Topic: WarZone, amended.  (Read 5612 times)
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[a] LYNX
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« on: April 09, 2006, 02:22:00 pm »

Hey,

this it is:)

The download gets you a Warzone that is like the old one, with one exception: it doesnt appear before 1 minute is over.

http://monoman.planetrainbowsix.gamespy.com/downloads/minute_later_wz.sitx
***right click, save as..., after download remove ".txt" from name

I'm pretty sure everyone can follow the argumentation for this improvement: In almost every map theres a team that has a shorter way to the wz. This team normally then takes the WZ as you know. Then the second phase starts where the team holding the WZ more or less starts to camp this WZ while the other team hasnt seen much of the map but already is forced to move by the shortest way to the WZ in order to get it somehow under control - not much options for team "Bad Spawn".
This new Warzone changes this scenario only by little but, to the better. It gives team Bad Spawn one more minute to -attack from a flank, to -make a way through the campy "defense" of the WZ or just to -coordinate the team to the new situation.

Only the first minute in a game is w/o WZ, everything else is like the Warzone youre used to. The Warzone has still a 3 minute duration, theroretically you are still able to change the WZ three times in a 10 minute game. It just gives you and your team more options and room for advanced tactics in the beginning of each game.

Examples:
Stronghold: Small map. That the WZ is already taken while youre still figuring out the enmies position wouldnt happen anymore. Instead your team could encircle stronghold before the WZ is taken *or* take out some enemies on/from the flank w/o bothering that you never get to the WZ in time anymore *or* just gain ground safely.
Wilderness: No more getting killed "right after spawning" because you were trying to hold back the opponent from getting the WZ first and by this had no time to watch your own cover. ***tho i hope this map wont be chosen anyway in a cb.
Tank: ... one more minute. One more to have a gg.

Vote! Test and play it! Depending on the results I could try to get it into the running season *you see how much potential I see this new WZ
Regards to Monoman for beeing that fast and helpfull with the modification. ***tho all the lynx-shit wasnt really needed. Thank you;)
« Last Edit: June 17, 2006, 06:33:20 pm by [a] LYNX » Logged

[a] LYNX
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« Reply #1 on: April 09, 2006, 06:42:56 pm »

Looks interesting!

I'll start hosting it to see how it feels... Thx !
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« Reply #2 on: April 09, 2006, 06:50:33 pm »

4 minutes in a 10 minute game?  3 minutes seems to be cutting it close to the end of the game quite often...  I don't see anything wrong with the current system.
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« Reply #3 on: April 09, 2006, 07:03:45 pm »

Im all for people modding and adjusting game types in an effort to inprove things but i fail to quite see the logic here.

Quote
In almost every map theres a team that has a shorter way to the wz. This team normally then takes the WZ as you know. Then the second phase starts where the team holding the WZ more or less starts to camp this WZ while the other team hasnt seen much of the map but already is forced to move by the shortest way to the WZ in order to get it somehow under control - not much options for team "Bad Spawn".

Warzone is all about controlling and 'patrolling' the zone immediately covering and surrounding the warzone. Its a lot easier to setup a perimiter and defend a WZ than it is to attack and take the WZ. Now from what i understand the argument is that if the WZ dosn't appear in the first minute then the 'initial rush' to the WZ is taken out of the equation. However this dosn't really apply. lets take Stronghold as a 'infamous' example.

Stronghold is a good example because there are a couple of spawns very close to WZ and a couple a good running distance away. For a lot of teams a game of WZ can be won or lost in the first minute depending on spawns - simply because once you have taken the actual stronghold fort and set up defenses in the near proximity it is exceptionally hard to retake. So lets say im in a WZ cb, i run into the stronghold but the WZ hasn't come up yet its no matter. my clan sets up its defense wait for the wz to load up and then take it...

the same goes for so many other maps - moving to and covering the zone around the WZ accounts for so much of the likelihood of whether you will win the round, and having to wait an extra minute for the WZ to appear doesn't solve it.


What i think might resolve a lot of these issues would be a similar tatic employed by AA where you don't know exactly where the WZ will actually spawn - say 5 or 6 different locs that it can randomly appear at... ?
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« Reply #4 on: April 09, 2006, 07:07:48 pm »

BFG... monoman already created a similar mod like this, upon my request, for siege.  I can imagine that he can do the same for WZ

Blind siege still has the teams spawn in one of the 4 spawns, but the area with the smoke does not appear on map and does not give the attacking team an immediate idea of where to attack.
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« Reply #5 on: April 09, 2006, 07:08:46 pm »

What i think might resolve a lot of these issues would be a similar tatic employed by AA where you don't know exactly where the WZ will actually spawn - say 5 or 6 different locs that it can randomly appear at... ?

Ahh...I like that...along with slowing the GL and increasing the number of nades to 12...
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[a] LYNX
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« Reply #6 on: April 09, 2006, 07:58:48 pm »

exactly bfg, it doesnt change much. the closer team will still defend the wz. but the other team has one more minute to fight against the advantage youre naming more than once in your post. since there are no other changes, this is great in my view.
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[a] LYNX
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« Reply #7 on: April 09, 2006, 08:03:35 pm »

and to get this correct here: this is a very small modification. it isnt something completely new or substantially changing to the current, working system. it just takes out a little bit of the advantage a better spawn gives.

got this?
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[a] LYNX
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« Reply #8 on: April 13, 2006, 01:04:14 am »

and to get this correct here: this is a very small modification. it isnt something completely new or substantially changing to the current, working system. it just takes out a little bit of the advantage a better spawn gives.

got this?

Exactly, all it does is level the playing field a bit more at the start of the game.  It really doesn't change anything else or adveresely affect the game in any way.
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« Reply #9 on: April 13, 2006, 01:36:30 am »

This poll isnt fair...

The choices should be:

it rocks or it sucks...

You can always sway the vote by making the choices available:

I am a retard so i choose it rocks.

I am intelligent so I say it sucks.


....or vice versa...

Maybe some people say Nay because they think Nay...and not because they always think that.


That being said... I'll give it a try in Tiro's room.   We need more love





« Last Edit: April 13, 2006, 01:42:28 am by Po)| KITKAT » Logged
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« Reply #10 on: April 18, 2006, 11:13:06 am »

Quote
BFG... monoman already created a similar mod like this, upon my request, for siege.  I can imagine that he can do the same for WZ

Blind siege still has the teams spawn in one of the 4 spawns, but the area with the smoke does not appear on map and does not give the attacking team an immediate idea of where to attack.

Sounds good mate i'd like to try that out Smiley
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« Reply #11 on: April 18, 2006, 11:18:45 am »

Me too!
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« Reply #12 on: April 21, 2006, 08:39:07 pm »

After having been hosting this new typ of War Zone, I must say I personnally like it !

There is still one major bug to fix with it: - The Spawn point is signaled in some maps....

Overall, I give this new type of WZ a thumbs up....


--- A lot of players have also mentioned to enjoy this WZ type... but other very respectful players have mentioned they didn't....


---- What I like about it is that it makes the game a little more tactical at the beginning. You know where the smoke is going to appear, so you take position to secure it and avoid it from being captured... but it gives just enough time for all the teams, no matter where they spawn to come up with a strategy to do all of this. As opposed to the more traditional WZ that can be taken very quickly in some maps if you have the "right" spoawn, leaving the other team in a huge disadvantage.... which can be overcomed with good skills, but nonetheless it is way more difficult....

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[a] LYNX
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« Reply #13 on: April 23, 2006, 12:43:59 pm »

today Monoman put up an update which hopefully fixes the bug. You can download it from here:

   http://monoman.planetrainbowsix.gamespy.com/downloads/lynx_warzone_v21.zip

I also tried to find out a bit more what bothers the nay-sayers. you can read it as well as why I still think the new wz is a nice improvement. mb you have more input after reading. view the discussion at:
http://www.animal-clan.com/forum/daw/viewtopic.php?t=265
« Last Edit: April 23, 2006, 12:52:28 pm by [a] LYNX » Logged

[a] LYNX
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« Reply #14 on: April 23, 2006, 09:22:18 pm »

Very Cool, I'll host it after i have some lunch Smiley
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~Po~ TiroFino
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« Reply #15 on: April 24, 2006, 07:08:33 pm »

This new WZ type is so much better than the old one. Thanks Lynx and Monoman for a great improvement to the WZ game. I hope everyone gets to see the benefits of it!  clapping hands
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« Reply #16 on: April 24, 2006, 08:41:41 pm »

Yeah, the new WZ rox. clapping hands
I'm looking forward to cb with it! Is using it in an offical DBL CB allowed yet?

This new WZ type is so much better than the old one. Thanks Lynx and Monoman for a great improvement to the WZ game. I hope everyone gets to see the benefits of it!  clapping hands

You forgot to mention Fridge. He's the one who actually came up with the idea to improve the WZ. We need more love
« Last Edit: April 24, 2006, 09:21:13 pm by Tin » Logged
~Po~ TiroFino
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« Reply #17 on: April 24, 2006, 08:52:35 pm »

Yeah, the new WZ rox. clapping hands
I'm looking forward to cb with it! Is using it in an offical DBL CBt allowed yet?

This new WZ type is so much better than the old one. Thanks Lynx and Monoman for a great improvement to the WZ game. I hope everyone gets to see the benefits of it!  clapping hands

You forgot to mention Fridge. He's the one who actually came up with the idea to improve the WZ. We need more love


Fridge had an idea about changing WZ time and make it last longer (5 minutes or so), very different from the concept Lynx came up with.... So, no! I didn't forget...
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« Reply #18 on: April 24, 2006, 09:20:13 pm »

I have to admit that the final outcome differs a lot from fridge's actual idea. But yet he brought changing the WZ in consideration. However I'd like to thank him at this point. Smiley
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« Reply #19 on: April 25, 2006, 11:11:10 am »

BFG... monoman already created a similar mod like this, upon my request, for siege.  I can imagine that he can do the same for WZ

Blind siege still has the teams spawn in one of the 4 spawns, but the area with the smoke does not appear on map and does not give the attacking team an immediate idea of where to attack.

I almost forgot about this. After this post I search my comp and I think I found the hidden bases gametype (cnc_hidden_bases.gtf, right, Weak?). If anyone is still interested in this I can post it up.
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