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Messages - Sir

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61
News / Re: EzPz Series - Tournaments, Invitationals, Fun!
« on: June 19, 2017, 06:53:31 am »
a tournament management module is going to be needed to be integrated into L4dnation
Its time to get rid of the useless sections on this website and really take advantage of the player centralisation l4dnation has developed over its life time..

While I agree, it's a pipedream, even if a tournament module did get integrated and all these old stats (Servers and WatchL4D for example) get updated, it's not going to be anything professional or clean-looking.

I cant see many players bothering with alternative websites.

In my experience, every attempt up until now has been a single tournament sign-up with little to no hype from the Host himself as well as links leading to more links and even more links whilst having to use multiple sites at the same time.
I feel Battlefy is very attractive in terms of how clean it looks, how easy it is to gather a team, report scores/disputes, view rules and contact-info and pretty much everything else you need as a player and Tournament host.
No more requirement of Steam Group this, report scores there and Brackets here. It's all centralized.

Considering my project is intended to be long-term, I think a one-time sign up isn't too much to ask for.

62
News / EzPz Series - Tournaments, Invitationals, Fun!
« on: June 18, 2017, 07:04:39 pm »
Howdy fine folk of L4DNation 8)
I've come yet again to spread the word regarding Tournaments and whatnot.



About the Series:
Originally I wanted the EzPz Series to only provide 1v1~3v3 Tournaments.
But, I like the name, and I wish to host Invitational Matches and 4v4 Tournaments under it as well.
The Prize Pool will always be €50 per player (1v1 = €50 prize pool, 4v4 = €200 prize pool)

Invitational Matches?
The idea is to create an "easy-to-cast" and fun to watch Matches  (basically Scrims v2.0)
These Matches contain two teams that will fight for honor, glory, and a few bucks (Ranging between €40~€80).

How is it Hosted?
We handle and setup our Tournaments, Matches, Match Reporting, Disputes, Rules and what not through Battlefy.
We're pretty much using a standard ruleset in every Tournament, but they do change, so make sure you read to what you agree to during sign up.
And yes, I know using a 3rd party website yet again isn't very attractive, but have faith, Battlefy is very simple to use and causes a lot less clutter.

As for the Servers, thankfully most of the community and I personally have a healthy relationship with the Hotmess and EMC Staff.
The admins allow for quick and painless updates to Configs and desired changes, which is why they're the Servers we use in our Tournaments.

Casting
You can contact us through our Steam Group or on this very page to sign yourself up for Invitational Streaming, on approval you get "Priority-Streaming" which basically means that you are the to go to Streamer for Invitational Matches and have priority on regular Tournaments.
As Priority Streamer, You will be judged on the professionalism of your Streams (in terms of choice of Casters and such).

Please keep in mind that anyone that wants to, can Stream regular Tournament Matches, unless the Teams don't want you to.
When you're a Priority Streamer, you however are always allowed to Stream, teams are not allowed to lock/kick you out.



Current Tournaments and Open Registrations:

EzPz Series [#1] - Apex Hunters 1v1 Tournament
----------------------------------------------------------------------
Style: Single Elimination (1 NA Pool + 1 EU Pool -> Winner of NA Pool vs Winner of EU Pool)
Config: Apex Hunters 1v1
Prize Pool: €50 (Winners take All)
Status: LIVE

EzPz Series [#2] - Witch Party 2v2 Tournament
----------------------------------------------------------------------
Style: Single Elimination (1 NA Pool + 1 EU Pool -> Winner of NA Pool vs Winner of EU Pool)
Config: Witch Party 2v2
Prize Pool: €100 (Winners take All)
Status: Finished!
Winners: Team 2Sweat (bryaN & Xenaya!)





Links:



63
The Bleed Out Tournament / Re: help
« on: June 12, 2017, 10:08:01 am »
because troubleshoot pages should always have fixes

It's always nice to have friends to tell you exactly what a simple google search would.

64
Confogl & Miscellaneous / Re: L4D1+2 Tickrate Enabler 1.3
« on: June 06, 2017, 12:23:17 am »
thanks but I download it and saw ,there's no dll file.....

I stated it was LINUX ONLY, in pretty big letters.
Meaning, not supporting windows.

You can try a few windows builds posted earlier in the thread, but no promises.

65
I wonder. Why Apex? Many people I had converstions with didn't find it particulary amazing.

I assume because it's the config that's mostly played in pugs nowadays (as in, NA)
The tournament host appears to be NA as well, and EU teams don't like coming onto L4DNation and signing-up for a weekend tournament anyway.

There was a vote in this thread too, so I'm guessing he took the results? :o

66
Confogl & Miscellaneous / Re: Apex Feedback Thread
« on: June 01, 2017, 10:11:03 am »
Just to clarify, I'm very open to ideas and changes, but there are certain things that I won't change as I feel they're the core of the config.
One of those is having no melees, so while I will definitely look into making it more manageable as Survivors, I will not be adding Melees back.

Really appreciate the feedback guys, motivates me on making changes. :)

just make dark carnival 4 and death toll 4 finite. as many have said its impossible to secure a hb no matter how much hb you have, if the infected have a quad cap and infinite horde at the dk4 corner,  it makes no difference if u crawled there or had 4 greens.

NOT parish 2 and not dark carnival 3 and not BH2 though. those are fine as is. just the end of map ones like dk4, dt4 and possibly bh4

I will not be making changes to horde on a map to map basis, it's much more effective to have a solution that's good for most maps and decent for some.

67
Hackers & Cheaters / Re: We found some new evidence
« on: May 26, 2017, 10:46:01 am »
We'll be sure to see you in mumble Sir to represent yourself amongst the consensus (such a shame you weren't there last night) so we can discuss this, and the whole demo, and low fov aimbot from the original video and Dyl's clip, and Deli's ban and the past vacs and the and the and the.

I'm sorry, but I feel you're missing the point of my post, there's no need to get defensive on the matter.
I simply shared my opinion on the video posted on this thread, I don't feel like it's a strong piece of "additional evidence" to back up the original video, if anything I feel it would discredit it for the non-believers.

Nowhere did I say Danne is clean or not.

68
Hackers & Cheaters / Re: We found some new evidence
« on: May 26, 2017, 09:52:45 am »
If you use this fragment to back-up your original video.. Then yeah, this is only discrediting the "knowledge" you guys have on cheats.
Not even Visor would call this hax or L4D3 proof.

69
Others : EQ , Hunters , Promod ?

bring EQ back pls

70
Hackers & Cheaters / Re: Multihack Whisperer Danne/salty
« on: May 20, 2017, 08:18:28 am »
Let him be happy during cold rainy nights  in his tiny one room apartment

Nothing wrong with one room apartments.
I suppose tiny one room apartments would suck though :-\

71
Confogl & Miscellaneous / Re: Apex Feedback Thread
« on: May 20, 2017, 06:18:06 am »
Add back female boomers

Bit late on that meme :(

Quote from: Changelog 1.7 - Before your stupid post
-Hunter Limit set back to a limit to 2.
- Uzi Slowdown decreased slightly.
- Maximum Tank slowdown decreased from 28% to 25%
- Lowered the SI Bot kick Delay to 3 (from 10)
- Due to popular demand, female boomers are back and now have a 50% chance of spawning instead of 25% (Vanilla)

72
Just wanted to mention that in regards to the sack order plugin, that it'll not be loaded during the Tournament as it still has its issues every now and then.
I really wanted the change to make it to the weekend tournament, but my attempts to perfect it has failed, oh well.
To ensure proper gameplay make sure you're playing on a Server that has Apex v1.0.7T installed.

Thanks to all the people that have tested the plugin with/for me and reporting issues. You're awesome. ;)
Enjoy the tournament~

73
General / Re: L4DNation discord chat
« on: May 18, 2017, 12:21:04 pm »
#hype I'm admin.

74
Confogl & Miscellaneous / Re: Apex Feedback Thread
« on: May 16, 2017, 04:18:04 pm »
I know people complained about the shotgun being OP when you first launched it but i thought it was okay. The suzi is way more OP in acemod for the sole reason it has the additional benefit of damage at high range on the tank, something a shotgun will never have.

now it just seems like its not strong enough. in a config with only one set of pills, no melee weapons and hordes / boomers being so strong, i think the shotgun buff was warranted.

I'm working on the config actively, which means that I'm attempting to find a good middle ground.
Unfortunately, this might also cause unintended effects.

Version 1.0.5 should be a good middle ground for the shotgun damage in general usage.

]
other thoughts, um i dont think having a late tank on dt4 is a good idea with that infinite horde.
I just agree with the no holdout for horde like l4d1, just think this particular tank spawn should be blocked.

Agreed, v1.0.5 has it blocked.

charger scratches and multi's should probably do 8 dmg  or at least 7. multi's probably 10 because you really should eat a big penalty for getting multi'd

Charger punches to 8 dmg (i see why you would put less damage, so people don't pull and punch a target due to limited amount of pills but if teams are together, this shouldn't be an issue

I disagree on this one, I think 6 is fine and punishing enough.
The whole intention of lowering scratch/punch damage is to enforce proper teamwork and making landing on targets much more rewarding than pinata/scratch the high pinger style kind of play.

- The slowdown in apex is 28%? Anyone know the number on vanilla/promod slowdown? Maybe I've been gone from slowdown so long I don't remember how atrocious it was, but could maybe be tuned down?

- Uzi is still extremely powerful, with tank damage buff and slowdown, the tank feels more helpless than ever IMO. I think either small shotgun buff, or small uzi nerf still would be nice to equal them out.

The custom slowdown works a lot different than the native slowdown system, you don't get slowed down to a crawl by 1-2 uzi's.

The regular uzi only does 20 damage compared to the Silenced Uzi which does 25 on everything.
The Uzi is buffed to do a maximum of 23 on the Tank, which is still weaker than the Silenced Uzi without any buffs.
This weapon is definitely not too powerful right now.

75
News / ZoneMod 1.3
« on: May 10, 2017, 12:23:43 pm »


    Welcome to ZoneMod!

    Intro:

    This config is based on Acemod V4 and will have changes from there.
    But.. it's not just simply an Acemod/EQ Alteration, it's much more than that and will continue to grow alongside/past AceMod.
    ZoneMod's focus is also to make setting things up a lot easier for Server Admins, Casters and Players.
    Why make everything difficult when it doesn't have to be? :)


    Info for Server Admins:

    DISCLAIMER: Using the plugins provided with the download in other configs is at your own Risk as they're designed around ZoneMod and are likely to be unstable in other configs or general usage. Also keep in mind that this config will only work on Linux Servers.

    Requirements:
    • Competitive Servers:
      • None, modify your matchmodes file to add the config to the Match menu and you're set.

    Admin Simplicity:
    • To make sure none of your precious plugins get overwritten, all plugins have their separate folder optional/zonemod
      • If you have a prefered edition of a Plugin, you are able to simply replace the file in optional/zonemod.
        • Make sure the Plugin you're overwriting doesn't have a feature added that's required for proper ZoneMod play!

    • To make it easy for personal configuration for certain plugins, there's an added "server_preference.cfg" in the cfg/cfgogl/zonemod folder.
      • This is to prevent Admins from messing with crucial variables.
      • Keep in mind that this is a shared cfg, so it'll only contain shared cvars.
      • These cfgs are very useful for Admins wanting to load 1v1~4v4 supported plugins on top of the Configs.

    • Server_Namer is added to this package, useful for a clean Hostname.
      • Everything is explained in the Server Preferences.
        • It is not loaded by default, needs uncomments.
        • The .txt file will ask permission for an override, this should be fine.

    Admin Tips:
    • bequiet.smx is a very useful plugin to keep chat clean, if you decide to load it in other configs, make sure it's loaded before other plugins.
      • Keep in mind that it comes with a "Spec-Listening Feature", this might collide with other plugins that you generally load.
        • To fix this simply unload the other plugin, or set bequiet's "bq_show_player_team_chat_spec" cvar to 0.

    • TickRateFixes now also fixes Slow Doors and Pistol Scripts, useful for use with other configs.
      • Make sure you're not loading l4dpistoldelay if you're using this Plugin.
      • Don't make any adjustments to prop_rotating and prop_rotating_checkpoint speeds in your cfg/stripper/zonemod folder.

    Bug / Exploit Fixes:
    • Fixed Players being able to exploit switching team to get earlier SI Spawns.
    • Fixed Players being unable to Punch/Jump when they get Tank right after dying as SI.
    • Fixed Players being able to FF eachother with the Shotgun when they're in too close-range.
    • Fixed Players being able to Pause/Ready-up by switching to Spec and spamming Pause at the same time.
    • Fixed Players being able to Pause after the round had ended.
    • Fixed Weapon Changes (Spread, Clipsize, etc) sticking after Config unload.
    • Fixed Slow Doors from within the Config (TickrateFixes.smx)
    • Fixed Players taking Friendly Fire while jockied or carried by a Charger.
    • Fixed a Survivors being able to "self-shove" Jockeys off after already being Jockeyed when holding out their melee.
    • Fixed a bug that froze the Tank if a player controlling the Tank switched team or disconnected during the Death Animation.

    Map Changes:

    Big Thanks to NF for most of these! :)

      General:
      • All pill cabinets in Valve maps will now have a maximum of 2 pills

      Dead Center:
      • Map 4
        • Event Horde will stop swarming in whilst the Tank is alive.
         
      Dark Carnival:
      • Map 2
        • Fixed Survivors getting punched onto wooden supports on the ladder choke rooftop.
        • Added saferoom props from map 3 start to map 2 end for consistency.
      • Map 3
        • Blocked Infected from getting underneath the map near the coaster
        • Added a few props to saferoom on map 3 to discourage fighting the Tank there
        • Added saferoom props from map 4 start to map 3 end for consistency.
        • Fixed an exploit that allowed Survivors to skip to the end of the coaster near the first ramp
        • Blocked a way to jump up some wood pieces and skip to the end of the coaster
        • Blocked survivors from accessing parts of the coaster tracks that allows them to turn off the event early.

      Hard Rain:
      • Map 1
        • Added a way for infected to get on the tall rooftop near the ambulance.
      • Map 4
        • Added a way for infected to get on the tall rooftop near the ambulance.
      • Finale
        • Removed extra pills.

      The Parish:
      • Map 1
        • Fixed players getting stuck on the trashbags at the very start.
      • Map 2
        • Removed yellow concrete block in alleyway.
        • Blocked survivors from getting on a balcony with no nav.
        • Replaced wall in area leading up to alleyway with props that make more aesthetic sense.
      • Map 3
        • Fixed bridge explosion doing damage to infected.
      • Map 4
        • Fixed survivors getting punched out of map in the first alleyway.
        • Added an ammo pile in the event area for late spawn Tank fights.
        • Fixed Survivors sometimes hanging from the rooftop by the event.

      No Mercy:
      • Map 3
        • Readded the forklift to the warehouse.
        • Fixed a stuck spot on the tables next to the pill cabinet.
      • Map 4
        • Removed floodlight props due to exploit potential.

      Death Toll:
      • Map 1
        • Fixed being able to jump across the bridge and skip the ladder choke.
        • Fixed infected being able to get under the map near the ladder choke.
        • Fixed multiple out of map exploits near the start.
      • Map 5
        • Added some spawns near the dock to discourage camping there.

    Gameplay/Balance Changes:

    • Anti-baiting Timer decreased from Acemod's 60s to 30s.
    • Anti-baiting Sensitivity Delay decreased from Acemod's 20s to 15s.
      • Baiting is a valid tactic, but nobody wants to fall asleep during very lengthy baiting sessions.
      • This change means that the timer once triggered is 30s, so don't worry about it being too short.
    • Damage Bonus now also takes Friendly Fire and Fall Damage into account.
      • No more getting away with these!

    • Special Infected:
      • Tanks
        • Tank Rocks will no longer get stuck on Common Infected, they will now successfully pass through them (still killing them).
        • Tank Rocks will no longer get stuck on Incapped Survivors, they will pass through them unless the same Rock incapped them.
      • Witch
        • The Witch has been fully removed.
          • The First config to actually take this step, this magnificent creature is simply too glitchy and random to accept in a competitive environment.
      • Smoker
        • Smokers no longer instantly do damage, the first tick of damage is vanilla styled (1s) and deals 3 damage. (After that it's 1 per 0.33s like in Acemod)
        • Survivors are now pulled through common infected. (Video)
        • Godframes have been Removed.
      • Jockey
        • Godframes have been Removed
      • Hunter
        • Claw damage decreased to 4.
        • Hunters can be shoved off normally, without requiring silly-ish fov angles.
        • Wallkicks have been enabled again.
      • Charger
        • Punch damage decreased to 6.
        • Chargers can no longer be fully leveled, a melee strike will do 350 damage per swing.

    • Tank Spawns:
      • Dark Carnival Map 3: The Tank can no longer spawn on the Coaster.

    • Survivors:
      • Friendly Fire Godframes have been added and set to 0.8 seconds.
      • After being punched, melee weapons will be useless for a bit to ensure "easy-hits" are not possible.
      • Water Slowdown is back, but only outside of Tank Fights.

    • Melee Weapons
      • Knife and the Tonfa have been removed from within the Config because of their speed.
      • Hardcoded spawns are now random, this means that for example in Parish 2 start saferoom you might have a cuttable melee instead of a Frying Pan.

    • Weapon Adjustments:
      • Reload Speed:
        • Uzi: 1.74 (Acemod: 1.75 - Vanilla: 2.23)
        • Silenced Uzi: 1.85 (Acemod: 1.8 - Vanilla: 2.23)
      • Spread:
        • Uzi: Moving 1.95 / Still 0.22 (Acemod: 1.65 / 0.20 - Vanilla: 3.00 / 0.69)
        • Silenced Uzi: Moving 2.45 / Still 0.30 (Acemod: 1.75 / 0.26 - Vanilla: 3.00 / 0.85)
      • Damage:
        • Uzi: 21 (Acemod & Vanilla: 20)
        • Shotgun Bonus Damage Range: 50 (Acemod: 75 - Vanilla: 100)
      • Damage Drop-off:
        • Uzi: 0.81 (Acemod & Vanilla: 0.83)
        • Silenced Uzi: 0.79 (Acemod & Vanilla: 0.83)
      • Ammo:
        • Uzi & Silenced Uzi: 50/650 (Acemod: 50/800)

    As we've noticed in Acemod V4, the Uzis were completely taking over and shredding everything.
    In the first release of ZoneMod, I want to test out these middle grounds, whilst trying to making the regular Uzi more attractive.
    The damage-drop off changes will result into the Uzi having a noticable advantage at long-range damage while the silenced uzi will remain dominant in close to medium range damage, as well as SI taking far less damage from medium to long range.
    Resetting the ammo back to Vanilla values for Uzis should have an noticable effect on spray and praying.

    Miscellaneous:
    • Updated AutoPause so that it no longers pauses during Ready-up and Round Ends.
    • Removed !spawns functionality while the Game is Live.
    • Survivors no longer switch to Pills automatically when they're being passed pills through M2.
    • Survivors can choose whether or not to use the "Vanilla" behaviour when picking up Secondary Weapons when they have something else equipped.
    • You can use !secondary to toggle the behaviour.
      • Vanilla behaviour: Switch instantly to picked up Secondary Weapon.
      • Modified behaviour: Add the item to the inventory, but don't switch to it.

    • Cleaned up the Chat by blocking useless prints caused by cvar, clients used by Players, etc.
    • Consistency Checker is loaded by the Config by default, it'll actually use the whitelist.
    • Added !voteboss, this will allow players to vote for Boss Spawns if needed.
      • Very useful when playing Home/Away in Tournaments!
      • Usage: !voteboss tank witch

    • Added !slots, this will allow players to vote for the Maximum amount of slots on the Server during the game.
      • Again, very useful when playing Tournaments.
      • Usage: !slots <number>

    • Players are now able to register themselves as Casters.
      • This makes it a lot easier to get Casts setup without the need of an Admin.
      • As a side effect Ready-up will no longer wait for Casters.

    • Added !cfg
      • This allows players to see the current status of the config, in-game (Changelog)

    • Combined Usage of l4d2_playstats with survivor_mvp.
      • The original didn't work as it should and was a giant wall of code, which made me simply combine the two plugins to get the best out of them.
      • Fully colorized, Rank prints, console info.. Functional!


    Config Download

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