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Messages - redguy

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1
Paintball 2 Discussion / Re: Promote map remakes | Overwrite maps
« on: August 04, 2020, 03:59:48 PM »
Quote from: Toolwut
I had popular flat maps in mind like Blitz or wobluda. Early maps were made with the PCs you had back then in mind (I'm not a historian and the examples might be wrong).
I dont think the example's are that fitting. :) oBi wasnt known for creating detailled maps, his technical skills were terrible, all of his maps are basically fps-lag maps that either are "fixed" or (obviously) arent. Honestly, i enjoy pretty much all of his (known) maps - i mean, they are known for reasons. I also dont think that blitz' intention when creating his map was to make a good map but rather a map where he can prove that he isnt wallhacking - one of the few maps that actually have a creation story behind it. Hell, examples like sandtrap or crates would be more fitting, those maps are darn-old and only some nerds are still playing it (sorry, but i had to say it :( ) (plus: pretty sure there is a reason why its only played by only a few :) ).
 

Quote from: Toolwut
The most popular maps are what represents DP to the outside.
No idea what to think about this: https://gamejolt.com/games/paintball2/427469 (i activly only play on one of that maps showed)
Also, im pretty sure that most new players are actually not directly looking at the map itself (textures, look whatever) but probably more at all the players that are flying around. But we have a good tutorial, right? :)
But seriously, my biggest complaint at the very start was (for real) the hard movement and not the maps in general. In fact, castle1 and carpathian were one of the very first maps i played (thanks to servers), and those are lookwise still counted as modern. Also, serveradmins of the most %u201Eused%u201C servers have modern looking maps in their maplist %u2013 yes, there are exceptions, those should be just a few (again, thanks to those %u201Eactive%u201C admins)

Quote from: Toolwut
Some of whoa's remakes (I hereby explicitly restrict this to the visuals) show how you can make a map look a lot better without altering gameplay.
Whoa made no remake where he did not altered the gameplay. Crates_hd has new ways and sandtrap...is a story for itself.
Quote from: discord quote
I was excited to see sandtrap remastered thinking it was just a visual-facelift, but then I realized it was just removing all the lines and gameplay people liked about it and opening it up

Quote from: Toolwut
Also, map editors and compilers evolved over time. A lot of maps have vis bugs or bad lighting, nowadays we have better compilers that won't let that happen / allow a hell lot better lighting. And the editors we have these days are also a lot better than what you had back then (remember jitspoe talking on discord about manually aligning textures in the beginnings of DP).
I have to say it, sorry. Unpopular opinion, but i really had to think about YOUR maps when you mentioned those modern editors and compilers. I think its real irony seeing that you want to overwrite so called %u201Ebad looking%u201C maps with modern fresh looking maps, but you still create one. Basically you create the %u201Eproblem%u201C that you wanna fix or in other words you expect other mappers to put time in maps that should be fixed BUT again CREATE ONE OF THEM. And no, %u201Eim a new mapper%u201C doesnt count. Look at cliffsides, its a great looking map, has an awesome brushwork and IS MADE WITH A MODERN EDITOR. Boogeman did a great job, considering the fact that he is %u201Enew%u201C. Maybe you should start to learn how to use your tools too? Or even switch to other editors, that we have, before starting getting mapfiles overwritten. The fact that Boogeman did it should motivate you to do it too, right? :)
Whoa made a topic about it, you should really read it if you are interested:
https://forums.digitalpaint.org/index.php?topic=28745.0

Quote from: Toolwut

Superman disappeared because of being too inactive. Whoa and ic3y said they would support this as long as each individual case would be decided about by an accepted group of players. For richard and terrorist I hope that at least one of them will participate in the discussion and support its outcome. I'm sure that map overwriting would logistically possible.
Hoping does not sound promising, eh? Superman is still one of the rare NA admins, whoa is someone who would only keep like 20 maps (infact only because of you he got his 3000 maps back) and ic3y said that he wanna keep his stuff (the last time i spoke with him). Although actually, even if ic3y is down to do it, what is your idea of an accepted group of players? Considering the fact that this game has a ton of different minds, this should be a topic were you basically cant find a consent, right (just the fact that you had to start a discussion about overwriting shows this lmao).

Quote from: Toolwut topic=28760.msg259324#msg259324
So yeah once again, I only want to discuss the idea of improving maps visually and fix bugs (30 point for cap on blitz, spawns facing in the wrong direction on wob, qwitschibo, gp etc.) and overwriting the original files with those better versions. In theory if there are gameplay adjustments the majority agrees are good, those COULD also be added into those refinements. But I wanted this thread to be about overwriting maps with facelifts that keep gameplay but look (visually obviously) more appealing.

Nearly EVERY map has flaws: castle1, airtime, pbcup_pforest, sh33 and so on. And im not talking about only visbugs but ALSO natural so called wallhacks (airtime dark cocker spot e.g.). Fixing all this should be pretty hard, huh.

Also, please, all the stuff you named is putted intentionally there. Infact you even complained about this being fixed in the 1s pbcup:

YOU FIXED THE meddling BLITZ ENT???? how can you fundamentally change something about a map without announcing it big

It indeed is part of the map (who would have thought that), same for wobluda. Also, im pretty sure  qwitschibo, gp are not finished at all, qwitschibo basically is still in alpha (textures, unlit, and mid is incomplete) and you wanna fix the spawns only? Really?


2
Paintball 2 Discussion / Re: Promote map remakes | Overwrite maps
« on: August 02, 2020, 12:33:46 PM »
Im not sure if you read toolwuts post jeo, because i actually quoted HIM. Also, i thought it was clear (not only in this post but also in others that i will quote) that toolwut is FOR OVERWRITING maps and not just getting remakes with other names/looks but same gameplay. In fact, thats something that he wants to avoid:

Nice to see these overhauls, both are big improvements compared to the original. Would be cool to have the old blitz overwritten by such an updated version at some point.


Quote from: JeongWa
to answer your question, no i don't think either botanic, azur or brokendojo looks good. Mapping takes time and trials, probably any decent mapper went through phases of producing lots of first maps which weren't great, but they slowly progressed.
thats what im saying. Mapping takes his time. Even DT only released like some maps in one year plus he admitted that his first 25 maps were (lets say) not that good like :) . Those bad maps that we have exactly came from the reasons i named (laziness and /or inexperience)

Quote from: JeongWa
I'm not sure what you are trying to tell with that quote:
Quote
A lot of maps have been created in a time, when PCs were far more limited than nowadays. That's why many currently popular maps are geometrically more spartanic than necessary, have bad lighting etc

Because i also disagree with what is said in there and i don't see the link between what is said in the quote and the map comparison you made.

And i honestly know what exactly you dont understand here. (just for the records, again, i quoted TOOLWUT here. You even said that mapping takes his time, AND I was just saying that we have bad maps because of idleness or unexperience of mappers. Which is pretty much the case here? Im even pretty confident that my map comparison is pretty fitting, because those mappers actually INVESTED time plus also have more DETAILS than other maps of that time?
Looks like we are not clear, i am AGAINST overwriting. About the other stuff, i honestly dont care about newer remakes, every new map is cool =) .

3
Paintball 2 Discussion / Re: Promote map remakes | Overwrite maps
« on: August 02, 2020, 10:40:29 AM »
(Note: looks like im kinda late, will post this neverthless.)

I dont think this topic is about all the remakes specifically but more about overwriting maps in general to improve the visualization of them. Not fitting to the topic to spam more remake examples since toolwut already gave some (curb your ego whoa).
First of all, I want to say that I like this idea. Better looks leads should lead to a better game, right? Well yeah, I also kinda like the theoretical idea behind it, but its simply not doable:

Quote
A lot of maps have been created in a time, when PCs were far more limited than nowadays. That's why many currently popular maps are geometrically more spartanic than necessary, have bad lighting etc

I disagree. Its was not only the fault of the poor PCs of that time. Look at maps like pbcup_renoir and freedom, both of them have high wpoly (i still have HUGE fps drops on my laptop with reflective water) but both are still played on matches nowadays. The reasons is more the idleness or unexperience of mappers: Lets come to modern maps (i will intentionally use your guys maps as an example, because you are part of this discussion), do you think botanic_b1 looks good? Same for azur and brokendojo (broken has too high wpoly too). All are blocky maps that are lookwise not that great compared to other maps. Mappers just have to invest time, good looking maps are possible even without high wpoly. Best example are probably all the rassy, rimini and jmr maps.

Quote
The issue nowadays is that map remakes are hardly accepted by the community. Using many maps that are far below even the DP2 engine's capabilities makes the game look far more ugly than it actually is. At the same time it suggests to mappers that they could also spend their time differently, players stick to what they know anyway.

For a reason, atleast in my opinion. Never saw a only retextured version of a map, where gameplay is 100% the same. There were recent tries, but those mappers are (for reasons) not releasing those maps, which is really a bummer. Mappers are also CHANGING the layout of the map, which not only leads to multiple versions of the SAME map (e.g. all the wobluda versions) but also a changed gameplay (opening up too many new lines, making some jumps much harder ? this is what was made in one of the newer wobludas by just making the barrels smaller by the way). And another thing: im pretty sure that you cant wallstrafe on that sewer properly (toolwuts sewer picture), thats one of the movement features of q2, which gets so many older players back, because this game is simply unique. And older players coming back was always a part of this game. Also: as DT says, a match map should be as bright as possible, which is not the case in whoas sewer (although actually i cant really tell if it looks darker than it is). Well, yeah im wont comment every aspect of every map here since this is about overwriting and not remakes.



Quote
My suggestion would be overwriting the original bsp file. For the extra nostalgia, it could be kept under a different name / in a different subdirectory. I think that many improved map versions are simply not played because everyone is used to typing "newmap <mapname>" instead of thinking for ages about the remake's name when it has the same gameplay anyway. If e.g. "newmap blitz" would be reserve

I absolutly disagree. I already said it some times ago: planned to match on the older napalm but we COULDNT because the map was overwritten and we had no chance to find the older one (if it wasnt even deleted). This also counts for the nostalgic reasons, an old mapper who cames back, gets on a rented server and cant find his version? No, thanks. I even played some months ago with an ex-committee member on wobluda where we talked about the map and how oBi failed on his version. I still think that the mapping community should work here like dplogin – Names are first come first serve, changing other mappers maps (especially without their consent)? I dont know, i see it as a big disrespect and wouldnt allow this to happen to my maps (if i had any). And about the names, active players shouldnt have any problems at all to find/type their fav. Maps. If im used to play (and type) wobluda_fix, then it shouldnt be a problem right? AND for the case that mappers give long names to those maps (like rome2_160912, sorry rick but why? >:( ) this should be seen as the mappers fault.
Another big problem is see that makes overwriting simply impossible: inactive admins. Pretty sure there are many and everyone knows them. Its just stupid overwriting stuff that isnt overwritten on other servers (that also have match servers) – and i absolutly dont wanna re-download every remade map. Server admins also are not forced to follow any guidelines, no-one can restrict their rights (as long as it is „legal“ i guess) AFAIK. That means that even smaller serveradmins could follow their own rules, right?

4
Clans, Matches, and Tournaments / 2020 SUMMER (CORONA) TOURNAMENT
« on: July 15, 2020, 03:21:15 PM »
Yeah, its true. I really enjoyed my last 2 tourneys, and hoped to host another on.

DATE

25th of Juli 06:30 PM (GMT +2) -- (thats still the best time for all teams)

FORMAT

-(hopefully) 3 VS 3, if not a 2VS2
- League system with MAP ELIMINATION - MAPPOOL CAN BE CHANGED

- pbcup_pforest, pbcup_renoir, propaint1, wobluda_fix, airtime, castle1, carpathian and pbcup_sassault.

Many players would rather elim maps, a good time to actually test the map-elim script. If you have better ideas don't hesitate and discuss about it in the event_channel, I'm open for everything.

MAPLIST

- MAPPOOL CAN BE CHANGED

- pbcup_pforest, pbcup_renoir, propaint1, wobluda_fix, airtime, castle1, carpathian and pbcup_sassault.



SERVERS -- will follow
Planning to get the best servers for all, means the current match servers that are used.

Will mainly focus on NA servers (looking at the current team situation, and the fact that EU players just ping  better on NA servers than NA players on EU servers). Matches between EU's will take place on eu servers. Still hope to see many eu teams.

NOTE: THE SERVER SITUATION CAN BE CHANGED. MEANS, IF THERE ARE MORE EU TEAMS, I WILL CHANGE TO EU ONLY. (dont hesitate to sign-up to all eu teams.)


Also for Registration: Please inform me of your teams preferred server location upon registry. You can sign up via disord and forum.

More info's will follow. It will be probably not the same considering all the NA teams that are active, means everything will depend on participation's of both continents.
I have the feeling that activity going down the last days, feels like there were less matches. But I'm really confident that it will happen, I will also try to reach out at all the teams that played in my last tourneys with the hope that i can get them temporarily back for a fun tourney :). (and hope that the matching community will do the same as we all enjoy an intense and fun tournament with friends. :)

5
Beta / In-Progress Maps / Re: Visual Update: Blitz
« on: July 15, 2020, 02:48:45 PM »
Quote
Nice to see these overhauls, both are big improvements compared to the original. Would be cool to have the old blitz overwritten by such an updated version at some point.
This is something that really bothers me a lot. Stop overwriting maps, mapping is one of the reasons that makes dp:p2 so special. Everyone can make a map, get feedback from others and play on his "creation" (and maybe play on it after years to get some nostalgic feelings) . Overwriting maps on the other side..is absolutely disgusting. Had a match where we wanted to play on the older napalm, but couldn't play, because it was overwritten (and yes, even if the difference between both maps are eventually minimal).
I had to revive this post because i was forced to match on this and found out that there are newer versions of it (are people still working on it?). Like said, it would be sad to see that maps would be get overwritten -- especially maps that has creation story's like blitz.bsp has. Not overwriting on the other side is the easiest method for new maps. Just think about it, DP:P2 is not known for having active serveradmins (example superman - its really likely that his server will be used when there are no other NA admins). If a map is not used, no one will use its name. However, if it will be used people shouldn't have problems with using the names of the better maps, right? (and by the way, this is the same method that dplogin works with, you save YOUR name that no-other player can use and a mapper saves HIS mapname so NO ONE can use/change it and his map will be something special, we really should respect this).
Mistakes were made in the past (e.g. wobluda_fix), but looks like the best and easiest method currently (because some server admins are already overwriting maps which leads to me always re-downloading those maps >:( ) is to rename those newer maps or put something.on its name so it will be a new map (what it really is).
Something that I also see many times is that mapper often not put their names on the mapinfo, which is kinda sad because those mappers invest time in it and no-one knows them (e.g. selda for his awesome wobluda_fix that probably every active player is playing every day). There should be at least an official instance that should be putted in the mapinfo, like „Re-textured by the Map Committee“, because why would you give credit to a mapper, when he didn't changed it visually (which is pretty much one of the most important aspects of EVERY map)?

6
Beta / In-Progress Maps / Re: flatearth_arena by TiNi
« on: June 20, 2020, 05:39:00 AM »
Hi, i gave your map a quick look. I don't want to nitpick everything, i think you will definitely work on your mapping, but here are the most important things.

First of all, try to follow the given guidelines before releasing a map.
- give it a beta extension, your map is clearly not finished
- I'm pretty sure that you used custom textures. Zip your map before releasing and put every other media in it (Be sure to include the correct directory structures).
- fix all leaks. I found several leaks on your map, which is pretty much the biggest no-go in a map. Load the point file (TB) which will lead you to the leaks.

Mapping wise:
- try to get a better brushwork and avoid overlapping brushes. Look at the first sshot (ice_brush) to see what i mean.
-> low felt awkward. i barely could get the "perfect momentum" out of it, mainly because of the way itself (I'm blaming myself on this :)) and the wand brushes that are sticking out.
- try to align textures right at the start. Use the scale tool if you are scaling brushes down, the textures will automatically scale with the brushes in this case. Most importantly, the top of the barrels should be aligned correctly. Select the faces for this.
- think about visblocker. Your map is pretty much an open space, and the engine - which the game is based on - is not made for such maps (we even experienced server sided lags because of bad vis'ing in previous social saturdays). You used many smaller brushes and wpoly reaches up to +5000 (it is shown red for a reason :)).

There are also some aesthetics that could be improved.
Try to set the flag on the middle of the cappoint, it doesn't has to be the perfect middle, but it really shouldn't be ugly placed like that.
Also, try to work on the smoothness in your map overall, the "terrain" is weirdly placed at some points (example: "terrain" sshot).

The map is overall really fun :). I really liked the jumps, the ice-circle and the possibility to use a low-path to grab flag. Opens up many ways for a fun and intense gameplay!



7
Beta / In-Progress Maps / Re: Newmap: Never Forget The Landing Strip
« on: June 18, 2020, 10:58:50 AM »
Hi,
i gave your map a quick look. Here are some recommendations I have.
Starting with the textures (i know that you will fix them and you also know this "rule" -- but i also know that new mappers tend to look at the most recent posts before actually starting mapping, so i felt like i had to write it). Try to allign textures right at the start and not at the end of mapping. Thoughts like "Ew, i will correct it when I'm finished" will never work. It will be just too annoying to look at every brush twice at the end (same with the content and surface).
Also, consider changing the marked textures at the picture ice_texture picture(I really hope i can attach them).

I feel like stone would be more fitting than the actual texture. And for the perfectionism, you can see clear texture lines on the walls (referring to the stone_texture).

No idea how to create the smoothness in bsp, last time i worked with that editor was months ago. But I'm pretty sure that its only like 2-clicks to do it in TB (select faces with the stone texture -> reset texture alignment). 3lf can correct me if I'm wrong.




The Ice-To-Flag jump also felt kinda ugly. I'm not the best player, nor am I a good jumper but even when i started at the start of the ice (which is the ideal case) i had somehow difficulties to reach the flag and/or keep my momentum after grabbing (because i had to turn right to my base). I know that you probably know what you are doing gameplay and jump-wise in your maps, but i think that part could be somehow improved, even if it is only a minor annoyance. :)

The spawns for red are facing the walls. Is that a wobluda/dhemap thing or unwanted? Either way, it can be really annoying (especially for such a "small" map). I also think that the skill-level of a player must be high to actually use this "advantage" against other teams or players.
R_speeds are really good, 1000-1500 is absolutely acceptable, however optimization never hurts. The room is still rendered although you cant see it directly. Test it with gl_showtris 1. Personally i think a fancy door entity shouldn't be used for such a room, consider using mist and maybe even an areaportal to lower wpoly. (More infos for areaportals: https://forums.digitalpaint.org/index.php?topic=8394.msg87974#msg87974)
3lf already pointed it out, the lighting is a huge turnout, please make it more natural.
My last recommendation is another minor annoyance. The walls on the maps are really flat and could be made more detailed. Best examples are probably all sanctum maps and cream. It would definitely give your map a special touch!


8
Clans, Matches, and Tournaments / Re: May 3VS3 Tournament
« on: May 17, 2020, 09:04:22 AM »
Guess I had to mention the server settings to inform all participants, yeah my fault. Concerning the gren_explodeonimpact: they will be enabled on this tourney, mainly because the majority of matchers should be used to them anyway (I was even asked to enable them (before the Tournament started), because I totally missed it the first time).
In other words, I tried to set it similiar. However, i dont know if it actually is 100% the same, the most important one's (e.g. grenimpact) is like Ic3y's Server.


Note for everyone: Rules should be updated soon.

9
Clans, Matches, and Tournaments / Re: May 3VS3 Tournament
« on: May 10, 2020, 03:43:18 PM »
Was busy the last days, no chance to check forums/update the thread. Sign-up list is updated now.

Quote
There is no such thing as a points divergence, only a 'wins' divergence.
That's absolutely true. guess I could wrote it better. The point I was leading to was the fact to keep it as simple as possible for spectators so they can easily understand the way of winning points, because that was one thing i didn't liked about JMR's chart he used in this tourney (https://challonge.com/20thPaintball2). The Point-numbers looked so random to me, and my intention was to keep it as simple as possible (although actually i don't know if that was intended or if it was challonge sided). Why not 1 point for one win? Well, i can use that, but 2 should be fine too.

Quote
Concerning the map list,  litt is a map that isn't even played
Well, yes the maplist is a critical aspect of every tournament. There is no perfect maplist, there always will be someone who wont agree with the maplist. And about litt, yes i will delete it from the mappool (same for daylight), although it is an absolutely fine map in my eyes (which i also enjoy playing). Probably gonna replace it with other maps.

Quote
Your objective concerning the map elimination process was to shorten it up and make it clearer and i don't think you achieved that. I suggest you take in considerations from the discussion there was on the DP2 discord server.
Yes, i will. I was part of the discussion, but thanks for the reminder. Like said, those rules shouldn't be seen as final and I will definetly change them.

And I honestly don't get the problem in trash talking? I am talking about trash talking in a humorous spirit, I absolutely don't support people insulting others and my intention wasn't encouraging people to do so. I thought this was clear, but guess not (and by the way, trash talking was also mentioned in my last Tournament post).
Its even kinda ironic in my eyes that ranger thinks it is " The most primitive way of conversation.", but at the same time enjoying it. Unfortunately, twitch is not saving videos for that long, means its lost..
  ;D Blitz in the end of Airtime when score 13:7 "Shouldve done the bye"... Zimtstern: "Blitz you are the worst of them"... Blitz: "My monitor is off" ... "Sound only" ;D

10
Clans, Matches, and Tournaments / May 3VS3 Tournament
« on: May 07, 2020, 08:36:30 AM »
Hey everyone, last tournament was great, people really enjoyed playing matches against other teams, so I decided to host another Tournament.

This time i will directly start with a 3vs3. If necessary i will change it to a 2vs2.

DATE & TIME

23rd of May - 06:30 PM (GMT +2)

Tournament will be in-between Social Saturdays again. I will, if necessary, start the Tournament a little bit later, although i think this time is the best for the majority of teams. If your teammate is busy at a given time during the tournament, you can use a sub/ringer. This is acceptable as long as they have not played in the tournament up until that point for any other team (means you can also use subs/ringers in the upcoming rounds).


RULES

Same rules. Do not cheat. Try to show up on time and play fair.
Also refer to the official match rules set out by rockitude (https://forums.digitalpaint.org/index.php?topic=28490.0).


Tournament specific rules

The format will be completely new this time. I think the single map double elim system was good, but really short, especially for the teams that only played 2 matches or for good teams that only played against 3 - 4 teams (out of 9 teams!). I will make it a League system this time. More matches, more fun and..more work for me. But i think it will be worth it.
[Side Note: If there will be more teams than expected, i have to shorten rounds or change to double elim again.]


  • League System: everyone plays one match against every other team.
  • 1 win equals 2 points. I think 2 points is the best way to avoid too great point divergences.
  • Disconnecting during rounds (i. e. to prevent caps) will count as a forfeit, which means 50 - 0. Reconnecting in between rounds to fix (lag) issues are allowed. If you feel like a team abuses this rule, write a message in the event-channel. Both teams need to provide demos for reviewing in such a case.
  • Discord Account is required. Announcements and communication will happen there.
  • Fun tags and trashtalk (in a humorous spirit) are welcomed.
  • Demos and/or Livestreams for the community are welcomed.
  • Higher seeded team (the team who are closer to the top of the bracket) has to post SCREENSHOTS of each match.


Maprules
Had a discussion ongoing in the event_discussion servers. My maprule seems to be not that efficient. Easiest way for everyone should be me forcing 1 map for each round (Thanks for the suggestions Y2J!). This way every team will play on every map. Do I like it? Honestly, no. But it is the best method, so I will be more than happy to use it. The mapsequence will be announced soon.




Mappool

People liked the maplist of the Spring Tournament. I added one more map though. Again, feel free to suggest maps that you want to see in the maplist.


pbcup_pforest, pbcup_renoir, propaint1, wobluda_fix, airtime, duck_fix_b6, castle1, carpathian and (if 9 Maps are necessary) pbcup_sassault.



SERVERS [PLANNED]
Players are to play on EU servers provided by Ic3y, with the exception of teams who have mutually agreed upon playing on another server. This is to allow NA players to play comfortably too.
I was told NA players like playing on JMR's EU servers. Guess it should be okay for EU players to play on it. This means that matches between NA and EU teams will happen there. However, if any problem will occur, teams will play on Ic3y's Servers.


Every change will be announced in the DP-Discord channel. Im also going to add an OPEN-Group again for interested players that have no teams. Note that this is so you can see all interested players, so...use it! Last time I had many interested players, who didnt signed up, which resulted in having 2 - 3 teams less that could have participated.
This time the Solos will also be randomly assigned to teams right before closing the Sign-ups. Solos have to provide their discord-tag (PM me here or in discord). This way I can contact you and place you in random teams.


Another side note: This League System will give me the possibility to be more strict, in another words, to give penalty points if a team for example wont post sshots or are delaying matches.






The May 3vs3 Tournament is over! Thanks for participating everyone and congratulations to .CROWN. for winning this one.
Also thanks to ic3y and JMR for hosting the servers!


FINAL STANDINGS FOR THE 2020 SPRING CORONA 3VS3 TOURNAMENT


(wins/games)

1) .CROWN.  - znt, jeo and sqz (6/6)
2) cx8t - elpapi, spain and spartax (5/6)

3) (multiple teams!)
- >og< visa, n3g4t1v1ty, icedtea, playah and shk (3/6)
- [eX] - aveirik, ascra, adamix(3/6)
- Nostalgic Rage -btQ, veQ and gama (3/6)

For the records, the third placed teams had interesting results against each other. >og< won against Nostalgic Rage, but lost against [eX], and [eX] won against >og< but lost against Nostalgic Rage.

6) kiwi - lwsi, voxl and kui (1/6)
7) spec - mission, omni  jmr and fluk3y (0/6)




Tournament results in the challonge site (ignore the random points): https://challonge.com/de/ht72thip



Missed it? No problem, you can watch sqz's stream (Twitch videos wont last long): https://www.twitch.tv/videos/629879107

Some teams also uploaded their demos, go and grab them! https://banterous.de/page/browse

All the standings and sshots will be achieved in the #may_tourney channel of our discord server. Not in that server? No problem, just look at jmr's post and click on the given link there. Most of the community has migrated to Discord anyway:

https://forums.digitalpaint.org/index.php?topic=28347.0




11
Hey everyone, the last tournament was good and fun, but it had some big flaws that i want to address and recap here for possible future tournaments.

Starting with the format. Single map double elim wasn't a bad idea, especially with 9 teams, however even the best teams only played against 3 or 4 teams, and some teams were out after 2 matches. Personally i didn't liked it, and i also think there were too many teams that didn't liked waiting for matches. That's another flaw of the format: the long waiting for matches. Cm8t had to wait 2 (or 3?) matches, crown even more. Terrible. I think the best solution here for future tournaments is to create a „league“ system that was made in JMR‘s Anniversary Tourney, where every team played against every other team, and the winner is rank 1 of the table (or with playoffs?).
This will most likely be more work for the hoster, but a much better alternative for teams (and will also lead to a longer tournament).
I really like this idea, mainly because it gives the hoster the possibility to penalize teams that misbehaved with „penalty point's" (e.g. not posting sshots, delaying the matches and so on).

15 minutes for each map. Yep, i will change it to 20 minutes. Intention behind 15 minutes was to keep it as short as possible, but i have to admit that 15 is too short and 5 minutes more can really change the outcome of a match.

Maps. This was another big flaw in my opinion. Some teams („unintentionally“) played on the same „boring“ map, because both sides eliminated all the other maps, where the enemy team has a better performance(?). Out of the 9 maps i gave „only“ 6 were played, and 3 of those were played three or more times. The map elim. Rule also wasn't that handy for matches, teams were not really sure who would start with the elimination, sometimes maps were eliminated 2 times (which was ofc corrected) and naming 9 maps in the short dp-chat isn't that good.
I think i will add a bigger mappool next-time (with more „unused“ maps) and the rule that the bottom of the bracket will name 3 maps, that will be played. The top bracket can choose then one of those maps. If the top don't like one of the firstly named maps, they can once skip all three of them (or 1 or 2 specific maps of the list) and also can choose the teamcolor. I will also try to get weaker to the top of brackets and favourites to the bottom, so the weaker ones have the possibility to play on their preferred maps. I hope to see more intense and interesting scores, because i think there are various maps that each team prefer.
(I honestly don't like to “force” maps as a hoster, but if this will be seen as the best way, I will be more than happy with it).

I think those were the main flaws of the Spring Tournament. If you remember another one, feel free to name it. I am also open for every idea and will add those If I like them. The final format will be announced in future tournament threads.

12
The Corona Spring Tournament is over! Congratulations to .CROWN. for taking the first place, -cm8t- for winning the second place and [cX] for the third place!
The Tournament was a lot of fun and it was really nice to see that activity, i feel honoured to host such a Tournament for this great community! Thank you all for participating and hope to see you all again in future Tournaments.

Also a huge thank you for ic3y for providing the servers, omni, whoa, jmr and zenit for helping and jmr and jitspoe for shoutcasting the final match between .CROWN. and -cm8t-. It wouldn't be this great without you guys!


FINAL STANDINGS FOR THE 2020 SPRING CORONA 3VS3 TOURNAMENT

1 -  .CROWN. --> znt, sqz and jeo
2 -  -cm8t-  --> rockitude, picky, proj, luck and dang
3 -  [cX]    --> braindamaged , spartax, elpapi and xico
4 -  KIWI    --> voxl, iNleR and summum

5 -  [eR33t] --> Blitz, Y2J and shk [props for playing even with knowing the own ping disadvantages, you guys are the best]
5 -  #sPec#  --> omni, jmr, mission, flukey and stomper

6 -  >og<    --> Visa, Wings, Trapzes and N3g4t1v1ty
6 -  USSR    --> lwsi, ascraeus and ernesto

7 -  [kuc]   --> zimtstern, edgecrusher, MarawaNa and rockie



You missed the Tournament? No problem, we had some awesome streamers (twitch videos wont last long):

Team .CROWN. (sqz) -> https://www.twitch.tv/videos/602643479

Team #sPec# (jmr) -> https://www.twitch.tv/videos/602359296 (several shorter videos)

Team [er33t] (Blitz) -> https://www.twitch.tv/videos/602340777

Jitspoe and Jmr shoutcasting the finals -> https://www.twitch.tv/videos/602599467

Future clips/highlight videos will be added.


Some teams also uploaded their demos, go grab and watch them:

http://banterous.de/page/browse

Tournament brackets: https://challonge.com/DP22020


All the standings and sshots will be achieved in the #spring_tourney channel of our discord server. Not in that server? No problem, just look at jmr's post and click on the given link there. Most of the community has migrated to Discord anyway:

https://forums.digitalpaint.org/index.php?topic=28347.0



13
Currently planning some changes of the teamsize (yes, a possible 3VS3 is coming!), maplist and maybe even format. Stay tuned!
I also decided not to update the signup-list until next week, mainly because players and teams are not 100% sure if they can participate. Feel free to dm me via discord if you wanna know the "sign-up list" or if you are looking for other solos.

14
Clans, Matches, and Tournaments / 2020 SPRING CORONA 3VS3 TOURNAMENT
« on: April 13, 2020, 06:46:58 AM »
Since servers has been more or less filled with players the last weeks, lets see if we have enough participants for a new tournament.


DATE & TIME

25th of April - 06:30 PM (GMT +2)

Plan is to host the tournament in-between the Social Saturdays, so players still have the chance to participate in those events too. If your teammate is busy at a given time during the tournament, you can use a sub/ringer. This is acceptable as long as they have not played in the tournament up until that point (means you can also use subs/ringers in the upcoming rounds).


RULES

Known rules. Do not cheat. Try to show up on time and play fair. Super-simplified: Dont be an excretory opening.
Also refer to the official match rules set out by rockitude (https://forums.digitalpaint.org/index.php?topic=28490.0).



Tournament specific rules

 - Double Elimination. Winning team advances to next round. Losers have a chance to redeem themselves in Losers Bracket with the possibility advancing all the way to finals
 - Disconnecting during rounds (i. e. to prevent caps) will count as a forfeit, which means 50 - 0. Reconnecting in between rounds to fix (lag) issues are allowed. If you feel like a team abuses this rule, write a message in the event-channel. Both teams need to provide demos for reviewing in such a case. Side note: Don't reconnect without a clear reason. I will try to set up some statistics at the end of this tournament.
 - Tournament is single map double elimination. However, this rule can be changed. If this is the case, please also look at the MAPS section, mainly because if this should occur it will require the addition of new rules.
 - Discord Account is required. Announcements and communication will happen there.
 - Higher seeded duo (the duo who are closer to the top of the bracket) has to post SCREENSHOTS of each match.
 - Fun tags and trashtalk are welcomed. However, refer here to the "super simplified" rule.
 - Demos and/or Livestreams for the community are welcomed.
 - FINAL ROUND will be BO3 with the classic rules. Again, refer here to the official match rules.

Changes are going to be added here and announced in the #spring_tourny server in discord.
If you are still not in the DP-Discord server, look at JMR's post and click on the given link there: https://forums.digitalpaint.org/index.php?topic=28347.0


SERVERS [PLANNED]
Players are to play on EU servers provided by Ic3y, with the exception of teams who have mutually agreed upon playing on another server. This is to allow NA players to play comfortably too.



MAPS
Maps that have dominated the competitive scene:


pbcup_pforest, pbcup_renoir, propaint1, wobluda_fix, airtime, duck_fix_b6, castle1, carpathian and daylight_b1.

Each team elims a map that they do not want to play from the list until there is one left. Team at the top of the bracket elim's first, team at the bottom gets to select team colour.
Feel free to name obvious maps that are a must-have for such tournaments.




SIGNUPS

Reply in this thread OR message me on discord. Last-minute signups are fine as long you can find a teammate. I also will create an open-group, so players can team up with other solos. Please provide the nicks of the actual players and possible substitutes.




-------------------------------- Participants -------------------------------


 - #sPec# omni, Mission, jmr and sTomPeR
 - .CROWN. zenit, sqz and jeongwa
 - cm8t rockitude, picky, proj, luck and dang
 - team [kuc] zimtstern, marawana, edgecrusher
 - cX braindamaged , spartax, elpapi and xico
 - og Visa , redguy, wings, santa
 - team ??: voxl , kupio, iNLer
 - team ?? Ascra,  lwsi, ernesto


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--------------------------------- OPEN GROUP -------------------------

- SMN
- TraPzes
- Idias
- TiNi
- berserk
- jitspoe
- spawn


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