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Topics - King Dumb

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16
MM8BDM Discussion / MM8BDM Weapon-by-Weapon Discussion
« on: July 04, 2014, 09:31:49 PM »
Hello all! This is something I have been planning for a while, following a similar vein as the mapping feedback thread, meaning I will be guiding the discussion from weapon to weapon. I hope there can be intelligent and productive discussion about various weapons that I have found to be sources of contention among a lot of players. This is not an official feedback thread and is intended merely for discussion, but that's certainly not to say that changes could come about from the discussion here if the development team so chooses.

I will probably mention this many times throughout this thread, but I strongly recommend potential posters to make sure they are informed and prepared to intelligently discuss any points they bring up. Of course everyone is welcome to post, but posts without reasoning and/or posts without relatively level-headed reasoning are not only useless, but are also detrimental to the discussion at hand, because they can distract from the main discussion and derail the topic. This is bound to be a heated thread which is fine, but there is a fine line between heated on-topic and heated off-topic.

Also, the discussions in this thread will be as focused as possible. Please refrain from diverting discussion from the specific weapon to something else as much as possible. While some of this is bound to happen in comparison, I am choosing the weapons for discussion purposefully.

Some information to know before discussion:
-Explosive weapons deal their base damage at their center, and damage is scaled down linearly from the center of the explosion to the edge of the explosion radius.

-Rippers are weapons that pierce through players, and are designed to deal damage every tic. Damage values for rippers indicate the damage that a player receives per tic as long as the projectile is inside the hitbox of the player. However, many rippers in MM8BDM have a base damage value of 0, and rather than using the hardcoded ripper damaging method these projectiles spawn damagers every tic. Thus, to understand quantitatively how much damage a ripping weapon will do, you need to know the speed of the projectile, the size of its hitbox, the speed of the target, and the size of the player hitbox. The player hitbox has a radius of 16 units and a height of 56 units.

-Projectile speed and dimensions are in map units. The best feel you might be able to get for map units is from vertical structure. The blocks on MM1CUT where Rolling Cutter and large health and ammo pickups sit are 64 units tall. The Atomic Fire pedestal is 32 units tall.

-Junk Shield gives an armor value of 100, and this armor absorbs 75% of damage you receive. Some weapons have the +PIERCEARMOR flag to ignore Junk Shield's effects.

Additionally, I request that individuals take time to glance at the weapon-in-question's DECORATE if able before posting. We will be much more productive in discussion if everyone is properly informed. Of course, I will provide basic details for weapons being discussed regardless.

Finally, before we begin discussion, I want to include the following list. This is a list of every weapon in every map. This list does not include support items, only actual weapons. This is to provide you with an easy means of context when you want to compare weapons. Sorry about the time stamps and random bots, just copied this from an offline game log.

(click to show/hide)
---------------------------------

Without further ado, I would like to begin this topic with a weapon a lot of people love and despise.

Ring Boomerang
Ammo Usage: 1/28
Projectile Speed: 65
Radius: 12
Height: 12
Damage: Ring Boomerang subtly changes behavior between moving forward and its returning movement. From the time it is thrown to the time it stops to turn around, Ring Boomerang is a ripper that deals 15 damage per tic. When it is returning, Ring Boomerang itself is a non-interactive, dimensionless actor that spawns ripping damagers of identical size and damage as that of original Ring Boomerang every tic.
Rate of Fire: 28 tics
Hitstun: A_ScaleVelocity 0.75 (default)

Here are some questions that you might use to guide your thoughts, if you desire:
1. Many people see Ring Boomerang as the single best weapon in the game, and even more deem it overpowered. How do you see this weapon in terms of usefulness and power?
2. Based on your thoughts from question 1, do you think altering Ring Boomerang would be a good idea? In what ways?

*Also, though this game is officially balanced for Deathmatch first above all other game modes, you may discuss in the context of whatever game modes you wish in this topic. Of course, the more Deathmatch-centric the discussion, the better the chances that the devteam may take interest in your ideas. But, plenty of people are more well-versed in the weapon balance of CTF, Duel, or [T]LMS.

17
Events / Target Blaster Competition #3 - MMBKIN
« on: May 24, 2014, 05:13:34 PM »
(click to show/hide)

Target Blaster Competition #3

Come one, come all, to Cutstuff's third Target Blaster competition! It's been a long while since the last two, so hopefully everyone is ready for some more action! The competition and target layout have been approved by Ivory, so...

You are competing for these medals:

The map for this time around is going to be MMBKIN. Here's the details for this event:
-All you need to do is have a Cutstuff account and compete in the approved server to be eligible to win this event!
-There will be a BE server up with the wad. This is the server where runs will count. The server name will be :: [BE] New York :: Cutstuff Target Blaster 3.
-In addition to the best time, the server will also note the second and third best times. As long we have sufficient participation, this event will award a runner-up medals to the 2nd and 3rd place blasters!
-Medals will be awarded to the lowest three scores in the server log. Tying with an already-established top three time will not beat that time.
-To accommodate for this change, the autosuicide feature has been expanded. Now, you may type set autosuicide_[1, 2, or 3] 1 into the console, to automatically end your run if you go over the 1st, 2nd, or 3rd place time, respectively.
-As before, there are 20 targets on the map, and you will not start with the Mega Buster. As an added twist, all non-MM&B weapons have been removed from the map! That means you must use the 8 new MM&B Robot Master weapons alone!
-If your name is not obvious, please state it in the chat of there server so I am aware.
-If you want to practice offline, set the game mode to survival (survival 1), then go to the map TARG01 (map TARG01).
-For those worried about the BE service going down for maintenance, remember that I will have access to the server log nonetheless, so the best times will not be lost!

This event will run from the time I put the server up until Monday, June 2, 11:59 PM EST (UTC-05:00).

Everything in this wad should run totally fine. However, knowing me there may be something go wrong. I will be around this release afternoon to make sure everything is stable. Which it should be!

Finally, here is the wad download. I simply modified the wad made by CutmanMike to account for three high scores, along with a couple Zandro1.2 fixes, so credit goes to him: MMBKIN-TargetBlaster-Current.wad

Server will be up moments after this post is made. Please comment here with issues, questions, etc!

The server is up! IP is 108.61.83.66:15006

18
It struck me that we (or at least I) don't know a lot about how a majority of the members of this forum - especially the newer ones, but even notably as far back as 2011 - found MM8BDM and Cutstuff. For that reason, and just for curiosity's sake, I'm posing two questions:

1) How did you learn about MM8BDM?
2) How did you learn about Cutstuff?


Of course these questions are not just to new members; I encourage everyone to share how they found the game and the forum. I think it will be interesting to learn if and by how much the two are separated for new members, and how player/member attraction has changed, or hasn't. It could also be useful data for the future!

I guess I'll start it off. I learned about MM8BDM from Watzup7856, who showed it to me right around the release of v1c. I jumped straight into online play since he showed me how to, and learned about the forums just from in-game chat. After downloading some mods and getting Doomseeker, I began to see a lot more people more regularly, which prompted me to join the forums since I began to familiarize myself with the community. So I found the game and forums around the same time, and just by word of mouth.

19
MM8BDM Discussion / Jumps in MM8BDM
« on: March 06, 2014, 04:16:01 AM »
This is something I've been working on for quite some time. Essentially, this is a compilation of lots of different jumps that are possible in the vanilla MM8BDM game. The jumps I've listed here fall under the following criteria (which are broken a lot because I just got carried away):

1) I set out only to find jumps that could be executed without aid. That means, I am only listing jumps made without the help of items or weapons, just movement and the jump button. (Assistance from the stage is okay though, as you'll see in a few jumps.)
2) These jumps are jumps that seemed to me to be unintentional (that is to say, not obvious and not well known.)
3) With the exception of a few, all of these jumps require SR40 or SR50 to complete. I specified when SR50 is strictly required when I could remember, but I might have (read: probably) missed some.
4) With the exception of a few, I only wanted to list jumps that, if they could be performed effortlessly, would be useful during a game. Of course, most of these jumps cannot be performed effortlessly.

So really this is just a bit of fun I had that I wanted to share. Many of these are impractical to use during gameplay. I add some notes to certain jumps when they are called for (such as to indicate the most difficult jumps [in my experience], etc.)

Also, with the exception of two, I have completed all of these jumps. If you're having a lot of trouble, keep these things in mind:
-Some/many of the jumps I didn't specify SR50 for may require it anyway.
-Very small elevation changes (the kinds you can walk up/down without jumping) will interrupt your jump, so maneuver around these.
-Turn 38.7 degrees from your movement direction to maximize distance with SR40. Turn 45 degrees to maximize distance with SR50.
-Most of the time you will need a short running start. Some jumps will require some tricky maneuvering, with that in mind.

Refer to this guide, in section VII-B, for information on binding and using SR50.

Wherever the crosshair/buster pellets are pointing towards is the destination area of the jump; wherever I'm standing is the starting area. Obviously most jumps will be made from the edge of whatever platform I'm on.

Of course, I excluded all maps in which I didn't find any such jumps.

Anyway, without further ado, here's what I've found! I apologize in advance for format breakage.

MM1

MM1BOM
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MM1ELE
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MM1ICE
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MM1FIR
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MM1TIM
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MM1OIL
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MM1GUT
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MM2

MM2BUB
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MM2HEA
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MM2FLA
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MM2QUI
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MM2WOO
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MM2MET
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MM2DW1
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MM3

MM3TOP
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MM3HAR
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MM3MAG
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MM3SPA
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MM3DW1
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MM4

MM4PHA
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MM4BRI
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MM4SKU
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MM4RIN
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MM4DIV
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MM4TOA
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MM4DC1
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MM5

MM5CHA
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MM5STO
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MM5GYR
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MM5GRA
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MM5STA
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MM5CRY
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MM5DAR
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MM6

MM6CEN
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MM6KNI
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MM6PLA
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MM6FLA
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MM6YAM
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MM6MRX
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MM7

MM7FRE
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MM7JUN
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MM7BUR
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MM7SPR
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MM7SLA
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MM7SHA
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MM7TUR
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MM7DW4
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MM8

MM8TEN
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MM8AST
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MM8SWO
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MM8SEA
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MM8FRO
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MM8AQU
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MM8DUO
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MM8DW2
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MMCTF

MMCTF02
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MMCTF03
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MMCTF05
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MMCTF07
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MMCTF08
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MMCTF10
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MMCTF11
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--------------------------------------------

So, uh, yeah. I guess you can discuss general MM8BDM platforming/jumps here. Also, if you find any more jumps in the vanilla game, or need some help, post here!

20
Events / Cutstuff 2014 MM8BDM Fighter Tournament! FINISHED!
« on: February 08, 2014, 07:49:03 PM »
Cutstuff 2014 MM8BDM Fighter Tournament!

News: The tournament has begun!! Contact your partner and your opponents and begin your matches! Server hosting would be much appreciated, but please make sure you use the config files/command lines listed below!

Winner - Fyone - Cutstuff Fighter Medal Recipient
2nd Place - !o! woohoo - Cutstuff Fighter Runner-Up Medal Recipient
3rd Place - Awbawlisk - Cutstuff Fighter Runner-Up Medal Recipient
4th Place - Kapus


The Bracket:
This bracket was entirely randomized. Complaints (?) should be directed to me. I'M SORRY FOR THOSE WHOSE NAMES GOT CUT OFF ;_;

(click to show/hide)
http://challonge.com/2014fighter

-------------------------------------------------

Come one, come all! It’s time for a MM8BDM competition like you’ve never seen before! In this competition, you’ll compete with a buddy through a bracket-style tournament of teams, playing all sorts of different team game modes to advance! What’s more, I have been granted permission from the admin team to offer an all-new Cutstuff Competition medal as the award: The Cutstuff Fighter medal!



What’s more, the second and third place individuals (more explained below), will receive the Cutstuff Fighter Runner-Up medal!



Now that I’ve got your attention, let’s get down to the details! As I said, you’ll compete in this tournament in pairs, and you’ll keep the same partner throughout the entire event. You and your partner will have to confirm each other in your sign-up posts.

This tournament will run bracket-style, so ideally, we’ll have 16 teams, with 32 participants total.

Aside from competing as a team, this tournament has another twist that you can use to your advantage to advance! Each match-up between teams will be a Best-2-games-out-of-3 match. For the first two games of each match, each team will choose a game mode (different game modes!!) and map in which they want to compete! The third game, if necessary, will be played in a mode agreed to mutually by both teams. If both teams cannot agree, each time will eliminate one game mode one by one (starting with the team that lost the previous game) until one remains. The game modes you can choose from are listed below, with the details for competing in each mode:

Team Deathmatch: Fraglimit of 30. Timelimit of 25 minutes. Winlimit of 1.
Team Last Man Standing: The choosing team has a choice here.
   Option 1: Sv_maxlives 3, winlimit 2.
   Option 2: Sv_maxlives 1, winlimit 3.
Team Possession: Pointlimit 3. Hold time 45 seconds. Winlimit 1.
2-Flag Capture the Flag: Pointlimit 4. Timelimit 25 minutes. Winlimit 1.

Each game mode will be played on only one map. So for any given match-up between two teams, up to three maps and up to three game modes could be played!

General Rules:
1. All games will be played in version v3b of MM8BDM.
2. All modes must be played according to the guidelines listed.
4. At this point, there are no banned vanilla maps. This may change in the future. As for custom maps, they may only be played if both teams agree to a custom map (one team still chooses the game mode, but in the case of a custom map that map must be approved separately by the enemy team.)
5. Servers used for the competition must use the appropriate config file/command line, given below.
6. Server hosts must be able to provide logs of any and all matches if I request them.
7. Duels played on the server of one of the participants (where they have that low, low ping) will only count upon agreement by both teams.
8. Cases of lag will be handled on a case-by-case basis. As general rules, lag related to clients’ local machines (ie, other programs, etc.) will not be excused; lag based on connection issues with the server will be excused in most cases and the appropriate actions will be taken.
9. You must report all match/game results on this thread, preferable with screenshots or mutual team confirmation.
10. As tournament host, I reserve the right to add, remove, or change rules as I see fit to maintain a smooth, functional, and equally fair tournament.

Config Files (for BE servers)/Command Lines for Each Server Type:
For BE servers, use these files as your .cfg file. For other servers, copy the text of this file and use it as your command line:
TDM: FighterTournamentTDM.cfg
TLMS (3 lives): FighterTournamentTLMS1.cfg
TLMS (1 life): FighterTournamentTLMS2.cfg
TPos: FighterTournamentTP.cfg
CTF: FighterTournamentCTF.cfg

Now then, as you may recall I mentioned earlier that there will be only be one 1st Place winner, one 2nd Place runner-up, and one 3rd Place runner-up. Here’s how this works: Teams will compete in the bracket like normal. Ultimately, two teams will compete in the finals of this bracket. After this contest, two things will happen:

The two members of the winning team will compete in a best-2-games-out-of-3 Duel for 1st and 2nd place.
The two members of the second-place team will compete in a best-2-games-out-of-3 Duel for 3rd and 4th place (remember, 4th place does not receive a medal, so fight hard!)
That’s about all there is to the structure of the tournament!

Participant List:

(click to show/hide)

Sign-Up Form:

Note: Sign-ups tentatively open until Friday, February 14th at 4:00 PM EST (UT-05:00).

In-Game Names:
Team Mate:
Ways to Contact (please include all relevant usernames):
Time Zone:
Location (some sense of latitude):
General Times Available:

-------------------------------------------------

As always, please post here with any questions/comments/concerns!

21
Events / Classes Duel Tournament!! BRACKET PHASE!!
« on: November 04, 2013, 02:55:17 AM »
Classes Duel Tournament[/size]

NEWS: Bracket Stage!

The deadline for the Bracket Stage is Monday, January 6th, 12:00 AM EST (UTC-05:00).


In the Group Stage, participants must duel each opponent in their group in a best 2 out of 3 fashion; each player picks one map, then one map is picked mutually if a third duel is necessary. Map picks for this stage are reset, so you can pick maps you picked in the Group Stage. But, like in the Group Stage, you can only pick a map once! After you pick a map once, you may not pick that map again for the rest of the tournament!
Before every Duel, execute the Draft Pick described later in this post. You may switch between your two classes at will during the Duel.
Every Duel must be to 5 frags, with no timelimit. Issues of stalling Duels for the sole purpose of not losing/wasting time will be brought up to me and will be dealt with individually.
Make sure autorespawn is off if you are hosting a server, so players can switch classes at death.
Remember, Charge Man, Guts Man, Air Man, Plant Man, Mega Man, Proto Man, Rock Man, and Bass are banned from the tournament.

Without further ado, here are the brackets! Please report all results on this thread, with pictures if you can. (Note: the seeds listed in the brackets aren't right, that's the order I entered people into the system).
http://challonge.com/classesdueltop
1st Place: --
2nd Place: --
3rd Place: EazyDI


http://challonge.com/classesduelmiddle
1st Place: King Dumb
2nd Place: Stonefunk
3rd Place: Sir Juice


http://challonge.com/classesduelbottom
1st Place: --
2nd Place: --
3rd Place: --


-------------------------------------------------

Classes Duel is a fun way to play as your favorite Robot Masters while testing out your adaptive skills and knowledge of class counters. Using a Draft Pick system before every duel, players will have 2 classes to use in any given duel and will be banning 2 classes for any given duel. Instead of picking 2 classes to use for the whole tournament, you will choose your options for each duel.

General Rules:

1. All duels will be played in version v3b of MM8BDM.
2. All duels must be played with the version of classes listed in the required wads.
3. All duels must be played in Duel mode.
4. All duels must be played using the Draft Pick system described below. Additionally, Guts Man, Charge Man, Air Man, and all copy weapon classes except for Doc Robot are banned.
4. All duels must take place in servers hosting the Required Wads listed below.
5. All duels must be to 5 frags, with no time limit.
6. The following maps are banned: MM5CRY, MM5GYR, MM8CLO. Custom maps are allowed only upon mutual agreement.
7. Server hosts must ensure that the following parameters are in place:
a) Crouch OFF
b) Chasecam OFF
c) Forced Respawn OFF
d) Skill NIGHTMARE
f) Autoaim OFF
g) Suicide OFF
h) Spawnfarthest ON
i) Mapvotes ON
8. Server hosts must be able to provide logs of any and all matches if I request them.
7. Duels played on the server of one of the duelists will count only upon mutual agreement.
8. Cases of lag will be handled on a case-by-case basis. As general rules, lag related to clients’ local machines (ie, other programs, etc.) will not be excused; lag based on connection issues with the server will be excused in most cases and the appropriate actions will be taken.
9. As tournament host, I reserve the right to add, remove, or change rules as I see fit to maintain a smooth, functional, and equally fair tournament.

Rules for each individual stage of the competition will be released later in the week.

This tournament will run somewhat similarly to my previous duel tournament in terms of structure. That means two stages: a group stage, and a bracket/elimination stage.

First Stage Rules:
(click to show/hide)

The second stage is the bracket stage, consisting of one or more classic brackets. If (a) was the first stage, then at least two brackets will be created. One will be composed of the top one or two contestants of each group, the other of the 2nd place or 3rd and 4th place contestants of each group, determined by win-loss ratio, kill-death ratio, and/or a tiebreaker duel, in that order. If there is interest, a bracket(s) can be made for the lower ranking members of each group. These brackets will be subsequently be seeded.

If (b) was the first stage, this serves as the seeding and one bracket will be made. After the first round of this second stage, a second bracket will be made for the losers of the first round.

Second Stage Rules:
(click to show/hide)

Draft Pick System:
(click to show/hide)

Required WADs (watch for updates):
YOU MUST LOAD THE WADS IN THIS ORDER IF YOU ARE HOSTING A SERVER!
Classes-v6g(3b).pk3
BrutalDuel-Classes-v1b.pk3 (see this topic for more info)
DuelItemPatch-v3b-2.pk3

-------------------------------------------------------

Sign-Up Form:

Cutstuff Name:
In-Game Name(s):
Time Zone:
Location:
Ways to Contact (please include all relevant usernames, etc.):
General Times Available:

-------------------------------------------------------

Participant List:
(click to show/hide)

As always, please post with any questions or concerns.

22
Projects & Creative / [GAMEMODE] Operation: Battleground - UPDATE: v1b!
« on: October 04, 2013, 01:02:26 AM »
Operation: Battleground

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Download - v1b: http://static.best-ever.org/wads/operat ... nd-v1b.pk3

Changelog
(click to show/hide)

NOTE: PLEASE READ EVERYTHING BELOW BEFORE YOU START PLAYING.

Operation: Battleground is a new team mode played on CTF maps. It attempts to emphasize teamwork and strategy, while also allowing even inexperienced players to contribute to the overall goal.

The hallmark of Operation: Battleground is the presence of multiple key items in every game! The Terminator Sphere, Circuit Board, White Flag, and Blue/Red Flags are all here!

Operation: Battleground is played in Team Game mode. It is currently playable on 7 vanilla CTF maps. These maps were made compatible with the mode and they are reached by appending an X to the end of their names (that is, these should be the only maps in rotation in servers):
MMCTF05X
MMCTF08X
MMCTF09X
MMCTF10X
MMCTF14X
MMCTF15X
MMCTF17X

This mode should be played with a minimum pointlimit of 100, unless it's a very small crowd.

Currently, this mode includes two playable versions, dubbed Traditional Mode and Dynamic Mode. The new server variable sv_obgscore sets which version is active. The default is 0, Traditional Mode, while 1 is Dynamic Mode.

Traditional Mode:
-Capture the enemy Blue/Red Flag to score 20 points.
-Frag an enemy to score 1 point.
-Hold the circuit board to slowly drain the enemy’s points (drain rate increases with more players in game).
-Hold the Terminator Sphere for a 25% increase to damage and speed.
-Capture the White Flag to debuff the enemy team; their frags won’t add points to their total for 30 seconds. Note: You can capture the White Flag even when the enemy’s colored flag is taken.

Dynamic Mode:
Dynamic Mode is the same as Traditional Mode, but with some important changes:
-Holding the circuit board will slowly add to your points rather than subtract from the enemy’s.
If your team is down by 25% or more of the total point limit:
-Capturing the enemy colored flag adds 20 points plus 5% of the point limit.
-Holding the circuit board adds double (2) points every time it would add one.
-Holding the Terminator Sphere grants a 40% damage buff and a 25% speed buff.
If your team is down by 50% or more of the total point limit:
-Fragging an enemy player earns 3 points.

Important Mechanics:
-You can’t carry more than one key item at a time!
-Bind the new command ‘dropgoalitem’ to a key (or use the controls menu). This command will drop whatever key item you are carrying at the time.
-The Terminator Sphere and Circuit Board both spawn at one of four random spots (each) near the center of the arena.
-The Blue/Red/White Flags all autoreset according to sv_flagreturntime; the Terminator Sphere and Circuit Board reset to one of their spawns after 30 seconds.
-You can still manually return the colored flags.
-The White Flag respawns 2 minutes after it is captured each time.
-Spectating, disconnecting, or changing teams while carrying a key item will return that item to its spawn.
-If you're closest to the White Flag spawn than to either of the base flag spawns, the Terminator Sphere will grant you 35% damage rather than 20%.
-The Circuit Board drain rate is lowest when you're in your own base. If you're closer to the center, it'll drain faster. If you're in the enemy base, it will achieve its highest drain rates.

Known Bugs:
--

Other Important Notes:
-Compatibility is currently only guaranteed with vanilla.
-If you want to see the ACS source, you need only PM me asking. Chances are very high I'll send it right to you.

What To Expect in the Future:
-Customizable content! In the future I plan to add different options for what each key item can do... and perhaps add more key items!
-Maps built from the ground up for Operation: Battleground.

On that subject...

Calling interested mappers!
If you would like to create a map for Operation: Battleground, please be my guest! Keep in mind any map made for this mode should also work in CTF modes. Maps intended to be good fits for Operation Battleground should follow the following guidelines:
-The map should be pretty big, or at least effectively big. That is to say, either physically large or labyrinthine (or both!) are ideal. No large empty spaces though!
-Pedestals for the Terminator Sphere and Circuit Board, so they don't have to spawn at odd locations.
-And of course, pedestals for the flags.

Additionally, you must do the following to your maps to make them compatible with Operation: Battleground:
-Tag the Blue Flag sector as 76.
-Tag the Red Flag sector as 77.
-Where the Blue Flag should spawn, instead place a MapSpot with tag 76 and an ActorHitsFloor thing with special 226 executing script 102.
-Where the Red Flag should spawn, instead place a MapSpot with tag 77 and an ActorHitsFloor thing with special 226 executing script 101.
-Where the White Flag should spawn, instead place a MapSpot with tag 78.
-The Circuit Board is coded to spawn at a random MapSpot from 79-82. Place these near the center of the map.
-The Terminator Sphere is coded to spawn at a random MapSpot from 83-86. Place these near the center of the map, too!

Please PM me or ask here with any questions.

----------------------------

Credits:
King Dumb - ACS/DECORATE Coding
Orange Juice :l - Original idea/conception
Muzaru - DECORATE coding of the key items
Awbawlisk - Hosting early testing servers
Orange Juice :l, Muzaru, Shade Guy, Mendez, Awbawlisk, Bikdark - Testing, Feedback
Lego, Messatsu, SmashBroPlusB - Answering specific questions I had

23
This topic is where my Duel-related modifications will go. Currently there are two: Brutal Duel and Duel Item Patch.

-------------------------------------------------------------

Brutal Duel

Current Version: BrutalDuel-v1a.pk3

Brutal Duel is a modification that alters how health acts in the game, intended to make the dueling experience more fun for more players. With Brutal Duel loaded, you'll notice quite a few changes when you pick up some health:

-Health pickups now restore health gradually rather than instantly. Health is recovered at around 8 health per second.
-Large Health capsules now only restore 30 health, rather than 40.
-If you are damaged while health is recovering, the recovery will stop.
-You cannot pick up additional health if your health is currently recovering from a previous pickup.

Additionally, a new HUD item at the bottom of the screen will keep track of the following:
-After you have healed 200 health in one life (not counting over-healing), the health you recover from pickups will be half of the original value (rounded up).
-After you have healed 400 health in one life (not counting over-healing), the health you recover will be 25% of the original value (rounded up).
-After you have healed 600 health in one life (not counting over-healing), you will be unable to pick up health.
-Death resets this health counter. Additionally, fragging the opponent will deduct 300 from this count (but never taking it below 0).

Also note that Plant Barrier is removed from the game when Brutal Duel is loaded.

Download: http://static.best-ever.org/wads/brutalduel-v1a.pk3

Brutal Duel - Classes Version

Current Version: v1b

Changelog:
(click to show/hide)

This is almost the same as the other version, except specifically tailored to classes. The differences from the other version:
-The thresholds for regeneration decrease have been changed from 200, 400, and 600 to 200, 250, and 300, respectively.
-Scoring a frag will remove 100 from your Heal Count, unless this count is at 300, in which case it will remove 50.
-Plant Man no longer regenerates passively, nor does he drop Plant Barrier.
-Pickups that normally healed 10 HP flat to Robot Masters now act like Small Health Pickups.
-Carry no longer traps people (at least I don't think so).
-Roll no longer has a healing item.

Download: http://static.best-ever.org/wads/brutal ... es-v1b.pk3

Duel Item Patch

Current Version: DuelItemPatch-v4a-2.pk3

Changelog:
(click to show/hide)

All this does is remove items from Duel mode without making the game crash. You must load this file after every other file for it to work properly. Currently it removes the following actors (reasons given):

Eddie - Can provide weapons that break maps (ie, Leaf Shield on some maps), generally introduces too much luck.
Arrow Buster - Devolves gameplay to who can get it first.
Laser Buster - Devolves gameplay to who can get it first.
M-Tank - Devolves gameplay to who can get it first.
E-Tank - Devolves gameplay to who can get it first.
Party Ball - Introduces too much luck.
Beat Support - Devolves gameplay to who can get it first.
Time Stopper - Devolves gameplay to who can get it first, or is otherwise pointless and simply used to annoy.
Proto Upgrade - Devolves gameplay to who can get it first.
Super Adaptor - Devolves gameplay to who can get it first.
Treble Sentry - Devolves gameplay to who can get it first.
Exit Unit - Introduces too much luck.
Treble Boost - Devolves gameplay to who can get it first.

This pk3 was formerly known as 2manDMitemremoval, but seeing as its purpose has slightly changed, I've renamed it.

Download: http://www.best-ever.org/download?file= ... -v4a-4.pk3

I suppose if there is overwhelming outcry to add/remove something to the above list I'll do so.

24
General Gaming Discussion / Speedrunning Discussion Topic
« on: August 03, 2013, 04:56:42 AM »
Speedrunning is basically running through a game as quickly as possible, given a certain set of conditions.

Conditions usually include a % completion minimum or maximum, and in some cases, banned techniques or required areas to be completed. Other conditions can include handicaps like no deaths or a health cap.

For any given game that is popularly speedrun (the past form of speedrun is speedrun), there can be a number of categories, each with different conditions. Two of the most common categories for a given game are any% and 100%.

Speedrunning often involves using glitches, bugs, etc. in games to improve times. Many speedruns involve sequence breaks, which simply means things are done out of order compared to how the game would normally (casually) be played. Sometimes large section, or even near entireties, of game content can be skipped in speedruns.

There is another kind of speedrunning, called Tool-Assisted Speedrunning, or TAS, that allows for the use external software to augment the timing or other technical skills of the speedrunner. TAS does not include the use of external hacks to break games, but merely the use of external software to maximize the usage of the game's own glitches, programming, etc.

Speedrunning is very popular on the Internet, with sites such as Twitch hosting a myriad of people who stream speedruns quite often. These people and many more are part of the large community which is based in the site Speed Demos Archive. Speed Demos Archive hosts speedrunning events at various times and is generally a place where speedrunners gather.

----------------------------------------------------------------------------------------------------------

Personally, while I don't really have much experience speedrunning, I thoroughly enjoy watching speedruns, and listening to runner commentary at the same time. I enjoy seeing my favorite games pushed to their limits, as well as seeing new and fun games that I otherwise never would have heard of. It's also a fun new way to look at video games in general.

----------------------------------------------------------------------------------------------------------

This topic is simply for discussion about anything related to the world of speedrunning!

To get the ball rolling: Summer Games Done Quick 2013, the second of Speed Demos Archive's largest semiannual speedrunning events (the first is Awesome Games Done Quick, which takes place in January) just recently concluded. Anyone see it? Lots of fun games were run, and even a couple of world records, including in Diddy Kong Racing. Personally, I would have liked to see more Zelda titles, but that's just me. The schedule of SGDQ 2013, which ended July 30th and ran for a little over 100 hours (yes, it lasts a few days and speedruns are streamed live 24 hours a day).

25
Tutorial Collection / [GUIDE] Guide to the Console!
« on: August 01, 2013, 06:20:59 AM »
Table of Contents[/size]

**Throughout this guide, parameters to CVARs and CCMDs will be surrounded by brackets [ ] when they are introduced. These brackets are not included when using the actual CVARs and CCMDs.**

I. Introduction to the Console
        --------A. What is the console?
        --------B. CCMD vs. CVAR
II. Commonly Encountered CCMDs and CVARs
        --------A. CCMDs
        --------B. CVARs
III. Bind, Doublebind, and Rebind
   --------A. Bind
   --------B. Doublebind
   --------C. Rebind
IV. The Configuration File, Autoexec.cfg, and Atexit
--------A. The Configuration File
--------B. Autoexec.cfg
--------C. Atexit
V. Creating CVARs
VI. Wait, Eval, Test, and Exec
   --------A. Wait
   --------B. Eval
   --------C. Test
   --------D. Exec
VII. Alias
   --------A. Introduction
   --------B. Examples
VIII. KEYCONF
IX. Tips and FAQ
--------A. More Helpful Tips
--------B. FAQ

------------------------------------------------------------------------------------------------------

I. Introduction to the Console

A. What is the console?

The console is the interface via which players (clients) interact with the game engine to alter settings, configurations, etc. By default, the console is opened by pressing the ` key. This opens a blue box that contains messages and console input history and, essentially, a command line. It is from here that the client types and enters all console inputs, which come in the form of Console Commands (CCMDs) and Console Variable (CVARs).

B. CCMD vs. CVAR

Every input that clients make into the console is in the form of a Console Command (CCMD) or a configuration of a Console Variable (CVAR). There is no setting in the console you must toggle to switch between the two; it all depends on what you input into the command line.

The most important difference between CVARs and CCMDs is that CVARs generally control settings while CCMDs will perform actions or functions for you. Things such as display settings, player name, class, and skin, server settings, and renderer options are controlled by CVARs. As such, every CVAR, when input into the console, will have both its name and a parameter. The name determines what setting will be changed, and the parameter, of course, determines what the setting will be changed to. Every parameter falls into one of a few categories:

Boolean - The simplest kind of CVAR. Boolean CVARs operate on a simple true/false, yes/no basis. As such, these CVARs are entered into the console as [name] [true/false] or just [name] [1/0].

Integer - These CVARs deal with settings that can hold any value in a range of integers. They are entered as [name] [integer].

Float - Very similar to integer CVARs, except these operate with numbers with decimals. The input is [name] [number].

String - Some CVARs operate using string parameters. A string is simply a line of text, surrounded by quotes if it is more than one word. For examples, "Hello world!" is a string. Many CCMDs require parameters involving specific strings, such as changemus.

Color - A few CVARs deal with color-based settings, and so their parameter is in the form of a color code, such as ff 00 00. Color-based CVARs can also operate with several shorthand parameters, in the form of simple color names like "blue".

Inputting a CVAR name into the console without a parameter will print the CVAR's current value in the console.

On the other hand, CCMDs can often operate without parameters, because they perform a function or action. Some CCMDs do require or support the use of parameters; these CCMDs often perform a function that slightly varies based on the parameter(s) given. Player movement, for example, is executed via CCMDs.

There is one special kind of CCMD, called action commands. These are most heavily used for player movement. You can tell if a CCMD is an action command if the name of command begins with a +. Commands beginning with a +, such as +jump, have counterpart commands, which are identical in name except for the fact that they begin with a - instead. These commands are special in that whatever the + version does when it is executed, the - command stops. The special property that makes these commands work is that when a key is pressed that activates a + command, the - command is automatically executed when that key is released. In other words, when you press your jump button, the command +jump is executed; this command makes you continually jump. When you release your jump button, the command -jump is executed, which stops the jumping. All movement commands work like this.

II. Commonly Encountered CVARs and CCMDs.[/size]

Please note that the following lists are not complete, but merely serve as a brief introduction to the more commonly used CVARs and CCMDs. For more complete lists, please direct your attention to the ZDoom Wiki or the Zandronum Wiki.

A. CVARs

(click to show/hide)

B. CCMDs

(click to show/hide)

III. Bind, Doublebind, and Rebind[/size]

This begins the important parts of this guide. Bind, doublebind, and rebind are all CCMDs involved with one very important task: assigning functions to keys. Every key that does something in-game when pressed has a function bound to it. These are the commands that are assign an action to a key.

A. Bind

(click to show/hide)

B. Doublebind

(click to show/hide)

C. Rebind

(click to show/hide)

IV. The Configuration File; Autoexec.cfg, and Atexit[/size]

Here we will examine a few miscellanious functions that you'll need to know for the more advanced portions of the guide. But before that, I need to introduce to you a very important file.

A. The Configuration File

(click to show/hide)

B. Autoexec.cfg

(click to show/hide)

C. Atexit

(click to show/hide)

V. Creating CVARs

(click to show/hide)

VI. Wait, Eval, Test, and Exec

This is the section where we begin examining the more versatile and powerful abilities of the console, in the form of some very useful CCMDs.

A. Wait

(click to show/hide)

B. Eval

(click to show/hide)

C. Test

(click to show/hide)

D. Exec

(click to show/hide)

VII. Alias[/size]

A. Introduction

(click to show/hide)

B. Examples and Useful Aliases

(click to show/hide)

VIII. KEYCONF[/size]

(click to show/hide)

IX. Tips and FAQ[/size]

This will be added to over time!

A. More Helpful Tips!

(click to show/hide)

B. FAQ

(click to show/hide)

------------------------------------------------------------------------------------------------------

Please post with comments, questions, suggestions, corrections, etc.! I'm sure there is plenty I've missed!

26
Events / The MM8BDM Olympic Games!
« on: June 12, 2013, 10:18:20 PM »
It’s summer, and that means it’s time for the Cutstuff Community to gather for events of all kinds. Last year, I brought to you a classic Duel tournament. While this tournament was a success, I feel that this year, given the current state of the community, it’s time to try something a whole lot bigger. An event of this scale has been attempted in the past and did fail. I come to you today with the promise that I will do everything in my own power to sustain this event through completion. As you know and will be covered, however, you, the participant, must also do your part to keep this event (or, rather, group of events) alive.

And so, I present to you…

The MM8BDM Olympic Games!

Yes, you read that right. The MM8BDM Olympics will consist of a variety of events for which individuals may sign up. There’s a lot to cover, so I’ll begin.

What are the MM8BDM Olympics?

(click to show/hide)

How does it work?

(click to show/hide)

What are the technicalities?

Players sign up for all events in which they wish to participate in their sign-up post. In this post, players also specify their teammates. A participant may only be in one duo, one team of three, and one team of five. These duos/teams may then participate in the number of duo/team events of their choosing. Players who sign up without a team but wish to participate in team events have two options. They may organize themselves into teams with other players in the same situation, or they may subscribe for the Team Creator (TC). The TC will be a randomized system where individuals and duos may sign up to be randomly placed into teams of three or five based upon request.

The end product of the team-creation process will be a participant body consisting of individuals, duos, teams of five, and teams of three, with overlap. As such, there will be many kinds of winners in the Olympics, divided into three tiers:

Tier 3: Anyone who participates can win something here!
Gold Medal: Awarded to the player (and all players, in team/duo events) who wins the event.
Silver Medal: Awarded to the player (and all players, in team/duo events) who places second in an event.
Bronze Medal: Awarded to the player (and all players, in team/duo events) who places third in an event.

Tier 2: Players wishing to win here should max out their participation in one or more event categories!
Individual Winner: The participant with the highest Gold Medal-to-participation ratio in individual events.
Duo Winner: The duo with the highest Gold Medal-to-participation ratio in duo events.
Team of Three Winner: The team of three with the highest Gold Medal-to-participation ratio in 3v3 events.
Team of Five Winner: The team of five with the highest Gold Medal-to-participation ratio in 5v5 events.

Tier 1: Players wishing to win here should participate in the maximum 15 events! Only for the most devoted!
Best Medalist: The player with the most medals.
Gilded Man/Woman: The player with the most gold medals.

(Watch this space in the near future! Something cool may be said!)

Within each event category (of which there are four; individual, duo, 3v3, and 5v5), there is a minimum number of events in which you must participate to be eligible for Tier 2 awards.

Individual: 8
Duo: 6
3v3: 4
5v5: 3

Additionally, players may participate in no more than 27 events total. You may reduce your participation in any category of events should you wish to maximize your participation in more than one event category, but bear in mind that you will be ineligible for Tier 2 awards should you participate in fewer than the above minimums.

What are the events?

I’m certain you’re all dying to know in what events you may participate. So, without further ado:

Individual Events: 12
Duel
Deathmatch
Last Man Standing
Possession
MMSP Speed Runs (4)
Break The Targets! Speed Runs
Jousting
Bot Rush
Rage Roboenza

Duo Events: 8
2v2 Classes Deathmatch
Duo MMSP Speed Runs (4)
2v2 Team Last Man Standing
2v2 Team Deathmatch
Cooperative Break the Targets!

Team Events: 14
The following events are all available in 3v3 and 5v5. Events with minimal sign-up may be removed, and signed up may reorganize into available events. I reserve the right to cancel any of the following events in the event of scheduling difficulties.

Team Deathmatch
Team Last Man Standing
Capture The Flag
One-Flag Capture The Flag
Team Possession
Mega Man Soccer
Screw Scramble

Event Information: All you need to know, but please ask questions, too!

Very Important! Please notify of all conflicts you have, especially with Free-For-All events. If need be I can change the times for one or both groups of preliminary rounds in FFA events, but only if you let me know! Otherwise, clear your calendars!

**Note**

At times when I have servers to spare, I may put up some of the date-specific events that follow. If a server is BE and its name begins with *Olympics Official*, then that is an official server. No doubt people will try to create fake servers, but I won’t have access to those logs so they won’t do damage. But if you do do this, know that if I find out you’ll be out of the Olympics.

Following are more specific details on the events. Questions may be directed to me in any medium you please.

Individual Events

Duel

(click to show/hide)

Deathmatch

(click to show/hide)

Last Man Standing

(click to show/hide)

Possession

(click to show/hide)

MMSP Speed Runs

(click to show/hide)

Break the Targets!

(click to show/hide)

Jousting

(click to show/hide)

Bot Rush

(click to show/hide)

Rage Roboenza

(click to show/hide)

Duo Events

2v2 Classes Deathmatch

(click to show/hide)

Duo MMSP Speed Runs

(click to show/hide)

2v2 Team Last Man Standing

(click to show/hide)

2v2 Team Deathmatch

(click to show/hide)

Cooperative Break the Targets!

(click to show/hide)

Team Events

(click to show/hide)

Please join me and other Olympics participants for some classes Deathmatch in the BE server titled “MM8BDM Olympics Opening Server”. I will be there to answer questions.


Rules

Rules for particular events will be released closer to the event times, but the following are the ground rules for the MM8BDM Olympics:

1. I am the final authority on all matters in the Olympics. I will be an unbiased, nonparticipating third party. I reserve the right to make judgments on eligibility, ties, and other conflicts as they arise. I reserve the right to remove any participant from an event or the Olympics should I deem such an action appropriate. I do yield, however, not to change the following rules as you see them, with the exceptions noted in rules 6 and 8.

2. By breaking any of these rules, or any event-specific rules, you allow me the power to punish you as little or as much as I deem fit.

3. By signing up, you agree to both the following rules and you place your faith in me to produce appropriate event-specific rules.

4. By signing up, you are committing yourself to make every reasonable effort to complete the Olympic Games.

5. All official events will take place either on my own servers (powered by BE) or on servers I explicitly approve.

6. Glitch abuse and SR50 are permitted, however the use of outside software (such as Skullhack or aimbot) is not permitted.
*I do reserve the right to ban glitch that I deem overcentralizing or game-breaking.

7. In the event of connection problems during official events, the accepted protocol will be to wait as long as reasonably possible for the issues to disappear or be resolved. If the issues do not resolve, the protocol will be to suspend the event and contact me as soon as possible with all details.

8. If it comes to be required that players report scores or outcomes to me, I require verification by one of the following means:
-One participant from each side in team, one-on-one, or 2v2 events.
-Screenshot
-One participant from a side and one spectator
-Two spectators
*If I deem some other manner of reporting acceptable, it need not satisfy one of the above requirements.

9. Behaviour that I deem disruptive, grossly unsportsmanlike, and/or immature to the point of substantial impact is subject to rule 1.

10. By signing up, you agree to responsibly and vigilantly check your Cutstuff PMs and other forms of contact you provide for information regarding the Olympics.

Signing Up

Once you determine in what events you wish to participate and with whom you would like to compete in duo, 3v3, and 5v5 events, you may sign up with the following format.

General Info
Cutstuff Name:
In-Game Names:
Other Modes of Contact:
Time Zone:
Location (some sense of latitude):
Teammates
Partner for Duo Events:
Team for 3v3 Events:
Team for 5v5 Events:
Events
Individual Events:
Duo Events:
3v3 Events:
5v5 Events:

Time Table

Event times are posted above!

Let the games begin!

Ask any and all questions you have! There is a lot to take in, so be sure you take it in correctly!

Current Participation List

Overall Participant List

(click to show/hide)

Individual Events

(click to show/hide)

Duo Events

(click to show/hide)

Team Events

(click to show/hide)

27
Cutstuff Discussion and Feedback / Regarding Our Community
« on: September 23, 2012, 01:37:15 AM »
Quote from: "LlamaHombre"
Only do what you think is best. That one day in that one Zombie Horde server, you called us (Me, Ken, Etc.) the "awesome community". I can guarantee that no longer stands, but I myself would enjoy having you back.


The above quote was originally posted three and a half months ago on the MM8BDM Skype Family thread, in response to the very temporary return of Ashley, a prominent individual of this community’s past. The poster is none other than our own LlamaHombre, member of nearly two years and Global Moderator of three weeks.

Ask yourselves, Cutstuff, to whom does LlamaHombre refer when he says “us (Me, Ken, Etc.)”? To whom was Ashley referring with the words “awesome community”?

Allow me to shed light on the ambiguity. “Us” refers to none other than that entity which, just three weeks ago, Human Destroyer attempted to bring under public scrutiny.

Quote from: "HD"
Quote from: "Ivory"
ignoring pride and friendships to remain as neutral as possible


I'm afraid that although this is true for Sora, not so much for LlamaHombre.

Some of you may know about this, for it was not long ago. In fact, it was in the merry merry month of May.

I was just being an average person in the Cutstuff Community Chat on Skype. (Wat IV to be specific) when some people singled me out; a certain group of prideful people: this group included (but is not limited to) LlamaHombre, Kenkoru, Roc's Creation (Tesseractal/Ice-IX), Red (Red Eyes/Lag Man) and thatguy74.

These people often called me derogatory names, such as "Huge Dicks". It was often of great annoyance that I would hang my virtual head in shame and take the abuse like a punching bag.

I have also seen LlamaHombre, this moderator "unaffected by pride" so you say, casually insult others like it was no big deal. He often listens to his friends before actually doing anything, and fights to keep his high status in this community.

And with that, I challenge your promotion of LlamaHombre to global moderator status. I believe it is time that those 10 people with huge egos and shameful bullying tendencies stop ruling the community and preventing others from enjoying it as it should be enjoyed. I may not be the member of highest status in this community, but I believe there are others who will stand by me in this calling out.

It is time for the people of the Cutstuff community to judge for themselves just who controls your community. Notice HD’s post centers around Skype. Skype has become a new medium for socialization and interaction within the community, and though it allows for easier communication and information transfer, its integration into the community has not been for the betterment of us all.

Quote from: "Yellow Devil"
A lot of this bullying behaviour happens outside of the forums on skype or steam, therefore impossible to moderate, and potentially less threatening. Problems should probably be resolved privately, but for the priders to chip in and help out wouldn't go amiss.

What Yellow Devil has failed to fully understand is that Skype is no longer a subsidiary of the forums. In the current state of the community, Skype is nearly a requirement for anyone wishing to gain status, reputation, or influence in the community. Even Orange Juice, member since October 2010 and notorious for his refusal to join Skype has since done so. The self-proclaimed liaison between the “homies” and Cutstuff, Outragous, realized very quickly how Skype-centric our community is, and as such quickly signed up and saw to it he was added to the “main community chat.”

And to whom was he immediately subjected when he joined Skype? None other the aforementioned “us.” In Skype, a communication medium where our precious few moderators have no authority, power is in the hands of a select few individuals – LlamaHombre’s “us” – who govern mainstream community Skype usage. This "us" includes a variety of people, but the culprits of the decadence that rule a central part of the Cutstuff organism are named now: LlamaHombre, Korby, Kenkoru, Red, ThatGuyOverThere, Nostalgia, Dr. Freeman. In a positive feedback loop, these individuals feed off the decadence of each other; many of you may find one or two of them very friendly and likable on their own, but together they create a virus that plagues our community.

Cutstuff, do you trust a group of individuals who spend little to no time active on the forums and even less time experience the community in-game with one of the community’s most important platforms of interaction?

Do you trust a group of individuals who avidly and viciously reject competition, experimentally shown to inject at least temporary life into a community that most will say is declining, with one of the community’s most important platforms of interaction?

Do you trust a head global moderator who associates constantly with this decadent group of social dominators, and to whom Roc’s Creation referred as a “feral dog” with one of the community’s most important platforms of interaction?

Do you trust a newly-promoted admin who is surrounded – in an elite Skype chat where only the aforementioned select individuals and their closest friends are present – by the depraved, indifferent judgments these individuals pass on the community?

Do you trust a group of individuals who, in a medium where they cannot be punished and in the presence of the head global moderator speak these words after removing Obelisk from their “community chat”, with one of the community’s most important platforms of interaction?:
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You must ask yourself all of these questions, because all over these are circumstances and conditions that your community leadership is subject to as we speak, and has been subject to for months. The fact of the matter is, the entire Skype-centric aspect of the community, with its importance to socialization, bonding, teamwork, integration, and gameplay, is corrupt.

It was not easy for me to speak out about this issue. Many of the people I named are my friends. Or, more accurately, were my friends. My friends foster community growth.

It is the time of reckoning for this community. On the brink of utter decline, do you resign yourselves to the decadence that ensures we will never recover? The people of the community must be the jury and the judges in determining whether the current state of affairs is for the best. It is time for the fate of the community that we all hold so dear to be put in the hands of the people.

Let the community speak about this matter civilly but freely, I say, and let your voices be heard.

28
NEWS: We have a new 2-Man DM to Duel transformation wad. This removes Time Stopper, Eddie, E-Tanks, M-Tanks, Super Adapter, Time Slow, Treble Sentry, Exit Unit, and Proto Upgrade from the game. All contestants and hosts must have this wad.

PU Version: https://dl.dropbox.com/u/11603985/2ManDMItemRemoval-PUVersion.pk3
Non-PU Version: https://dl.dropbox.com/u/11603985/2ManDMItemRemoval.pk3

Many thanks to BlueBrawl for all his help and for uploading the above file!

It's time to pump some life into this community. And here's how we're going to do it.

Cutstuff 2012 Duel Tournament of Champions

STAGE TWO: INTENTS ELIMINATION STAGE

Elimination: http://challonge.com/dueltourneyofchampselimination
Consolation: http://challonge.com/dueltourneyofchampsconsolation

(click to show/hide)

Get fraggin'! Hosts, now is the time. Host those servers!

That's right. A classic duel tournament. No teams. No gimmicks. No complications. Just good old fashioned fragging to determine the top dog.

General Rules:
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This tournament will flow very similarly to Rtists's Summer Classical Duel Tournament, for those of you who participated in and/or followed that tournament. There will be two stages. The first stage will be the seeding stage and, if necessary, the preliminary elimination stage. Depending on the number of applicants, the first stage will either consist of universal seeding or grouped elimination. In other words, the first stage will be one of the following.

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The second stage consists of one or more classic brackets. If (a) was the first stage, then at least two brackets will be created. One will be composed of the top one or two contestants of each group, the other of the 2nd place or 3rd and 4th place contestants of each group, determined by win-loss ratio, kill-death ratio, and/or a tiebreaker duel, in that order. If there is interest, a bracket(s) can be made for the lower ranking members of each group. These brackets will be subsequently be seeded.

If (b) was the first stage, this serves as the seeding and one bracket will be made. After the first round of this second stage, a second bracket will be made for the losers of the first round.

Rules for the second stage:
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Application:

In-Game Name:
Time Zone:
Location:
Ways to Contact (please include all relevant usernames, etc.):
General Times Available:
Hosting Capability:

Please note:
*By signing up for this tournament, you are making a commitment to remain as communicative, active, and responsible as your circumstances allow. I reserve the right to remove anyone whom I see as disrupting the flow of the competition and/or from whom I observer disorderly or disruptive conduct and/or about whom I have sufficient, credible evidence pointing towards disorderly or disruptive conduct.
*If you have any suggestions regarding alterations to the rules, feel free to submit them on this thread, or privately via PM or Skype.
*This kind of tournament, what with the secondary brackets, is designed to give more than just the best players a taste of action. Please don't be afraid to sign up!

The sign-up process shall now commence!

Current Roster (32 maximum):
(click to show/hide)

29
Help & Editing / Questions Concerning Sprites/Skins
« on: June 17, 2011, 07:01:41 PM »
Hello everyone! I am beginning to try my hand at modding, but I have few questions that I feel I need answered before I start. Sorry if these seem like really simple things but I just want to be sure I am doing things right!

1)Is there a specific size that skin sprites/weapon sprites need to be before they are loaded/saved into a .wad/lump? Meaning, is there a specific size these sprites need to be in there picture files, or will skulltag scale them to the correct size/proportionally correct size automatically?

2)(WARNING: Here is my dumbest question...) What exactly makes a sprite 8 bit? I have of course looked this up online, but what I've read seems (to me at least) to contradict things I've read on these forums regarding sprites that supposedly aren't 8 bit when I think that they are. Hence, I ask this question for complete clarification.

I can't think of any other burning questions I have/question that I don't feel I can't answer on my own. If I do, I'll be sure to post 'em before this topic is brutally ignored has exhausted its current use.

30
Help & Editing / Cannot Join Rage Roboenza Server
« on: April 01, 2011, 08:05:09 PM »
Hello everyone!

I am suddenly unable to join any servers using extra wads or pk3s, meaning ones that aren't required/don't come when you download V1d.

I had previously been able to join servers just fine, even post-V1d release. I keep all my wads and pk3s in the the same folder, and i have never had any issues with joining servers not using some of the extra wads/pk3s I had in my folder. Just be safe, I removed wads not used by the RageRoboenza server and tried to join, but I still encountered the same problem. After the MM8BDM console tells me that I have successfully connected to the server, it then says that the level authentication failed. It tells me to make sure I am using the exact same wads as the server, when I am.

Any ideas as to the problem?

EDIT: I can actually now join servers with roboenza-2.wad, but still nothing with classes, rageroboenza, or I-pack.

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