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L4D tourney discussions

Started by Sn00ks, March 19, 2009, 09:01:14 AM

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Sn00ks

Pen et al, I thought I'd start a seperate thread for the L4D tourney so it doesn't get too confusing trying to arrange three tourneys in one thread.
 
 
 
OK my thoughts for the tourney so far are:-
 
1) One map from the existing two Versus campaigns, one that has a mix of open and enclosed spaces but does not have any events in it, i.e. not the lift or train-yard one (this is to keep the run time down). Maybe the first one in No Mercy? Or do you think that would make it too short?
 
2) I think we need to disable the special Infected as it would give the second team to much of an advantage knowing that the Tank or Witch were coming up.
 
3) The server set up should disable the Security door auto-open after 60 seconds. This will give the Survivors time to discuss tactics and allow us to make sure the right people are on the right team. Of course alltalk will be disabled too.
 
4) Survivor team joins the server first and swaps to the right team, then the Infected team join. This should ensure that the right people are on the right team with the minimum amount of fuss.
 
5) The match consists of pairs of teams playing one level, each team playing each side. At the end of the level the scores are noted for each team (someone from each team will be responsible for noteing the scores). The team with the highest score wins. If there is a draw for first place then the two teams will play again to decide (maybe on another map?)
 
I don't think we'll have enough time to do a round-robin so going for a straight-forward knock-out competition.
 
If we have an odd number of teams should we field an admin team to fill the gap? :boxing:
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sheepy

For it to work it does need to be very quick - ie think degal comp -

this is due to splitting people up in to small team so each side can realistically take no more than 8 mins, as this meens atleast 10 mins per side including switchover 20 mins per match. i think you can see how it very quickly adds up in time.
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Liberator

Therein lies the problem, because the sides are not equal in ability you need time for the infected to do their damage.

"No Mercy part one" can be run through in a matter of minutes, but when your infected respawn time is going to be around 30 seconds it will be impossible for them, the survivors can just run for it before you've spawned twice.

If we can adjust the respawn times for infected to a smaller time, say 10-15 seconds, then it might be possible to put up a good fight.

This is a tricky one.