Dead Men Walking

Old Server Admin Section => Game Admins => Archived Topics => CS:GO Admins => Topic started by: Blunt on June 25, 2013, 01:23:25 AM

Title: dMw CS:GO review
Post by: Blunt on June 25, 2013, 01:23:25 AM
We're going to have all our MH maps on Boomer and I'm hoping to get at least 2 sessions a week going on there, in order to boost our membership etc. so we're going to have to be consistent with rules.

ATM we are unable to put no-entry signs on our maps or to restrict weapons, so we're just going to have to adapt to the situation and make the most of it.

Having played a bit, and watched a lot of competitive CS:GO recently, I'm of the opinion that we should just concentrate on playing the game tactically.

That means not worrying about boundaries, (if it feels too far, it probably is, but no-one is going to nag you if you peek round a corner)
That means accepting the AWP as part of the game, and adapting your tactics to accommodate it (it has a long reload, use your skills)
That means sometimes saving yourself and your weapon instead of doing a suicide defuse attempt (it benefits your team if you have a better weapon next round)
That means watching your back as an attacking team (attack as a means to defend)

I'm sure that we can manage to keep the good sportsmanship and fair-play ethos that we hold so dear.

What do you think?

I'm also thinking about the start money, what if we made it $800 like on a competitive server?

Thoughts?
Title: dMw CS:GO review
Post by: Soon Jung on June 25, 2013, 02:48:13 PM
My two pennies on this matter is that I am willing to try this out. I believe that the game on our servers needs a revamp and making the server a more competitive one is something I can go for. It will be a challenge to get used to no boundaries, but we can adapt and I think personally I will enjoy these changes. It is no big fuzz changing the rules if we do not find them agreeable to our way of play. Try it out, is my vote.

EDIT: After playing on Boomer tonight I will say that even if it was alright that there were no boundaries, I found the excessive use of AWP and autosnipers to be ridiculous. If it were up to me, I would ban them all together, but seeing as restricting them is a problem, I guess I have to deal with it..
Title: dMw CS:GO review
Post by: kregoron on July 01, 2013, 07:21:20 AM
Quote from: Soon Jung;372184My two pennies on this matter is that I am willing to try this out. I believe that the game on our servers needs a revamp and making the server a more competitive one is something I can go for. It will be a challenge to get used to no boundaries, but we can adapt and I think personally I will enjoy these changes. It is no big fuzz changing the rules if we do not find them agreeable to our way of play. Try it out, is my vote.

EDIT: After playing on Boomer tonight I will say that even if it was alright that there were no boundaries, I found the excessive use of AWP and autosnipers to be ridiculous. If it were up to me, I would ban them all together, but seeing as restricting them is a problem, I guess I have to deal with it..

Solution: Warn warn kick ban
Title: dMw CS:GO review
Post by: kregoron on July 02, 2013, 11:43:20 AM
Quote from: Blunt;372158We're going to have all our MH maps on Boomer and I'm hoping to get at least 2 sessions a week going on there, in order to boost our membership etc. so we're going to have to be consistent with rules.

ATM we are unable to put no-entry signs on our maps or to restrict weapons, so we're just going to have to adapt to the situation and make the most of it.

Having played a bit, and watched a lot of competitive CS:GO recently, I'm of the opinion that we should just concentrate on playing the game tactically.

That means not worrying about boundaries, (if it feels too far, it probably is, but no-one is going to nag you if you peek round a corner)
That means accepting the AWP as part of the game, and adapting your tactics to accommodate it (it has a long reload, use your skills)
That means sometimes saving yourself and your weapon instead of doing a suicide defuse attempt (it benefits your team if you have a better weapon next round)
That means watching your back as an attacking team (attack as a means to defend)

I'm sure that we can manage to keep the good sportsmanship and fair-play ethos that we hold so dear.

What do you think?

I'm also thinking about the start money, what if we made it $800 like on a competitive server?

Thoughts?

I was reflecting a bit over your thought last night, sadly i was stuck at work restructuring our core, so wasnt able to attend.

Boundaries, sadly to say, we tried dropping em a hundred times, and always end up with the same result, people run off chasing a frag, sadly this rapidly spreads to our own regulars too. Some argues its a tactical decision to get behind the enemy, sadly i always end up showing something entirely different.
AWP/Autosniper, again its been tested and tested and everytime we end up with half the team with AWP/auto.
Saving a weap has never really been into question if its clear your chances are 0.
Title: dMw CS:GO review
Post by: Soon Jung on July 02, 2013, 06:55:05 PM
The thing is that we cannot restrict any weapons. And I am not sure how it will affect the game-play if we have to keep kicking and banning people for using them, I feel we will be doing that instead of conducting tactical CS? I do not like the weapons, as it is a pain in the tush, but as I see it what do we want? A few people using them, or kick/ban them who is?

I would suggest to let people know that even if we have not restricted the weapons, we strongly urge them not to use them on the server. In my experience the past times on Boomer has been that when we said so, the people we like to have on the servers has been listening. Of course there has been the occasional twat (yes, I went there) that has not listened, but we do not want them to return anyway.

As for the boundaries, not that I have had too many nights with experience, I would say it plays pretty nicely on Boomer, even if we have not been too strict about it. We have tossed out the general comment about not running directly to the other teams spawn for frags, but we have left it at that. Works alright, I have yet to see the fella that runs around rushing people.

Tossing out opinions and thoughts here.
Title: dMw CS:GO review
Post by: Sparko on July 02, 2013, 10:09:45 PM
I agree at the end of the day do we want people that don't listen to the server rules to be a part of the community? I think not, so if they don't listen to the rules or abide by them then there is no place for them here. Obviously not all pubbies will want to join the community but isn't the main reason we host public servers is to attract players like ourselves to play fair and enjoy themselves? And then hopefully they return.

Basically abide by the rules and your welcome back, if you don't then your not welcome and we don't want you. Harsh but true. I say we give it a go (see what I did there GO as in CS:GO :P) ....

Anyway that's my two penneth :)
Title: dMw CS:GO review
Post by: kregoron on July 12, 2013, 09:01:10 PM
By the looks of it, the decision has been made, bounds are off as spawn raping is now allowed...

srsly.. then we are just like the 200 quadzillion other cs:go servers out there.
Title: dMw CS:GO review
Post by: Blunt on July 13, 2013, 01:15:42 AM
Quote from: kregoron;372902By the looks of it, the decision has been made, bounds are off as spawn raping is now allowed...

srsly.. then we are just like the 200 quadzillion other cs:go servers out there.

Srsly.. That was de_storehouse which is a tiny map that we use when we are 1v1 or 2v2 etc. to start the server up and get people going, and when I joined this evening on my own, it was the map I picked, me against bots.
It's meant to have no bounds.
We also have the official valve map de_library which is much smaller, and I also often put that on  when I crank up CS:GO at the start of the evening and I'm the only one there.
As soon as we have a few more punters, the next map is a proper one.
Spawn raping is inevitable if the map is so small, but as I said it's only used at the start of an evening.
I really don't think this is a good example of our maps or teamplay.
In CoD4 we used killhouse to start the evening off and build the numbers up, storehouse is no different to that, and I used to set it to Deathmatch too.

If you play it with that in mind, it isn't a problem.
besides, when there's only a couple or so on the server and the bots are rampaging, that's no different.

Hope that explains. :)
Title: dMw CS:GO review
Post by: kregoron on July 13, 2013, 07:48:32 PM
Quote from: Blunt;372916Srsly.. That was de_storehouse which is a tiny map that we use when we are 1v1 or 2v2 etc. to start the server up and get people going, and when I joined this evening on my own, it was the map I picked, me against bots.
It's meant to have no bounds.
We also have the official valve map de_library which is much smaller, and I also often put that on  when I crank up CS:GO at the start of the evening and I'm the only one there.
As soon as we have a few more punters, the next map is a proper one.
Spawn raping is inevitable if the map is so small, but as I said it's only used at the start of an evening.
I really don't think this is a good example of our maps or teamplay.
In CoD4 we used killhouse to start the evening off and build the numbers up, storehouse is no different to that, and I used to set it to Deathmatch too.

If you play it with that in mind, it isn't a problem.
besides, when there's only a couple or so on the server and the bots are rampaging, that's no different.

Hope that explains. :)

There is quite a difference in bots and humans, the bots dont run over the roof and bomb the spawn site with flashes and molies. Tho the humans should be focusing on planting the bomb instead of running straight for ct spawn. A tiny map can still be played tactical without bombing CT spawn.

please enlighten me how a map like that fits into TCS.
Title: dMw CS:GO review
Post by: Blunt on July 14, 2013, 12:28:09 AM
Quote from: kregoron;372939please enlighten me how a map like that fits into TCS.

It doesn't Ducky.

That's what I was trying to explain.
It's a mini map that I sometimes use to get the server started, or when there are only 3 or 4 of us on.
There are no bounds because it's so small. (In fact, we don't have bounds on any map now. Just objectives, but I take your point.)

If it's just the map you don't like, then I won't put it on when you're on.
I always ask if there are any requests for next map during all talk at the end of maps, if I don't get a reply, I try to match the map to the players.

As far as the map being played tactically, we had some good tactical fun on it tonight with 2v2 + bots.
Title: dMw CS:GO review
Post by: kregoron on July 14, 2013, 04:59:08 PM
Dont bother changing the map on my behalf m8, im here to play TCS as its meant to be played.