playing ET on a competition level.


(DG) #21

tbh i was already (happily) surprised that the ET hardcoded restrictions and even the supplied example pbcvar cfg were a lot more sensible and alike the CB/CAL restrictions than for example the near defaults in the pb cvar cfg id software provided to EB for rtcw.

e.g.: a couple less picmip? woohoo blurred textures instead of really blurred textures, no big deal. No simpleitems? the et boxes hardly hurt fps and are anyway much more easily identfied at distance than the rtcw paks, so no issue. vertex light? ok here’s the main change, and imo the only really significant one (comparing rtcw+cb vs. ET+cb).

as for maps, more i play them the more i think they’ll be suitable for smaller organised teams - bar a few balance issues maybe (battery a bit harsh on allies). I think a lot of area in the bigger maps wont be significant to smaller teams and just wont see much action, no big deal. the lack of map numbers might mean greater need for some customs but tbh rtcw could have done with more support for customs anyway. Due to the longer timelimits i’d guess that the norm for stopwatch would one map ABBA instead of two. campaign should be good fun too (at least for less “serious” clanwar although i’d assume it’d have to be one attempt at each map, i.e. one team axis all the way, maybe with the CB challenge specifying team - and a point of etiquette being that teams that challenge as allies should accept challenges from the same team to play as axis etc.

Other Q sits on use of EXP, although this cant be fixed atm anyway. Another for heavyweapon restrictions - most seem to favour 1 PF (cb setting this for rtcw next season aswell) but it cant be fixed without restricting arty spam aswell, itself maybe a good thing but needs to be considered.


(edg3) #22

Allot of ppl make the fault to think its about fps issues.
its not! picmip5 doesn’t make your fps go up… it kills it :slight_smile:
But that’s not the point… its about personal taste…
the way it makes you feel comfortable playing the game.
The slightest mouse setting make your aim go bad for example.


(SCDS_reyalP) #23

The funny thing is ydnar fixed q3map so that vertex light didn’t have to be the uber brightness hack it was in previous q3 games. I guess they took it out for some other reason (which is too bad, because it could be a nice framerate boost for some of us)

You are wrong there. picmip5 may not help your frame rate, but it won’t ever hurt it.

Do you think seeing through walls should be a matter of perosnal taste (I know that when .pk3 based wallhacks came out for some of the early quake games, people actually seriously argued that it was) ? Obviously that is an extreme example, but you have to draw the line somewhere. I really don’t see where not having mega blurry textures is such a big deal, and high picmip values DO make it so you can see through trees and such.