6 map campaigns


(Hazzie) #1

I have seen some servers running a 6 map campain cycle. can you tell me how is this acheived?
Cheers,
Hazzie.


(DrGratis) #2

MAGIC!!!

ok seriously check this http://www.splashdamage.com/forums/viewtopic.php?t=2221&highlight=server

or just read it…

(fun with cut and paste wheee! :bump: )


(Brinkman) #3

6 maps blow… by the end of the 4th map everyone is godly and all the new people joining the server cant do crap with everyone maxing out level 4’s


(Freedom[]Tickler) #4

Im w/ brinkman on this one - for pub servers it just gets ugly for the last 3 maps.

It might be fun to switch allies / axis teams at end of campaign or every other map as a way to keep the flavor crystals activated : ) dunno if thats doable in server scripts or not … ?


(DrGratis) #5

I’ve played several rounds on ND80 servers running Slicks10s, and recently Nobattery10 and it is not impossible…

Usually both teams have a fair number of people who level up. Besides its not like anything over 3 stats in 4 stars matters…

So what if he has lvl 4 Signals and First Aid, if he playing as a Covert ops to get to general…

and any server gets annoying when one side is far better and people from the other team leave… it doesn’t take 6 maps. :bash:


(Freedom[]Tickler) #6

true enuff degratis,

doesnt take many peeps leaving 1 side to make a pub game ugly -

but 6 map campaigns, imo, enable llamas to acheive spam status they couldnt in 3 maps : )

but point taken, pub games are pub like : )


(Borsuk) #7

True enough about lameness (lamecraft ? lameship ?) but normally you won’t achieve rank higher than Major I guess. Majors on 6map campaigns impress no one.


(Rippin Kitten) #8

Using a standard config you can’t execute server commands between map rotations in a campaign. You can do it at the end, but after 6 maps of ownage by one side who’s going to stick around for the next 6? 6 map works well with a good admin presense, or atleast players calling shuffle votes and balancing things out.

Still, even with everyone maxing out on skills I can think of only 2 class specific ones that really make a difference. Full revive for a medic is key, and Lev 4 Heavy Weapons with the additional MP40 makes soldiers pretty much killing machines. Even then, its not like another MG42 would be useless to the team, nor another medic reviving people when the Lev4 guy goes down or is too far away. I think that’s why I like the XP system of ET compared to any other game. The rewards are small enough that a high level player doesn’t automatically beat a low level player in a firefight.

RK