TDM, DTAS, EAS; what are your favorites?

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Which order of gametypes fits best to you? (first rank is best ...)

  • EAS, DTAS, TDM

    Votes: 20 50.0%
  • EAS, TDM, DTAS

    Votes: 6 15.0%
  • DTAS, EAS, TDM

    Votes: 8 20.0%
  • DTAS, TDM, EAS

    Votes: 1 2.5%
  • TDM, EAS, DTAS

    Votes: 0 0.0%
  • TDM, DTAS, EAS

    Votes: 5 12.5%

  • Total voters
    40

cracwhore

I'm a video game review site...
Oct 3, 2003
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Not straight out murdering other people...

Then when not play Deathmatch?

...or why not play every other game that involves random killing?

INF, for me (and I'm sure for the majority of players) is all about teamwork and tactics. Of course, you play a vital role in my tactics Kentucky. I watch you rush ahead and when you die, I know where the defender is aiming so I can sneak around and snuff him out. :lol:

The day it's not about teamwork is the day I quit playing.
 

mat69

just fooling around
Dec 9, 2001
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So there should be enough people for an EAS night. And this would be great! The last time i played EAS public is months ago - beside playing EAS on 121st with no respawns a few days ago.
 

fist_mlrs

that other guy
Jan 4, 2001
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Bushwack said:
...Mappers, give us some new EAS mappage, pweeez?
there are lot of maps, ppl just don't care about them. if i see servers running mwh again i honestly lose my interest in mapping for inf. this engine is a pain in the ass, so why spend my time on stuff that won't be used when i can instead work on new stuff?

imo eas is far supperior to dtas. eas is a great tool for the mapper to decide how the map is played, you can do push, tdm, random search and secure, random spawns, multiple goals for both teams, dtas... i even made a ****ing football testmap some time ago. most of the eas maps are much larger then the old tdm ones, which i realy like. in addition to this i truely can't stand to play the same maps i did years before.

public tdm play for me has degenerated to run for a nice spot and sit there till some stupid guy from the other team can't stant sitting in his spot anymore and begins to move.
1. there is no reason to move
2. you know every spot of the map, every door you have to nade 32.40032 seconds after the game started because you played that damn map more often then the average cs player dust.
shure, teamplay in eas isn't gold either on most servers, mainly because you don't have the time to type, but its the much better choise in my humble opinion.

dtas is quite a nice solution between tdm and eas, but i newer realy got into it. people cry about most eas maps having the same goal setup and play old tdm maps instead, using the same goal setup. the only pro for dtas in this case is the randomisation, but this is also possible with eas.
 

NTKB

Banned
Aug 25, 2001
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The problem is Fist is that most people associate EAS with cap the cd. Which is VERY repetative. Mappers need to get more creative like in Mostar. Ill be honest me and my bro did jerusalem cap the cd but we had to figure out teh EAS actors as it is since Sentry didnt help much. If ALOT more maps were released like EAS is suppsed to be and not Cap the CD then you will see more people playing EAS. BUt the EAS should be Random. Thats the appeal with DTAS, you never have the same exact game twice so the map is always fresher than a static cd map with static spawns in EAS. BUt this brings us to a catch22, cause no one is playiing EAS anymore but because of this no one is mapping. So we are fuxx0red probobly until the new conversion to UTk4 and hopefully the mappers for Sentry learned there lesson here.
 

mat69

just fooling around
Dec 9, 2001
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It's hard to make a random EAS on most maps because that means that you often would have to make random spawns as well but imagine random spawns on a big place, like in the middle of RTK, how should the sniper actors work there considering that you are spawning more often than once?
 

DaRealFunkyShyte

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Apr 4, 2002
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Random Spawn is always a problem in more complex environments. Compare MWH with EP and imagine how random Spawns would work in each..


What should be implemented to make this really attractive is the possibilty to let the Mapper control spawn selection.

For example, take a huge Map with 3-4 Objectives. Attacker spawns could be defined along the Border of the Map, while Defender Spawns could be defined in the central Area of the Map. With only 5 (somewhat significantly) different Spawns you would already get 25 different tactical start conditions.
Add to that that certain objectives can be relocated dynamically too, for example in a few Houses, and you already have huge possibilities.

Of course, all this has to be defined before the Mappers get to work.. Now, most EAS Servers are a bunch of Patchwork, which of course makes the New Player experience suffer.

A consensus amongst the community about Mutators and Maps and a INF Community Download Pack would greatly improve the Situation.
 

ant75

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Jan 11, 2001
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The only problem with randomizing the player spawns in eas maps is that you need to have the spawns covered not only by sniperactors, but also by whatever elements of the environment (buildings, trees, etc) you can find to prevent spawn nading or sniping. Considering how difficult it is to achieve that, mostar is a masterpiece. But not all maps allow to set up such a spawn system. To me the problem lies in MULTIPLE RESPAWNS. Once we've got rid of that, maps will be fully "randomizable". Multiple respawns is the big turn-off of eas for me, and if it hasn't been for dtas i would probably have stopped playing Inf. If there ever is a next version of inf, i sincerly hope it will feature a gametype with 0 reinforcement (and not tdm) and lots of random factors.
 

NTKB

Banned
Aug 25, 2001
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Movable sniper actors to protect a "random" spawn is not difficult to do and would take 2-5 minutes per spawn point to add. When I mentioned random spawns I didnt mean "random" in the DTAS and TDM sense. I meant as mentioned, multiple spawn areas like Mostar where you are randomly assigned one. Some of the best moments ive had in mostar is where both teams spawn just a few blocks away and didnt notice it and ran into eachother rather fast. As for maps like RTK you could have one team spawn inside a bomb shelter, other over the hill. I mean use your head. Granted some maps like RTK DONT need random spawns. Its large and varied enough where its not warrented, and you have to realize some dont like RTK cause of its play style just like any other map. See you gotta realize not everyone is gonna like all the maps, you just gotta fix the minor details everyone hates and then you will notice more EAS play online.
 

salad

Dallas Tosses Salads
Oct 23, 2003
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Don't you think that 2-5 minutes is a bit optomistic considering they would still need testing and tweaking? The number of possible spawns compounds this issue since you'd need to test each spawn area for spawn camping, nade spamming, sniper actors extending too far, sniper actors not extending far enough, sniper warnings extending too far, sniper warnings not extending far enough, playability, and other such factors.

I think 2-5 minutes trivializes the amount of work this actually would be for mappers, not that it wouldn't be worth the effort of course.