ArenaMaster and Team ArenaMaster is a custom gametype modification written by the guys at the A!M clan. (referring here to TAM version 2.40 and UT2Vote v4.9)
The team version is sort of a cross between Team Deathmatch and Last Man Standing, with some UT Comp customization thrown in. You start with all weapons and shield, and your team attempts to have the last guy alive, which wins the round. Something like 10 rounds wins the match. They've tweaked it so that balance is key and it's hard to run away with a match -- the more rounds you win, the less health and shield you spawn with, making it tough to finish off the opponent.
Anyway, it's a fun gametype, and I've got it up and running in UT2Vote, with the exception of some sort of confilct between UT2Vote and the mod's round time limit feature (everything else seems to work fine).
You can set a time-limit to the round, after which players receive a specified amount of damage at specified intervals. This creates a tense incentive to find and finish off the opponent, and goes a long way toward keeping games shorter. It is this feature which I cannot get to work right.
What happens is one of the following:
1. If I specify a time-limit in the UT2Vote gamestring, I get the damage at the prescribed time. However, the round will not change to the next round, even if one team has already won. So we're stuck with dead guys spectating, and live guys running around with nothing to do but eventually take damage...
2. If I remove the time-limit command from the string in UT2Vote entirely, the mod inserts a 20-minute round time-limit, which is its maximum (even though the default is 2 mins., the number I want).
3. If I call up the mod's menu in-game ("menu3spn" in console), specify 2 minutes as round time, tell it to restart level with that setting, UT2Vote steps in and does that double-restart with server disconnect, enforcing the default game settings for the mod, thus erasing the time I just put in.
4. If I set the time-limit in the UT2Vote gamestring to zero, the rounds change fine. BUT, now there's never any damage, because there's effectively no round time-limit.
I've been doing #4, since that way the mod is 95% working right, and playable. But I'd like to find some way to get UT2Vote and the mod to harmonize about who controls the round time.
You can download ArenaMaster here.
Their forums with some R&D discussion are here.
Some discussion and see it played on these guys' server.
Thanks in advance for any help, I appreciate it,
Da Kril
The team version is sort of a cross between Team Deathmatch and Last Man Standing, with some UT Comp customization thrown in. You start with all weapons and shield, and your team attempts to have the last guy alive, which wins the round. Something like 10 rounds wins the match. They've tweaked it so that balance is key and it's hard to run away with a match -- the more rounds you win, the less health and shield you spawn with, making it tough to finish off the opponent.
Anyway, it's a fun gametype, and I've got it up and running in UT2Vote, with the exception of some sort of confilct between UT2Vote and the mod's round time limit feature (everything else seems to work fine).
You can set a time-limit to the round, after which players receive a specified amount of damage at specified intervals. This creates a tense incentive to find and finish off the opponent, and goes a long way toward keeping games shorter. It is this feature which I cannot get to work right.
What happens is one of the following:
1. If I specify a time-limit in the UT2Vote gamestring, I get the damage at the prescribed time. However, the round will not change to the next round, even if one team has already won. So we're stuck with dead guys spectating, and live guys running around with nothing to do but eventually take damage...
2. If I remove the time-limit command from the string in UT2Vote entirely, the mod inserts a 20-minute round time-limit, which is its maximum (even though the default is 2 mins., the number I want).
3. If I call up the mod's menu in-game ("menu3spn" in console), specify 2 minutes as round time, tell it to restart level with that setting, UT2Vote steps in and does that double-restart with server disconnect, enforcing the default game settings for the mod, thus erasing the time I just put in.
4. If I set the time-limit in the UT2Vote gamestring to zero, the rounds change fine. BUT, now there's never any damage, because there's effectively no round time-limit.
I've been doing #4, since that way the mod is 95% working right, and playable. But I'd like to find some way to get UT2Vote and the mod to harmonize about who controls the round time.
You can download ArenaMaster here.
Their forums with some R&D discussion are here.
Some discussion and see it played on these guys' server.
Thanks in advance for any help, I appreciate it,
Da Kril