GON-Olympics. TF2 Rules and input.

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GON-Olympics. TF2 Rules and input.

Unread postby Matty » 11 Apr 12, 3:50 pm

Update 12thApril: Heads up, TF2 is most likely going to be the first event to run. At this time I don't have a date, but after the teams have been formed Sunday we will get a date then.

Hey everyone,

Tera has been very nice to organise a massive gaming Olympics type event. One of these games is TF2 so if you haven't gotten over to register yet or wish to know more, go here and sign up!
viewtopic.php?f=7&t=193885

The purpose of this thread is to get some feedback and input from the admins and regulars who play to shape the rules accordingly.

GAMEMODE/PLAYER COUNT
Highlander mode (9v9, one of every class).
It levels the field a bit, and makes it less serious, more fun while sticking to the tournament style set up.


WEAPONS
No weapon restrictions as of yet.


RANDOM CRITICALS AND SPREAD
These will both be removed.
(Note: Removing random criticals does NOT remove to ability to use kritskrieg and other critable weapons)


MAPS
So there will be 3 different maps.
-One CP map: First to 5
-One Payload map: ABBA stopwatch. Team A attacks while B defends, then B attacks to beat either the number of caps that A did, or if A finished, to beat A's time. Then B attacks first and A defends then has to beat B (Thanks Drakand)
-One King of the hill: Best of 4
Overall winner is the one who wins two or more maps.

My suggestion:
CP: 5cp gorge
Payload: Upward
King of the hill: Lakeside



I need you guys to tell me what maps you wish to play.
If you need a list of maps you can find them here
http://wiki.teamfortress.com/wiki/List_of_game_modes

I also need to know if you want a 5CP game, or an attack and defend CP game?

SCORING
Each map you win scores a point for your Olympic team.
If you are the overall winner (ie you win 2 or more maps), your Olympic team points are doubled.
So for instance Olympic team "Tesla" is playing Olympic team "Edison". Team Tesla wins two maps, while Edison only wins one map. Tesla wins overall, so their Olympic team points are doubled to 4. (if they won all 3 maps, the Olympic score tally would be double to 6)
Even though Edison lost overall, they still score a 1 for their overall Olympic team tally.


So what I need from you guys.

TO SIGN UP!
Decision on 5CP or Attack defend CP
Decision on what maps
Any other suggestions you might have. Remember anything can be changed so if you'd like to see something, speak up :)

I will update this thread accordingly so we can get a set of rules up and going.

Cheers guys,
Matty
Last edited by Matty on 12 Apr 12, 1:38 pm, edited 7 times in total.
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Re: GON-Olympics. TF2 Rules and input.

Unread postby Bicketybam » 11 Apr 12, 5:50 pm

I was going to suggest just straight Highlander mode.

Mainly because this isn't a formal competition, more like a collection of GON forum users that will be playing. Highlander mode can keep it going like a tourny but without that "leet/pro" experience.

I'm sure we can and will get more people interested, especially from those that only look at the TF2 forums and not the General forums.

For those that don't know, Highlander Mode is that there can be only ONE of each class, so a 9v9.

As for rules/config, I've already started to look for decent config/setup we can use.
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Re: GON-Olympics. TF2 Rules and input.

Unread postby Drakand » 11 Apr 12, 5:57 pm

Hey Bickety, not sure if this is useful but for our clan highlander/similar setup events we use ozfortress setups, like first to 5 for KOTH and stopwatch for others, here are some links that may be useful, happy to answer questions.

http://ozfortress.com/showthread.php?t=34770 bunch of configs

http://ozfortress.com/showthread.php?t=48710 details on highlander setup.

Even though its comp based, it works well for general relaxed competition, or so i found anyway :)
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Re: GON-Olympics. TF2 Rules and input.

Unread postby Matty » 11 Apr 12, 7:03 pm

I really want a highlander tournament, every class can be played, everyone has a role and it's fun.

I was under the impression it wasn't very popular. But I'm more then happy to change it to highlander. The more I think about it the better it seems to have it as highlander.
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Re: GON-Olympics. TF2 Rules and input.

Unread postby Artful-dodgeR » 11 Apr 12, 7:05 pm

at least Highlander mode forces some sense of organizing and teamwork :-P
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Re: GON-Olympics. TF2 Rules and input.

Unread postby Fireslide » 11 Apr 12, 7:20 pm

Highlander all the way. 6 v 6 is very boring to watch and play.
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Re: GON-Olympics. TF2 Rules and input.

Unread postby Matty » 11 Apr 12, 7:43 pm

Highlander it will be.

What do you guys think of the maps?
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Re: GON-Olympics. TF2 Rules and input.

Unread postby Slazza » 11 Apr 12, 7:50 pm

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Re: GON-Olympics. TF2 Rules and input.

Unread postby zeusch » 11 Apr 12, 8:08 pm

-One Payload map: Team with most points after an allotted time limit


assuming you mean like a 30 min map time limit this heavily favours the team pushing first
team that caps the final point/fastest team to cap the final point would be fairer
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Re: GON-Olympics. TF2 Rules and input.

Unread postby Matty » 11 Apr 12, 8:21 pm

I've been wondering actually how to go about payload.

My suggestion would be successfully attacking nets you a point.
Each team gets a chance to attack X number of times.

I'm not a fan of a hard limit, that was up there from what Tera pasted, and I'm pretty sure he got it from an already set of existing comp rules. (which made me think it was the norm :P)
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Re: GON-Olympics. TF2 Rules and input.

Unread postby Bicketybam » 11 Apr 12, 11:45 pm

Well I was looking around at what maps some of the Highlander Tournys use and from what I've seen these maps could work.

pl_upward
cp_steel
koth_lakeside

as well as a few normal maps that have been customised

cp_warmfront (summer version of coldfront)
ctf_turbine_pro (customised with extra hallways)

and a complete custom one called :

cp_standin_b5

We can add custom maps to a server if needed and it will be setup properly so they download fast too, so that wouldn't be a problem.

Just a suggestion, see what people think.
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Re: GON-Olympics. TF2 Rules and input.

Unread postby Drakand » 12 Apr 12, 2:08 am

hey guys,

just a few details about the maps you've put there, i've had some experience with all of them.

Upward is really good, i've done several practice highlander scrims on this map, while I initially didn't think it would work out, the map flows well, doesn't bog down too much and has lots of opportunities for good team pushes (based around uber etc). MunchY did our clan scrim on this map so he can give some good ideas around how it works better than i can.

I haven't done steel with highlander but i'd imagine it would flow a bit more without multiple engy's/spies/demo's etc slowing down play.

Lakeside is a great Koth map with some big open spaces to good, strong play however I would recommend http://ozfortress.com/maps/TF2/koth_pro_viaduct_rc3. The main changes that will be found is the area where a lot of engy camping happens (on either side of the big wall on entrance to point area) has a corridor through the wall connecting the two sides. This means that there isn't this area of lev 3 sentry setup that covers the point, engy's need to be a bit more fluid or maneuverable in their setup locations so it doesn't bog down play as much. The sniper area has also been altered to prevent snipers having so much cover and making the area a bit more definate. It still gives snipers good field of view but doesn't allow them to camp there and avoid enemy fire as much as on normal viaduct.

I am a bit biased against warmfront because I really don't like coldfront much at all. Warmfront, with its alterations, especially around point 2 is definately an improvement on coldfront but still, if you don't like coldfront your opinion probably won't change dramatically. If you are looking for alternate 5cp maps then http://forums.tf2maps.net/showthread.php?t=14835 cp_snakewater is definately a really good map, well balanced, flows well and i've found to be more popular than warmfront/coldfront.

Standin is a really challenging map considering you need to take and hold all 3 cp points to win the map, which can be very tough sometimes. It is really good fun, well balanced and a great map to play though I would suggest popping it on your custom map server so people can try it out before the event, just cause it is quite different to many other maps.

Matty, the general style of payload matches is ABBA stopwatch. Team A attacks while B defends, then B attacks to beat either the number of caps that A did, or if A finished, to beat A's time. Then B attacks first and A defends then has to beat B. If it is a tie at the end then this is repeated. The details are in the links I posted above however that is just one way of doing it, a suggestion :)

I realise obviously i'm not a regular on GON forums but just thought i'd throw some thoughts in, not wanting to overstep, just hoping to be helpful as i'm definately not pro, very much casual but enjoy some competitive play from time to time as long as it doesn't take away the fun of the game.

thanks.
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Re: GON-Olympics. TF2 Rules and input.

Unread postby Klas » 12 Apr 12, 7:50 am

+highlander -crit -spread

:thumbs_up:
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Re: GON-Olympics. TF2 Rules and input.

Unread postby Matty » 12 Apr 12, 10:00 am

Is it a good idea to put up a bunch of maps that are not regularly played?
Upward seems good.

The ABBA countdown payload model thing is good Drakand. I'll use that.

And no Crit and no Spread.
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Re: GON-Olympics. TF2 Rules and input.

Unread postby flabcab » 12 Apr 12, 10:56 am

After reading this thread I realise I know a lot less about TF2 then I thought I did and will likely get rolled, but I'm still looking forward to it :)
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