Dead Men Walking

dMw Gaming => FPS Gaming => Counter-Strike => Topic started by: kregoron on October 08, 2012, 01:48:09 PM

Title: Bounds
Post by: kregoron on October 08, 2012, 01:48:09 PM
For those that don't know the bounds
The bounds are based on the old CS:S maps limits, so i expected them to be the same in CS:GO, they worked perfect before, so should still be fine..

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Edit: Italy map adjusted, T's can now enter the left door towards appartments, but should stay above stairs, this will allow CT's to still use the building as a prep point for rush, and should keep the balance
Title: Bounds
Post by: kregoron on October 08, 2012, 01:49:15 PM
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Title: Bounds
Post by: b00n on October 08, 2012, 02:01:55 PM
All still look fine to me, the only thing that I think needs changed now due to map changes is on Italy - the centre boundary should be extended to allow T into the door on the left, since they can access that area from the left hand side anyway.
Title: Bounds
Post by: kregoron on October 08, 2012, 02:04:31 PM
Quote from: b00n;359579All still look fine to me, the only thing that I think needs changed now due to map changes is on Italy - the centre boundary should be extended to allow T into the door on the left, since they can access that area from the left hand side anyway.

Ill have a look when i get home... feedback is awsome, as there were just based on the old maps.
Title: Bounds
Post by: Blunt on October 08, 2012, 05:23:03 PM
Cheers Kreg.

On b00n's point, I think the middle boundary is too generous for Ts.
As a rule on Italy, I'd say T's should not be going down any stairs at all.
Thoughts?
Title: Bounds
Post by: Benny on October 08, 2012, 05:32:40 PM
It's been a while since I raised this one but I feel a little spikey so...

As a CT why should you expect to run freely up to a point without any risk from mad terrorists hell bent on destruction?
Why as a T would you expect free approach to a known bombsite?

If it's not spawn killing it's fair game.

(but I will of course abide by the decisions and always stick to the boundaries anyway. I agree that stairs should be the limit on Italy)
Title: Bounds
Post by: Gone_Away on October 08, 2012, 06:23:35 PM
Quote from: Benny;359594It's been a while since I raised this one but I feel a little spikey so...

As a CT why should you expect to run freely up to a point without any risk from mad terrorists hell bent on destruction?
Why as a T would you expect free approach to a known bombsite?

If it's not spawn killing it's fair game.

(but I will of course abide by the decisions and always stick to the boundaries anyway. I agree that stairs should be the limit on Italy)

What a well balanced response (read: sitting on fence).

What about access to the end of the long corridors (both left, right and middle)? No shooting around corners (unless you're DuVel / Ducky of course :P).

Also, I'm OK with the T's being upstairs in the house as a simple FB will sort them out. As long as they don't stick their heads out and snipe at the approach.

I think we need to be a bit more liberal with our thinking if we are going to take the game seriously. We went on a compettition server the other night and got slaughtered as our strategy wasn't up to scratch.
Title: Bounds
Post by: kregoron on October 08, 2012, 06:35:08 PM
Quote from: Blunt;359590Cheers Kreg.

On b00n's point, I think the middle boundary is too generous for Ts.
As a rule on Italy, I'd say T's should not be going down any stairs at all.
Thoughts?

Well if your thinking of the upside down L shaped stairs in mid, we always allowed it, so T's wouldnt be limited to the first level, to defend towards middle approach.
Title: Bounds
Post by: kregoron on October 08, 2012, 06:36:47 PM
Quote from: Benny;359594It's been a while since I raised this one but I feel a little spikey so...

As a CT why should you expect to run freely up to a point without any risk from mad terrorists hell bent on destruction?
Why as a T would you expect free approach to a known bombsite?

If it's not spawn killing it's fair game.

(but I will of course abide by the decisions and always stick to the boundaries anyway. I agree that stairs should be the limit on Italy)

Well if you got a bunch of hostages to defend, would you run 200m away in an attempt to kill an attacking bunch of CT's?
Title: Bounds
Post by: b00n on October 08, 2012, 06:54:35 PM
Quote from: Ninja_Freak;359602I think we need to be a bit more liberal with our thinking if we are going to take the game seriously.

I'm confused, have you played this game with us? :g:
Title: Bounds
Post by: smilodon on October 08, 2012, 08:59:21 PM
Benny, I may be wrong but I believe we relaxed the strict boundaries some time ago. CS in dMw became an objective based game rather than a boundary based game. The guides on the dMw web site relate to sticking to the objectives rather than crossing or not crossing a line. The map boundaries serve as a good guide in that moving beyond them needs a reason i.e when hostages are on the move the T's can obviously take any route to intercept get them back and so the images posted in this thread serve a useful purpose to help new players understand the concept. But they're not set in stone, unless I'm very out of touch with CS and things have moved on again? :g:
Title: Bounds
Post by: Benny on October 08, 2012, 09:33:06 PM
Oh I know. My point, albeit badly phrased, was that we shouldn't rely on hard and fast lines. It's an argument as old as the game :)

I'm relaxed now, but my lag has killed my game tonight sadly. Roll on GEA install next month.
Title: Bounds
Post by: Blunt on October 09, 2012, 12:11:02 AM
I'm pretty relaxed about bounds TBH.
As long as people don't frag hunt I don't mind if they're "a bit too far"
I'm used to playing with bots, and they really take the mick!
so I'm on the watch for 'back scuttlers' and other ne'er-do-wells.
Title: Bounds
Post by: kregoron on October 09, 2012, 06:50:00 AM
back in cs:s days, we tests more lacks bounds a few times, with dmw chaps, it isnt a problem, but when you start getting new people on the server, it changes, then its impossible to admin lacks bounds, as they will keep pushing those bounds over and over. and when you finally say stop, they start complaining that they were allowed too the last few rounds.
Title: Bounds
Post by: Chaosphere on October 10, 2012, 04:21:31 PM
Ok so I'll come right out and say I'm new to Counter Strike, so I'll understand if my opinion goes against things that you lot have been doing for years now, and ultimatley I'll just abide by whatever rules you set in place.

However, I still have an opinion that I think I have a right to voice, and it pretty much lies around this fuss about bounds being a tad ridiculous. If CS is about realism, why do we make invisible boundaries that people can and can not cross? It just makes no sense. Now, a distinction needs to be made between a lone CT running off on his own and deserting his team and the objective - that goes against the teamwork based nature of the game, and should not be allowed. But, if a team decides to send one of its members off to flank the terrorists, with that member thus crossing these boundaries, why on earth is that a bad thing? The lone wolf is going off with support of the team, not just hunting kills. Unfair to the terrorists? Oh, sorry, I didn't realise war was fair. The fact remains that the lone CT is now on the hostile side of the map, alone, outnumbered and outgunned. Terrorists should be looking for this sort of thing, ready to kill the CT when he pops up - not getting shot in the back and then complaining about it over TS.

This is just one example, but I think it conveys what I want to say. These boundaries make no sense. I went over to the other side of the map to get behind the terrorists as they were advancing on the bomb site, and got my *** bitten off for doing it. As far as I was concerned, I was just being 'tactical'. Things like that are fair game in any other tactical shooter, so why on earth not in CS? In that instance, sure, I didn't know the rules and I broke them, so fair enough for telling me off. However in an additional point, there is telling someone off and then there is ripping their head off and playing basketball with it. Maybe some of us should try to be a little more civil when someone breaks a rule they never knew existed? Not all of us have been dplaying CS for 10 years now.

tl;dr, I agree with Benny -

"As a CT why should you expect to run freely up to a point without any risk from mad terrorists hell bent on destruction?
Why as a T would you expect free approach to a known bombsite?

If it's not spawn killing it's fair game."

These rules make no sense to me. They put strange artificial restrictions on something based on realism, teamwork, and tactical play.
Title: Bounds
Post by: smilodon on October 10, 2012, 04:47:57 PM
A long time ago in an attempt to make CS more of a tactical thinking game rather than a run about on your own frag hunt we adopted map boundaries. They were carefully chosen to try to make the game more team based and tactical. The community really took to them as they were simple to explain and significantly improved the quality of the game. Now CS was about planning defensive strategies, good communication and coordinated attacks.  It wasn't about lone gunmen shooting the other team in the back. Terrorist's tried to plant bombs, Counter Terrorist's tried to rescue hostages and no one tried to just up their personal kill quota.

Over time we refined the map boundaries and as the community really began to understand the style of play we were seeking those boundaries became guidelines rather than rules. Still it was very rare for anyone to move any distance beyond them.

No game is perfect and no way of playing is perfect. But over the years we've learnt that the way for most of our community to get the best game possible is to play Tactical Counter Strike with map boundaries as firm guidelines.  Without them the game suffers and we all have a poorer experience. CS isn't a role play game, we don't have to make it really life,  just fun.  This whole community was born from the way we played CS,  and while we're always keen to discuss and refine how we play I don't think we're going to drop the basic premise of TCS. It's in our DNA :)


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Title: Bounds
Post by: faust82 on October 10, 2012, 06:01:59 PM
I agree with Chaosphere completely.
I will respect the boundaries as long as they're part of the dMw ruleset, but I will say I'm in strong disagreement with several of the placements (As they prohibit the use of several natural choke points DELIBERATELY DESIGNED into the maps).
 Another issue I think are some of the more rabid enforcers of the boundaries. You'd think from their reaction you were slowly torturing cute animals and posting it on youtube.
Yes, if you know the person has been playing CS with dMw for years, you can expect that person to know about them. Still no reason not to be polite though.
These boundaries are rarely, if ever, found in the wild. No gaming community I've ever played with before has had them. Before the new maps got posted, I googled the heck out of both boundaries an TCS, and all I found were 5+ year old posts linking to long dead threads on the dMw forums. Thanks to Ducky for remaking the maps so we can finally understand what everyone is on about.

I do enjoy playing with you guys a lot, yesterday was especially fun, and as I said I will respect the boundaries and the way you guys like to play. Keep in mind though that the dMw creed applies not only to gaming style, it also covers general behaviour. Certain players are not exactly living up to the standards or their presumed status as adults with their intermittent tantrums.
Title: Bounds
Post by: gromit83 on October 10, 2012, 06:49:56 PM
I put my 0,02 dollars on Chaos.

Deadmen har for older casual gamers. Using TCS rules arent exactly casual. Make 2 servers. 1 for Ducky, Kreg and Duvel and one for the rest of us.
Title: Bounds
Post by: faust82 on October 10, 2012, 06:53:42 PM
Chaos for president! :D
Title: Bounds
Post by: faust82 on October 10, 2012, 07:09:14 PM
Er.. Gromit, Ducky == Kregoron :p
Also, dMw is for all sorts of gamers, both casual and hardcore.
I do agree there needs to be some rule changes though. TCS is all in the spirit of balance and a level playing field, so how about we restrict our danish and dutch friends to grenades and knives only? :p
Title: Bounds
Post by: Doorman on October 10, 2012, 08:51:46 PM
I've been spending the last couple of years playing CoD WaW on a well admined(?) crouch server. Suits me because the pace of play is 'sneaky peaky like' and a smidge more realistic. Like ArmA for half wits. CS:GO is great fun and I'm leaning towards the elastic boundaries side. Where it all can go wrong is when frag hunting gets out of hand. "I'll go on my own and create a diversion" = "I'm off to score some kills". Discipline is the key to team work and one must really have the team's interests at heart.
Ducky? What to do about him? Actually, I've watched him ...a lot! He's the sort of player that, being the last man (T) standing, has retrieved the bomb, planted it, then set about eliminating the enemy when they come back from exploring the map! A joy to watch.
Pet hate? Strafing. Stand still and shoot for crissakes!
Title: Bounds
Post by: Blunt on October 10, 2012, 09:20:10 PM
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Title: Bounds
Post by: faust82 on October 10, 2012, 09:45:59 PM
Not only the cats, I do too.
Doorman: the problem with Ducky is just that he's so bloody good, and his entire playing style is pure excellence. No lone-ranger fraghunting, just stayign on target and killing everything that remotely looks like it might move :p
If I join the server and see Ducky and Duvel on the same side, I know it's going to suck something horrible to be on the other :p
Title: Bounds
Post by: Chaosphere on October 10, 2012, 10:23:29 PM
Quote from: smilodon;359710Now CS was about planning defensive strategies, good communication and coordinated attacks.  It wasn't about lone gunmen shooting the other team in the back. Terrorist's tried to plant bombs, Counter Terrorist's tried to rescue hostages and no one tried to just up their personal kill quota.


My point was that why can't we have this, without boundaries? Just have the rules clearly saying that team play is key. The game stays tactical, but with no 'oh wait no I'm not allowed to flank them guys there is an invisible wall in my way'. Aren't we all sensible enough to play in the way you describe, but with a little more freedom to be a little more sneaky?


And I for one like playing against the likes of Duvel. Yeah, he is very good, but that just makes it a challenge. I'm very quickly learning CS is one of those insanity things where I just have to keep bashing my head against the wall until eventually I make a crack in it.
Title: Bounds
Post by: Blunt on October 10, 2012, 10:39:07 PM
Quote from: Chaosphere;359747My point was that why can't we have this, without boundaries? Just have the rules clearly saying that team play is key. The game stays tactical, but with no 'oh wait no I'm not allowed to flank them guys there is an invisible wall in my way'. Aren't we all sensible enough to play in the way you describe, but with a little more freedom to be a little more sneaky?


And I for one like playing against the likes of Duvel. Yeah, he is very good, but that just makes it a challenge. I'm very quickly learning CS is one of those insanity things where I just have to keep bashing my head against the wall until eventually I make a crack in it.

All well and good on our PW'd private server, but imagine trying to herd the cats that come when you've got a public server.
The TCS boundaries were in place to ensure that everyone, including pubbies, stuck to the ethos of "Doing the objective"
We managed to herd quite a few cats that way. Indeed many of them are still here.
b00n made a mod that allowed you over the boundary for a few seconds before you got auto-killed (a bit like no-mans-land in BF3).
And Whitey somehow managed to put no-entry signs on all our maps to indicate the bounds.
both these methods (plus the guiding hands of the admin team) managed to keep the pubbies in line, and keep them coming back for the gameplay.
So we know that the bounds do work.

But, like doorman, I'm not sure we need to be quite so rigid on our private server.
Title: Bounds
Post by: kregoron on October 11, 2012, 12:08:28 AM
Quote from: Doorman;359733I've been spending the last couple of years playing CoD WaW on a well admined(?) crouch server. Suits me because the pace of play is 'sneaky peaky like' and a smidge more realistic. Like ArmA for half wits. CS:GO is great fun and I'm leaning towards the elastic boundaries side. Where it all can go wrong is when frag hunting gets out of hand. "I'll go on my own and create a diversion" = "I'm off to score some kills". Discipline is the key to team work and one must really have the team's interests at heart.
Ducky? What to do about him? Actually, I've watched him ...a lot! He's the sort of player that, being the last man (T) standing, has retrieved the bomb, planted it, then set about eliminating the enemy when they come back from exploring the map! A joy to watch.
Pet hate? Strafing. Stand still and shoot for crissakes!

 If you really watched, i can always see the planted bomb when planted it. If you expect me to stand still in the middle of bomb site waiting for ct's to come, think again, that wouldnt be very tactical, now would it.
 Yes i strafe between shots, nothing new in that, everyone does it.. Not really sure what ive done to make you angry


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Title: Bounds
Post by: DuVeL on October 11, 2012, 12:20:37 AM
Quote from: faust82;359741If I join the server and see Ducky and Duvel on the same side, I know it's going to suck something horrible to be on the other :p

It depends. Another old TCS rule which Toby applied previous night did was that if one side is overpowering the other side, first to get killed has to swap. Actually Toby was above me and Ducky at the time on the scoreboard. He got killed and swapped to even the teams. Kudos to BrotherTobius!

BTW: Me and Ducky have played CS over and over as have some older dMw members. I have been in the competition league for it also as have been several dMw'ers. If you guys think off all the old tactics we had, they're fun!
I even ran into one at Dust2 while defending short/middle A, Benny and consorts were sneaking up on it.
Also don't forget the shottyround or the pick them off I called in a few times depending on the maps.
Title: Bounds
Post by: kregoron on October 11, 2012, 12:20:43 AM
Quote from: Blunt;359750All well and good on our PW'd private server, but imagine trying to herd the cats that come when you've got a public server.
The TCS boundaries were in place to ensure that everyone, including pubbies, stuck to the ethos of "Doing the objective"
We managed to herd quite a few cats that way. Indeed many of them are still here.
b00n made a mod that allowed you over the boundary for a few seconds before you got auto-killed (a bit like no-mans-land in BF3).
And Whitey somehow managed to put no-entry signs on all our maps to indicate the bounds.
both these methods (plus the guiding hands of the admin team) managed to keep the pubbies in line, and keep them coming back for the gameplay.
So we know that the bounds do work.

But, like doorman, I'm not sure we need to be quite so rigid on our private server.

Spot on, i have nothing agaisnt loose bounds on priv servers.. But as we start getting pubbies on, the loose bounds become a problem...
People will keep pushing the bounds, and with a null tolerence bounds isnt easier to keep it clean..


The bounds are positioned so they use the map layout and psysical features.. Makes it easier to know where the limit is.
Certain bounds can seem like choke points, but their well tested, and a good tactical team plans their attack and usually handles with it quite easy..


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Title: Bounds
Post by: b00n on October 11, 2012, 12:29:22 AM
Quote from: Chaosphere;359747My point was that why can't we have this, without boundaries? Just have the rules clearly saying that team play is key. The game stays tactical, but with no 'oh wait no I'm not allowed to flank them guys there is an invisible wall in my way'. Aren't we all sensible enough to play in the way you describe, but with a little more freedom to be a little more sneaky?
The problem as Doorman rightly pointed out is that 'being sneaky' is pretty much indistinguishable from going off to hunt frags.  However I agree that the rules can simply be 'enforce teamplay' without boundaries.  The problem I see is that we can't have the 'kinda, maybe, sometimes' approach to boundaries we seem to have at the moment - we either need to have them or not. I can almost guarantee that if someone bit your head off, it wasn't because you went over a boundary or because you broke a rule, it was because that person was killed because they were playing to set of rules that they assumed everyone else was also adhering to. It needs to be clear for everyone exactly what rules are being enforced.

I don't think 'elastic' boundaries will work for the same reason, if you give people an inch then soon it'll be a yard, then two, then five, and shortly you find you're needing to enforce the boundaries of how far the boundaries can be stretched.  I'm fine with not having boundaries - it just needs a decision to be made and clarified for all.

Maybe we should reopen a public server on a friday night to demostrate for those new to CS why TCS rules exist? :norty:
Title: Bounds
Post by: DuVeL on October 11, 2012, 12:36:45 AM
b00n, On the train map, after lots of people were gone me and a few OldSchool  CS-admins were checking the map and we concluded that while defending as CT on the right behind the sandbags is allowed as long as you don't go around the corner to watch into T-spawn. It might have been an "elastic" boundary but as said, I thought this would be alot within proper TCS.
Title: Bounds
Post by: kregoron on October 11, 2012, 12:44:29 AM
Quote from: DuVeL;359760b00n, On the train map, after lots of people were gone me and a few OldSchool  CS-admins were checking the map and we concluded that while defending as CT on the right behind the sandbags is allowed as long as you don't go around the corner to watch into T-spawn. It might have been an "elastic" boundary but as said, I thought this would be alot within proper TCS.

We can move the bound to see if it does any difference.

Tho i think we concluded back then, that ct's already had a lot of ground to cover


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Title: Bounds
Post by: kregoron on October 11, 2012, 12:48:26 AM
Quote from: b00n;359758The problem as Doorman rightly pointed out is that 'being sneaky' is pretty much indistinguishable from going off to hunt frags.  However I agree that the rules can simply be 'enforce teamplay' without boundaries.  The problem I see is that we can't have the 'kinda, maybe, sometimes' approach to boundaries we seem to have at the moment - we either need to have them or not. I can almost guarantee that if someone bit your head off, it wasn't because you went over a boundary or because you broke a rule, it was because that person was killed because they were playing to set of rules that they assumed everyone else was also adhering to. It needs to be clear for everyone exactly what rules are being enforced.

I don't think 'elastic' boundaries will work for the same reason, if you give people an inch then soon it'll be a yard, then two, then five, and shortly you find you're needing to enforce the boundaries of how far the boundaries can be stretched.  I'm fine with not having boundaries - it just needs a decision to be made and clarified for all.

Maybe we should reopen a public server on a friday night to demostrate for those new to CS why TCS rules exist? :norty:

I love you, your spot on.

Either we have em or we dont, the grey stuff...

We used to have two cs servers, one public with no tolerence to bounds, and one pw priv server with loose rules


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Title: Bounds
Post by: b00n on October 11, 2012, 12:51:40 AM
Quote from: DuVeL;359760b00n, On the train map, after lots of people were gone me and a few OldSchool  CS-admins were checking the map and we concluded that while defending as CT on the right behind the sandbags is allowed as long as you don't go around the corner to watch into T-spawn. It might have been an "elastic" boundary but as said, I thought this would be alot within proper TCS.
I'm fine with that, but as I said it then becomes not really an elastic boundary, but just a boundary that is extended. That's fine too, so long as people know.  But situations like that are why I don't think it can work both ways. There's either a boundary, or there isn't.
Title: Bounds
Post by: Chaosphere on October 11, 2012, 01:14:27 PM
Quote from: Blunt;359750All well and good on our PW'd private server, but imagine trying to herd the cats that come when you've got a public server.
The TCS boundaries were in place to ensure that everyone, including pubbies, stuck to the ethos of "Doing the objective"
We managed to herd quite a few cats that way. Indeed many of them are still here.
b00n made a mod that allowed you over the boundary for a few seconds before you got auto-killed (a bit like no-mans-land in BF3).
And Whitey somehow managed to put no-entry signs on all our maps to indicate the bounds.
both these methods (plus the guiding hands of the admin team) managed to keep the pubbies in line, and keep them coming back for the gameplay.
So we know that the bounds do work.

But, like doorman, I'm not sure we need to be quite so rigid on our private server.

Yup, everything I have said is referring to our private server. I don't play on public servers, because they are utter mayhem and not fun. I would be fully in support of such things if we were running a public server! But I stick to what I have said with regards to our private server.

Quote from: b00n;359758The problem as Doorman rightly pointed out is that 'being sneaky' is pretty much indistinguishable from going off to hunt frags.  However I agree that the rules can simply be 'enforce teamplay' without boundaries.  The problem I see is that we can't have the 'kinda, maybe, sometimes' approach to boundaries we seem to have at the moment - we either need to have them or not. I can almost guarantee that if someone bit your head off, it wasn't because you went over a boundary or because you broke a rule, it was because that person was killed because they were playing to set of rules that they assumed everyone else was also adhering to. It needs to be clear for everyone exactly what rules are being enforced.

I don't think 'elastic' boundaries will work for the same reason, if you give people an inch then soon it'll be a yard, then two, then five, and shortly you find you're needing to enforce the boundaries of how far the boundaries can be stretched.  I'm fine with not having boundaries - it just needs a decision to be made and clarified for all.

Maybe we should reopen a public server on a friday night to demostrate for those new to CS why TCS rules exist? :norty:

And yeah, I can see the problem. But it needs to be addressed by the team. If one of your members is running off to frag hunt with no prior discussion, and without the support of the rest, sure that is a problem. The emphasis lies with us as a community playing as teams, and not frag hunting - which surely we can do? (Again, only talking about private dmw only servers).

And I don't mind getting 'told off' for breaking a rule, it has happened in many games not just CS - thats what happens when you join a well-developed community. But some people have been able to tell me I am doing something wrong in a polite and friendly way, and others... not so much. Just something to think about. I name no names, and bear no grudges, but if I was a newcommer, I could have been quite put off of dMw within the first 30 minutes of arriving.
Title: Bounds
Post by: faust82 on October 11, 2012, 01:26:36 PM
My point of view is that the boundaries are not instrumental for good teamplay. All it does is give attacking team a cushion to sleep on. The rest of the TCS rules are good, and they encourage the type of play we'd all like to see, but fixed boundaries are not condusive to this.
Sure, 95% of the time, good teamplay will dictate that you stay behind them anyway, as there's little tactical advantage to be had by crossing those points in most rounds. However, having the option gives three direct effects.
1. The attacking team can't roll up knowing they won't be attacked. This will force them to do a tactical approach from go, instead of just rushing to a staging point right behind the boundary and crashing the party from there.
2. It disallows the tactic of hiding behind the boundaries. A couple of times now, I've been really annoyed by someone doing a probing attack, and then falling back behind the boundary to hide. If boundaries aren't removed completely, at least give us the option to pursue fleeing enemies across them if they decide to exploit them like that.
3. It makes it necessary for attacking team to also think rear security. Don't know where that flanking attack will come from.

Part of a good defensive strategy is making the attacking team nervous. That does not happen if they know they can go certain places with impunity.

As a closing note, it's perfectly possible to be a fraghunting ******* and a poor team-player  and still stay within the boundaries, just as it's completely possible  to be a good team player and play the objective while still violating  them.
Title: Bounds
Post by: Penfold on October 11, 2012, 01:35:37 PM
Quote from: Chaosphere;359790But some people have been able to tell me I am doing something wrong in a polite and friendly way, and others... not so much. Just something to think about. I name no names, and bear no grudges, but if I was a newcommer, I could have been quite put off of dMw within the first 30 minutes of arriving.

This is not acceptable. There's ways and means of telling people and sometimes it's not always done properly. If you'd like to PM me names we'll watch out for it.

This is an interesting conversation and we'll discuss it next week at the Game Leader meeting at the LAN. By all means continue to debate and we'll see what we can do to accommodate the majorities' wishes.
Title: Bounds
Post by: Tutonic on October 11, 2012, 01:45:35 PM
I'm not a fan of having hard-set map boundaries, for reasons that others have expressed: they're not necessary on a private server, and they seriously restrict your tactical flexibility (and thus, in my humble opinion, make the game less interesting).

QuoteAs a closing note, it's perfectly possible to be a fraghunting *******  and a poor team-player  and still stay within the boundaries, just as  it's completely possible  to be a good team player and play the  objective while still violating  them.                   

Excellent point.

Why can't we just have a common-sense approach? If you notice someone dashing around by themselves, largely ignoring objectives, then just give them a gentle nudge in the right direction ("Hey buddy, would you mind sticking with the rest of your team/guarding the stuff next round? Cheers."). It seems to me that this is much easier to enforce than having to explain the presence of an invisible barrier. Frankly most people who aren't old-school regulars will be baffled by this restriction.

Verbally threatening people with bans (which is what I've personally heard on the server) because they went 2 and a half yards beyond a certain barrel doesn't make the server a nice place to be for me.

Just lighten up, play the game, lead by example and stop obsessing over the minor details.
Title: Bounds
Post by: gromit83 on October 11, 2012, 01:50:49 PM
Well then its easy. When Ducky and Duvel is on the same side, no rules :-P You need to play like a maniac on meth with crazy tactics to have a chance to win the round
Title: Bounds
Post by: b00n on October 11, 2012, 02:07:03 PM
Quote from: faust82;359791My point of view is that the boundaries are not instrumental for good teamplay. All it does is give attacking team a cushion to sleep on. The rest of the TCS rules are good, and they encourage the type of play we'd all like to see, but fixed boundaries are not condusive to this.
Sure, 95% of the time, good teamplay will dictate that you stay behind them anyway, as there's little tactical advantage to be had by crossing those points in most rounds. However, having the option gives three direct effects.
1. The attacking team can't roll up knowing they won't be attacked. This will force them to do a tactical approach from go, instead of just rushing to a staging point right behind the boundary and crashing the party from there.
2. It disallows the tactic of hiding behind the boundaries. A couple of times now, I've been really annoyed by someone doing a probing attack, and then falling back behind the boundary to hide. If boundaries aren't removed completely, at least give us the option to pursue fleeing enemies across them if they decide to exploit them like that.
3. It makes it necessary for attacking team to also think rear security. Don't know where that flanking attack will come from.

Part of a good defensive strategy is making the attacking team nervous. That does not happen if they know they can go certain places with impunity.

As a closing note, it's perfectly possible to be a fraghunting ******* and a poor team-player  and still stay within the boundaries, just as it's completely possible  to be a good team player and play the objective while still violating  them.

I can see your point regarding the attacking team having a sense of security, I'm just not sure why that's a problem.  TCS is certainly a different style of gameplay to regular CS, and I think that some things about that style just need to be accepted.  There is nothing inherently wrong with boundaries other than it makes you play in a different manner than you'd play on other servers, and that's the reason many people, including me, came to play here in the first place. It's a casual style that historically has suited dMw players - slower paced and deliberately not 'nervous'.  It still allows for plenty of tactical play, just not the kind of tactics that you see on other competitive servers (one reason why, despite having decent players, the dMw competitive CS team generally got thrashed :lmfao:).
Title: Bounds
Post by: Penfold on October 11, 2012, 02:28:46 PM
Quote from: Tutonic;359794Verbally threatening people with bans (which is what I've personally heard on the server) because they went 2 and a half yards beyond a certain barrel doesn't make the server a nice place to be for me.

As we have no admins for this game then no one apart from members of the dMW Council (http://www.deadmen.co.uk/forum/showthread.php?9513-The-Management) (and Blunt who's overseeing CS:GO) is in a position to make that threat. This applies to everyone regardless of whether they've previously been a CS Admin or whatever.

If anyone has any issues with any player then please report it back to Blunt or one of the Community Admins to deal with until we decide how we're going to push this forward.

We do not want to see bullying, aggressive behaviour or members telling off other members in an inappropriate way. We don't have so many members that we want to hack them off and make them leave. If someone doesn't know the boundaries then there's a right way and a wrong way to tell them. Please think about how you would feel if someone was yelling at you and threatening you with a ban.

Also, joking aside, if it's ridiculously one-sided (eg Ducky and DuVel are on the same side) please split up and swap. It's pretty obvious when the game is ceasing to be enjoyable.

All we want is for it to be fun. Let's not get totally OCD about it.
Title: Bounds
Post by: kregoron on October 11, 2012, 02:58:19 PM
Quote from: b00n;359798I can see your point regarding the attacking team having a sense of security, I'm just not sure why that's a problem.  TCS is certainly a different style of gameplay to regular CS, and I think that some things about that style just need to be accepted.  There is nothing inherently wrong with boundaries other than it makes you play in a different manner than you'd play on other servers, and that's the reason many people, including me, came to play here in the first place. It's a casual style that historically has suited dMw players - slower paced and deliberately not 'nervous'.  It still allows for plenty of tactical play, just not the kind of tactics that you see on other competitive servers (one reason why, despite having decent players, the dMw competitive CS team generally got thrashed :lmfao:).

Spot on m8, spot on.
TCS is a very different style then normal servers, slower and bit other tactics then normal.
A ton of our old CS players myself included came to dMw servers and fell in love with the TCS concept.. We had full servers every night, newcomers and regulars.
Title: Bounds
Post by: kregoron on October 11, 2012, 03:15:19 PM
Quote from: faust82;359791My point of view is that the boundaries are not instrumental for good teamplay. All it does is give attacking team a cushion to sleep on. The rest of the TCS rules are good, and they encourage the type of play we'd all like to see, but fixed boundaries are not condusive to this.
Sure, 95% of the time, good teamplay will dictate that you stay behind them anyway, as there's little tactical advantage to be had by crossing those points in most rounds. However, having the option gives three direct effects.
1. The attacking team can't roll up knowing they won't be attacked. This will force them to do a tactical approach from go, instead of just rushing to a staging point right behind the boundary and crashing the party from there.
2. It disallows the tactic of hiding behind the boundaries. A couple of times now, I've been really annoyed by someone doing a probing attack, and then falling back behind the boundary to hide. If boundaries aren't removed completely, at least give us the option to pursue fleeing enemies across them if they decide to exploit them like that.
3. It makes it necessary for attacking team to also think rear security. Don't know where that flanking attack will come from.

Part of a good defensive strategy is making the attacking team nervous. That does not happen if they know they can go certain places with impunity.

As a closing note, it's perfectly possible to be a fraghunting ******* and a poor team-player  and still stay within the boundaries, just as it's completely possible  to be a good team player and play the objective while still violating  them.

Most of the bounds are actually created so that defenders cant see directly to attacker spawn, but close...  Example, the only spot where attackers are a little bit secure from flank attackers are at the end of long tunnel, but 1 player with a good aim can make that position horrible for attackers.

Hiding behind bounds, tactical retreat, and you see it just as often on normal gun and run servers.. As you say yourself, attackers are just probing the defense, finding holes in defenders positions. But always remember attackers still have to focus on their objective, so if you find yourself getting shot at from for example a sniping ct at long tunnel on italy, well step asside and wait for him, he has to come to you for the objective.
Title: Bounds
Post by: faust82 on October 11, 2012, 05:29:31 PM
I don't have an issue with someone probing the defense and then rethinking their attack strategy. What I do take offense at is attackers being allowed to do that without risking getting harried in their retreat. All they have to do is step back behind the boundary, and they're safe. No need to take cover and brace for the counter-attack. Then they can just stroll with impunity behind the boundaries, and show up someplace else.
Basically, what I'd really like to see is that the second an attacker breaches the boundary, he's fair game, and you're allowed to pursue him (within reason) beyond the boundary again.
After all, it's TACTICAL Counter-Strike. There's a reason swat teams and combat troops practise tactical retreats, cover on return, that sort of thing. The enemy WILL pursue if you break off the attack.

I feel this proposal needs a bit of study, since it both covers the initial thought of the boundaries (Prevent defender from using rush tactics), and eliminates the annoyances of them. After all, when the attacking team reaches the boundaries, they're no longer in need of the rush protection. They've staged and commited to the assault.
When the assault is on, it's just stupid for defending to all rush through the boundaries as well, because attacker is probably going to be at the objective already. They do have the option of cutting through areas previously denied to them, which is a good thing.
This proposed change also opens up for a new ambush assault tactic. Probe the defense, sod off, and let the pursuing defender realize "Oh ****, it was a trap, there's two guys with M249's here..." :p

I simply do not see a negative with this, because it's all dMw players on the servers anyway. If someone decides it's a good time to sit in a corner "polishing their sniper rifle", the rest of the team will pretty quickly let them know what's what. As far as I can tell, it's a win-win, in keeping with what I understand was the initial thought, as well as removing what some people see as an exploitable annoyance.
Title: Bounds
Post by: smilodon on October 11, 2012, 06:46:00 PM
All fair points but it's the term 'counter attack' that I guess is the issue. Playing 'devils advocate' a bit I'd ask the question why would there be a counter attack in TCS? On a hostage map T's won't counter attack, they have a mission objective to defend the hostages and that doesn't include chasing CT's across the map. It includes getting defensive and covering approach routes to the hostage location. CT's won't counter attack on a bomb map as their job is to defend the bomb sites not hunt T's. These are the ideas behind TCS. Obviously killing all the enemy is a pretty good way to achieve the objectives. But in TCS we sort of ignore that choice in the quest for better game play. We create fixed roles for the two map types, defend and attack.

I suppose it's about play styles. We created TCS and map boundaries to 'force' a specific play style we could all understand and enjoy. It wasn't real life and it did restrict free play, but the community felt that the style of play made CS better and so we stuck with it. Sometimes the T's have an advantage that they can control the attack and set the pace of the game by choosing when where and how to hit a bomb site. The CT's have to set up their defence and wait for the attack. Sometimes it's the CT's that decide how the game plays out when they choose how and when to assault the hostage locations. We swap sides and change maps so we call get a go at playing different roles.

Common sense will usually dictate how boundaries are dealt with, if you need to dodge round a corner to tag a fleeing enemy you have already hurt then maybe that's Ok but running round through the enemy spawn to shoot them in the back isn't TCS. The main thing is rules need to be simple. In the past we found that the broader we made them the harder they were to follow. We would interpret them differently and this lead to confusion. I think the pursue rule could work well. But we might all have a slightly different idea about how far we can chase a player. I might decide to follow you a lot further than you would me. It could get complicated.

Some of the original dMw CS players (like me) really like the TCS rules and we might seem a bit reluctant to see them change. If so it's only because we've spent hours and hours enjoying the TCS play style and are possibly a bit worried about changing them with CS:GO. I think the LAN will be a great place to discuss all this as well.
Title: Bounds
Post by: faust82 on October 12, 2012, 07:11:14 AM
I'm not saying we should descend into public mayhem, that's not what I'm after at all. I like the general style we're doing now, but as you so brilliantly put it, skipping past the boundary to finish a guy off and then falling back into a defensive position again, that's an option I'd like to have. It's actually MORE in keeping with the style as far as I can understand it, because it forces attacking team to think more about their approach as well.
The objective will always be the objective, and as you say, you can't achieve your objective in enemy spawn, but I can see several instances where having the option to dodge boundaries would make me more able to achieve my objective.
Let's take Italy for instance. If CT's are coming up through the tunnel, and I'm stuck way on the other side at the wee bridge, my only approach option is to go up to the corner and get my ass shot off by CT sniper support. Boundaries prevent me from jumping off and taking the stairs or the tunnel.
As soon as they get the hostages, all bets are off, so in that position I have to make a choice. Die at the corner, or wait for the message that they have the hostages and rush for an ambush position. Neither is a very good one. If them breaching the boundaries means I could too, I could make all sorts of approaches and still be on target.
It's not a _huge_ problem, but it's a situation I can see happening.

But yeah, now is not the time to make big changes. The higher-ups are having a meeting at the lan, and I'm sure there'll be some lobbying opportunities there :D
Title: Bounds
Post by: kregoron on October 12, 2012, 09:26:55 AM
Quote from: faust82;359805I don't have an issue with someone probing the defense and then rethinking their attack strategy. What I do take offense at is attackers being allowed to do that without risking getting harried in their retreat. All they have to do is step back behind the boundary, and they're safe. No need to take cover and brace for the counter-attack. Then they can just stroll with impunity behind the boundaries, and show up someplace else.
Basically, what I'd really like to see is that the second an attacker breaches the boundary, he's fair game, and you're allowed to pursue him (within reason) beyond the boundary again.
After all, it's TACTICAL Counter-Strike. There's a reason swat teams and combat troops practise tactical retreats, cover on return, that sort of thing. The enemy WILL pursue if you break off the attack.

I feel this proposal needs a bit of study, since it both covers the initial thought of the boundaries (Prevent defender from using rush tactics), and eliminates the annoyances of them. After all, when the attacking team reaches the boundaries, they're no longer in need of the rush protection. They've staged and commited to the assault.
When the assault is on, it's just stupid for defending to all rush through the boundaries as well, because attacker is probably going to be at the objective already. They do have the option of cutting through areas previously denied to them, which is a good thing.
This proposed change also opens up for a new ambush assault tactic. Probe the defense, sod off, and let the pursuing defender realize "Oh ****, it was a trap, there's two guys with M249's here..." :p

I simply do not see a negative with this, because it's all dMw players on the servers anyway. If someone decides it's a good time to sit in a corner "polishing their sniper rifle", the rest of the team will pretty quickly let them know what's what. As far as I can tell, it's a win-win, in keeping with what I understand was the initial thought, as well as removing what some people see as an exploitable annoyance.

1. If counter attacks were allowed, the second you run off to retaliate, you break the corner stone of TCS, your objective to guard. Chasing a wounded attacker, is not focusing on guarding your objective, thats chasing a frag.
2. Suddenly thing would rapidly get out of hand, as pubs would scream i saw an attacker and run off.
3. Remember attackers can't do that indefinetly, they are on a time limit, and also has the objective as their main focus.
Title: Bounds
Post by: kregoron on October 12, 2012, 09:30:01 AM
Quote from: smilodon;359808All fair points but it's the term 'counter attack' that I guess is the issue. Playing 'devils advocate' a bit I'd ask the question why would there be a counter attack in TCS? On a hostage map T's won't counter attack, they have a mission objective to defend the hostages and that doesn't include chasing CT's across the map. It includes getting defensive and covering approach routes to the hostage location. CT's won't counter attack on a bomb map as their job is to defend the bomb sites not hunt T's. These are the ideas behind TCS. Obviously killing all the enemy is a pretty good way to achieve the objectives. But in TCS we sort of ignore that choice in the quest for better game play. We create fixed roles for the two map types, defend and attack.

I suppose it's about play styles. We created TCS and map boundaries to 'force' a specific play style we could all understand and enjoy. It wasn't real life and it did restrict free play, but the community felt that the style of play made CS better and so we stuck with it. Sometimes the T's have an advantage that they can control the attack and set the pace of the game by choosing when where and how to hit a bomb site. The CT's have to set up their defence and wait for the attack. Sometimes it's the CT's that decide how the game plays out when they choose how and when to assault the hostage locations. We swap sides and change maps so we call get a go at playing different roles.

Common sense will usually dictate how boundaries are dealt with, if you need to dodge round a corner to tag a fleeing enemy you have already hurt then maybe that's Ok but running round through the enemy spawn to shoot them in the back isn't TCS. The main thing is rules need to be simple. In the past we found that the broader we made them the harder they were to follow. We would interpret them differently and this lead to confusion. I think the pursue rule could work well. But we might all have a slightly different idea about how far we can chase a player. I might decide to follow you a lot further than you would me. It could get complicated.

Some of the original dMw CS players (like me) really like the TCS rules and we might seem a bit reluctant to see them change. If so it's only because we've spent hours and hours enjoying the TCS play style and are possibly a bit worried about changing them with CS:GO. I think the LAN will be a great place to discuss all this as well.

Exactly my point, bounds are just a means to make people stick with the objective, yes the bounds was mostly created to enforce the TCS style to publics. But also to reasure..
This is what makes our cs servers differ from all the other servers out there.
As someone nicely posted, browsing the interwebs for tactical counter strike lead this way.
Title: Bounds
Post by: Doorman on October 12, 2012, 03:26:31 PM
And the pendulum swings back to.... Boundaries. :yahoo: