need minimally modified goldrush map for competition HELP :)


(RivrStyx) #61

Supply Depot is for Stopwatch play… Attackers are suppose to win and set a time…lol. Nice rant…and great choice of maps for comp play :rolleyes:


(Oxygen - o2) #62

so what? at least its not super goldrush :confused:


(NullZilla) #63

i beleive my work here is done

which shows you are a neanderthal.


(]UBC[ McNite) #64

BTW you say supply is a good comp map, bullshit, its too biased towards attackers, the truck cant be destroyed! its like setting a mouse against a dragon, of course allies win, ive never seen them lose

As Styx said, its a SW map and SW works in the way that the better time wins… its not about defending all time. Maybe u should read the sticky about comp map requirements in this forum… offense bias is what is needed for a decent SW map.
And well… i ve defended Supplydepot quite some times successfully… but it needs good players for that, so I suggest u go play that map on a decent SW-server.


(Oxygen - o2) #65

null, its kinda just a saying, i meant thats all i had to say, but yes a bunch of people like yourself have to pick hole in everything, well, i can do that too, starting with why you have to use such long words? if you want to call me an idiot you dont have to go about it like a neanderthal, wtf? And mcnite, i get the picture, i just dont like competition players because many of them are well, ass holes :confused:

still, there are good comp players, just the idiots that make it look bad :frowning:


(NullZilla) #66

null, its kinda just a saying

ahem beating someone up over a computer game

smart


(SiliconSlick) #67

If it is for competition, then I assume you will be running
etpro. If so, then you can use its scripting abiliities to possibly
accomplish the above (though the minable area stuff might
be baked into the .bsp).

See:

http://bani.anime.net/banimod/forums/viewtopic.php?t=3328

For example, I made the following modifications to
goldrush only using etpro’s new features…

  1. Axis second spawn (near bank) has more spawn points spread
    out in that area (back near the arch between the courtyard and the
    trough) to avoid mortar spamming at the spawn.

  2. After Allies load truck, Allies get Axis second spawn and
    Axis get Allied first spawn (Allies retain Axis first spawn/Allied
    second spawn [near CP]).

  3. Commented out a bunch of code for entities not in the
    .bsp (all the “defenseteeth” changes).

My patch (versus the goldrush.script that ships with
etpro) is here:

http://www.nd80usa.net/slicks/goldrush.diff.txt

SiliconSlick