Counter-Strike:Source LAN 2008.2 Settings

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  • #4306
    Falcon
    Spectator

    Just so’s you guys can be preparing for this…

     

    here’s how far I am on how it’s gonna run.

     

    We’ve got 11pm to 12:30am to play, and we’re gonna try to hit 12:30 as closely as we can so we can close out the LAN in time :D

     

    We’ll probably need about 5 minutes startup time anyway, to make sure everyone is up and running and on the right team and knows how it runs.

     

    We’ll probably allow 5 minutes between rounds for me to get the scores correctly and get all the right players situated for the next round.

     

    There’ll be 3 20 minute rounds. This time we will not start with a free-pass round. Those wanting to get warmed up, we will (hopefully) have the server open and active at least 20 minutes beforehand.

     

    It will be a mass free-for-all, pretty much.

     

    The first round will be everyone that signs up, unless we get an extraordinary # of players, we might make 2 rounds run in parallel.

     

    The second round will be the top 16, 8 from each team, +1 for the winning team, -1 for the losing team.

     

    The third round will be the top 8, 4 from each team, +1 for the winning team, -1 for the losing team.

     

    The final round will be the top 2, 1 from each team. They will play a map of their choice and will be given a set path to encounter each other, and will be expected to stick to it. They will play 5 rounds, then swap teams and play 5 more.

     

    The highest score at the end of the 10 rounds is the winner; the loser of this 10 rounds is 2nd place.

     

    I’ve still got some work to do on this tho B)

    #41952

    does free for all = GG style random spwn point kill anyone you see?

    #41962
    Adam Faulkner
    Spectator

    i dont think he means deathmatch, but if friendly fire is on. Your butt is mine nodice!

    #41992
    Falcon
    Spectator

    alas, I misspoke… FF will still be off, and it ain’t exactly deathmatch, more like team deathmatch… Highest score counts, I still forget how cs:s tallies it up, but I believe the objectives are pretty much just unnecessary distractions, kills are what matters :P

    #42141
    Renton
    Spectator

    I’m doubtful that my bro and I will be there; both very busy. It’d be awesome though. Bill.. thoughts?

    #42283
    MasterP
    Spectator

    Falcon said:

    +1 for the winning team, -1 for the losing team.

     

    In reference to how “random” our teams normally are is this really fair?

    #42289
    Falcon
    Spectator

    I could make it + <number of round wins difference> to the winning team and – <number of round wins difference> to the losing team, is that where you’re suggesting I go with this?

     

    I want to make it so that if one team clearly outscores the other (say there’s a bunch of ct’s with 20+ kills and no t’s with >10 kills) then there will be more players accepted from that team, but the losing team’s leaders still get spots in case of just a bad fortune or a biased map (hopefully not biased maps tho).

    #42299
    MasterP
    Spectator

    I was hoping for a set number from both teams. I guess it depends on how balanced the “random” teams are. If they are truly balanced then your +1/-1 system would be fine but if one team obviously outclasses the other there’s no reason to doublepunish the losing team.

    #43011
    Falcon
    Spectator

    modifications from last time:

     

    mp_roundtime 2

    mp_timelimit 20

    mp_buytime 2 (the whole regulation round time)

    mp_c4timer 45

    mp_freezetime 10

     

    maps to add in case of last round bid: scoutzknivez3, deagle_5

     

    maps to be played: de_piranesi, cs_office

    #43012
    Falcon
    Spectator

    any other thoughts/suggestions?

     

    any recommendations for changes to this plan?

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