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  1. #1
    ramy1371996's Avatar New Member

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    Event name : LastFlipperAlive ( LFA ) u can guys name it whatever u want..
    this event will take place in stairway map only! it will be a glad room all players vs each other trying to flip eachother to death last player (flipper) alive will gain 1 event point very simple....
    Rules : 1) all players must equip training swords only so they cant slash each other 2 death cuz its a flip event .
    2) daggers / big swords not allowed.
    3) elvator not allowed.
    4) no spiking / f12ing / forcelagg etc....
    5) no running.
    well i hope u start hosting this event cuz its seems very fun event

  2. #2
    Junior Member

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    Originally Posted by ramy1371996 View Post
    Event name : LastFlipperAlive ( LFA ) u can guys name it whatever u want..
    this event will take place in stairway map only! it will be a glad room all players vs each other trying to flip eachother to death last player (flipper) alive will gain 1 event point very simple....
    Rules : 1) all players must equip training swords only so they cant slash each other 2 death cuz its a flip event .
    2) daggers / big swords not allowed.
    3) elvator not allowed.
    4) no spiking / f12ing / forcelagg etc....
    5) no running.
    well i hope u start hosting this event cuz its seems very fun event
    Seems okay, but you can basically call this the ''survivor'' event that we already have. Add [NG][NI] to it and all you can do is flip.
    If you want this hosted you can ask one of the event members when he/she is doing a set of events.

  3. #3
    Bunny's Avatar woof.

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    This is a twist i came up with that a host can use in his DFD Event whenever he hosts it (which is never).
    by adding the [J0] tag to it, players can no longer get back up to the upper platforms as easily, which gives them an incentive to either medstyle or grenade their way up, slower than they would if they had the ability to jump. this also makes camping harder as you cannot jump over a grenade at your feet to avoid getting too much knockback from it which overall makes the game more intense and challenging.

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    «Benjamin» (07-28-2017)

  5. #4
    Bunny's Avatar woof.

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    Suggestion: provide additional time for players to get to their spots/camp points in lms-type events. Pretty unfair how sometimes you start a round after being alt tabbed and getting notified by the icon flashing on your desktop and when you tab you are either already dead or host has already started hunting.
    It's also pretty unfair to already be at 4 during countdown when you literally just spawned and dash once. There used to be a rule that players are allowed 10 seconds before the host counts down/starts hunting and i think 10-15 seconds deserves be forcefully implemented in lms-events again.

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    Complaint (11-06-2019)

  7. #5
    Bunny's Avatar woof.

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    Astronaut Brawls
    Tags: [ESP][S75][G5][NC][NR][GLAD] ([NG][NI])
    Description: This event is hosted in the Arena map. Due to low gravity, players fall VERY slowly (5% of normal gravity) and can climb the outer arena walls. Every player must be wearing a rusty sword, and the objective is to slash/massive your teammates, with FF on, to be the last one alive (like in Survivor[GLAD]). All players would have 100hp/0ap due to the tags.
    The twist is that the host will be standing in the middle of the Arena map, shooting admin rockets at the floor and at the bottom-most part of the walls, which means, any player that accidentally massives while falling or gets pushed down by another player and fails to climb back up will get hit by the rockets and die.
    Rules: No teaming, No wearing anything other than a rusty sword, No forcelagging/spiking.
    Note: The host should not be placing down mines, and should countdown from 5 before shooting. The host should shoot erratically, not in patterns, so that any player that touches the floor or bottom wall even for a second, has a high risk of dying. If the event takes too long, the host can start jumping himself while in the middle, shooting rockets like in EOTW to make it harder to survive.
    Last edited by Bunny; 11-09-2019 at 01:26 AM.

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    Complaint (11-09-2019), Fay (11-09-2019)

  9. #6
    Bunny's Avatar woof.

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    Since you guys have been saying that you wanted to add variety to dodgeball using the new rockets (when it hasn't always worked out well), I (with the help of bram) came up with 2 new options for tags you can add to dodgeball to make it more interesting and fun to the players, something new that they've never had to deal with before in dodgeball events. This does not mean you stop using the new rockets, but I believe they would be better suited for this modification than they would a standard dodgeball event, especially fire and poison.

    • Option one: Add the following tags: [G5][J22]. This means players jump about the same distance upwards, but jumping overall takes considerably more time to complete, giving a sense of floatation and a requirement to 'lead' the rockets before passing above them, because if they jump and immediately pass over rockets, they would explode having not jumped high enough. This is considered the harder of the 2 options, because its not easy to lead.
    • Option two: Add the following tags: [G300][J180]. Same concept as before, except now the overall time that takes to reach the ground again after jumping is very short, meaning players will have to jump right when the rocket is about to hit them. I believe it opens up alot of options for the host, because jumping while shooting and moving side to side creates a very narrow opening to go under, that just about fits one player's width.




    And another event suggestion:
    Minefield
    Tags: [G20][ESP][VAMP][GLAD][S200]
    Description: This event is hosted in the DBZ map, team training with FF on. Players are required to equip training swords. At the start of the round, the host will freeze players inside one of the rooms/sides. He will then create 5-6 rows of mines separated more or less equally, like this:
    Spoiler!

    Afterwards, he will summon 2 random players and unfreeze both, and they shall play a 1v1 in the open area, where the objective is (using a training sword) to push the opponent to hit a mine or to suicide by pushing him off the map. Since players have 1 hp due to VAMP, they will die from 1 mine. The person who didnt die in the 1v1 or survived longer than his opponent goes onto the next round, which means he will be frozen in the other room where players aren't.
    Rules: No equipping anything other than training sword, no forcelagging/spiking. Latejoin is off.
    Prize: After several rounds of 1v1's going from 1 base side to the other, 3 players will remain. Those 3 are winners, and then they play a 1v1v1 where first to die gets +1, second to die gets +2, last alive/third to die gets +3.
    Note: With an odd number of players, or in general, it is possible to do a 1v1v1 to either speed things up or make it an even number of players or make it more interesting, but its somewhat less enjoyable because theres no feeling of a duel between players (somewhat less of a skill expression).
    Last edited by Bunny; 11-15-2019 at 10:58 PM.

  10. #7
    justRelax's Avatar The name says it all.

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    Originally Posted by Bunny View Post
    Since you guys have been saying that you wanted to add variety to dodgeball using the new rockets (when it hasn't always worked out well), I (with the help of bram) came up with 2 new options for tags you can add to dodgeball to make it more interesting and fun to the players, something new that they've never had to deal with before in dodgeball events. This does not mean you stop using the new rockets, but I believe they would be better suited for this modification than they would a standard dodgeball event, especially fire and poison.

    • Option one: Add the following tags: [G5][J22]. This means players jump about the same distance upwards, but jumping overall takes considerably more time to complete, giving a sense of floatation and a requirement to 'lead' the rockets before passing above them, because if they jump and immediately pass over rockets, they would explode having not jumped high enough. This is considered the harder of the 2 options, because its not easy to lead.

    Tried this out, not well received..


    Spoiler!


  11. #8
    Bunny's Avatar woof.

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    For race, deathrace and lolrace: you guys can add the option of doing specifically supermario3 in reverse without adding anything new (except /admin_team red i think is the command)-- the only hard part is at the start and from there the map actually becomes easier to complete than the normal way- its 90% flat surfaces u just dash through.
    you can also add race map in reverse but then you would have to heavily enforce the rule for not cutting across the map.

  12. #9
    Bunny's Avatar woof.

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    4 (or 5, or more) Sticks
    Tags: [ESP][GLAD][VAMP] ([RTD]?)
    Description: This event takes place in Skillmap v5 starting platform. Team training, players are allowed to equip any melee weapon. At the start of the event, the host will freeze everyone in 1 location, and proceed to make 4 parallel lines, similar to this configuration:
    Spoiler!

    Afterwards, he will call players 1 by 1 (similar to COM) to pass the 4 lines from start to end, when the user is forced to jump the moment he hits the ground, because he will be affected by the 'Bunny Mode' roll from the RTD tag. The player is only allowed 1 jump between any 2 lines, which means he has to pass all 4 lines with 4 jumps. If the player hits a mine, he will die, and therefore lose (similar to COM rules). The starting point from which you jump is ontop of the first cube to start the skillmap.
    Rules: Listen to the host at all times, dont go unless youre called.
    Prize: A player who takes a mine gets kicked, Last 3 players in the room compete for +3 +2 +1 similar to COM.
    Note: After all players pass/fail a certain configuration of the 'sticks' of mines, the host will change the distance between the lines to make it more difficult (making them uneven, etc). He will then call them all again, just like in COM.


    The event looks very simple, but its actually quite surprisingly challenging.
    As for getting all the players to get bunny mode, there are 3 methods:
    - Rerolling everyone in the room 1 by 1 with the RTD tag (doesnt take TOO long, can be done for every player in turn when its their turn to go)
    - Adding a [B] or [BM] tag for Bunny Mode that forces anyone that joins the room into bunny mode (except staff so they can place the mines!).
    - Adding a command /admin_spawn all Bunny (bunny standing for bunny mode in RTD, however /admin_spawn all Ninja for example can be used too for other rtd options (opens up alot of other ideas using RTD tags!)).
    Last edited by Bunny; 11-17-2019 at 12:55 AM.

  13. #10
    Bunny's Avatar woof.

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    2 suggestions for need for speed:

    • Instead of having to take a close look at who is the last player to reach back the base after finishing a lap, the host can use an admin shotgun used by standing still at 1 wall and shooting horizontally towards the other (like in w2w). This prevents the possibility that the host misses who the last person was and it also ensures that ping unfairness wont occur, as staff decision can be biased towards ping, but dying to a shotgun is a constant for all players.
    • Following the first suggestion, all of the players are gonna die each round, and the last gets kicked. As a result, the round will end. I recommend adding Relaymap of many maps that will repeat 5 times with random order of maps. There are plenty of maps that allow for skill expression using the "drifting" mechanic that occurs with s300.
      Make sure, however, that you kick any player that suicides by falling off the map, if the map has an oblivion.
      Some other maps (use your creativity to understand how a lap is done):
      • Castle
      • Dungeon
      • Superflip (finish line anywhere in the skillmap courses)
      • Mansion (loop includes underground tunnel)
      • Asylum
      • Island
      • Island temple
    Last edited by Bunny; 11-19-2019 at 09:20 PM.

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