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a clan arena question
Posted: Thu Mar 09, 2006 1:02 pm
by tombston3r
in the ca mod whenever the map changes,the start timer is always at or around 5-10 seconds.so the match starts way to fast,even tweaking the settings(server side)dosent fix this.
back when q3w had a ca server,where you ever able to overcome this,or was it jus not fixable?
Posted: Thu Mar 09, 2006 5:57 pm
by menkent
can't you just set it so that everyone has to "/ready" up?
Posted: Thu Mar 09, 2006 6:19 pm
by tombston3r
no,it automaticly starts counting down from about 10 seconds. does anyone know who used teh run the q3w ca server,cause i dont remember it being this way.
Posted: Thu Mar 09, 2006 6:24 pm
by Foo
The default configuration for CA is that everyone has to ready up before the game starts.
If you \callvote setca q3dm6, then on the server \exec ca.cfg, that should return everything to default.
Posted: Thu Mar 09, 2006 6:25 pm
by Foo
Oh, nearly forgot: Individual rounds could down from about 10-15 seconds warmup time, you only have to ready up at the start of an individual game (which may consist of any number of rounds).
If you want to ready for each one, set the roundlimit to 1.
Posted: Thu Mar 09, 2006 6:34 pm
by tombston3r
but if its set to 1 then it wont be a game to 7 correct?
Posted: Thu Mar 09, 2006 6:34 pm
by Oeloe
If you want a decent CA experience, play it in CPMa so you're not stuck on dm6 (CPMa supports RA3 maps). CPMa doesn't have the long intermissions either and the lame shooting during intermission.
tombston3r wrote:but if its set to 1 then it wont be a game to 7 correct?
Of course not. Just one game with one round. You have to ready up for each game, not for each round.
Posted: Thu Mar 09, 2006 7:02 pm
by Foo
Oeloe wrote:If you want a decent CA experience, play it in CPMa so you're not stuck on dm6 (CPMa supports RA3 maps). CPMa doesn't have the long intermissions either and the lame shooting during intermission.
Likewise you can't use the intermission to position yourself with rocket jumps. The game also defaults to armor and team damage.
CPM CA could do with a bit more attention yet before it's preferable to OSPs
Posted: Thu Mar 09, 2006 7:59 pm
by dzjepp
Too bad nobody plays cpma
Tombstoner, you should stop by the biiig pimpin and ap the lounge servers, if you fancy some ca.

Posted: Thu Mar 09, 2006 8:25 pm
by tombston3r
dzjepp wrote:Too bad nobody plays cpma
Tombstoner, you should stop by the biiig pimpin and ap the lounge servers, if you fancy some ca.

thats where i play at

Posted: Thu Mar 09, 2006 9:43 pm
by dzjepp
Ohhhh sorry, didn't recognize you.

You're the one that spams the death awaits you messages

Posted: Fri Mar 10, 2006 1:00 am
by Oeloe
dzjepp wrote:Too bad nobody plays cpma

In Eastern/Western/Central Europe, UK, Russia, etc., plenty of people do. Full cpm CA servers every day, but that's not my kind of game. Plenty of populated duel servers as well.
Posted: Fri Mar 10, 2006 1:34 am
by Foo
Oeloe wrote:dzjepp wrote:Too bad nobody plays cpma

In Eastern/Western/Central Europe, UK, Russia, etc., plenty of people do. Full cpm CA servers every day, but that's not my kind of game. Plenty of populated duel servers as well.
I've been really skeptical of CPMA up until a few months back - now I really feel it's the natural evolution of Quake 3, and that in an ideal world, it's how the core Q3 game itself would have evolved if id had decided to evolve the gameplay over the life of the product.
You know, how they did it with counterstrike, for example. Over time, the weapon balances and code got tweaked, and there wasn't a taboo on changing something much-loved, it was almost expected.
I can see the limitations in the approach but they're insignificant compared to the benefits, at least I think so.. I just think it's a really nice way to approach a game that many of us have spent years playing, and will probably continue playing. I love the familiarity of the core game but I'm moving towards CPM increasingly over time.
Posted: Fri Mar 10, 2006 4:45 am
by menkent
promode ca, aka how to maximize your "+back; +attack" strat with fast weapon switching. yea, q3 at its best.
Posted: Fri Mar 10, 2006 5:14 am
by dzjepp
Foo wrote:Oeloe wrote:dzjepp wrote:Too bad nobody plays cpma

In Eastern/Western/Central Europe, UK, Russia, etc., plenty of people do. Full cpm CA servers every day, but that's not my kind of game. Plenty of populated duel servers as well.
I've been really skeptical of CPMA up until a few months back - now I really feel it's the natural evolution of Quake 3, and that in an ideal world, it's how the core Q3 game itself would have evolved if id had decided to evolve the gameplay over the life of the product.
You know, how they did it with counterstrike, for example. Over time, the weapon balances and code got tweaked, and there wasn't a taboo on changing something much-loved, it was almost expected.
I can see the limitations in the approach but they're insignificant compared to the benefits, at least I think so.. I just think it's a really nice way to approach a game that many of us have spent years playing, and will probably continue playing. I love the familiarity of the core game but I'm moving towards CPM increasingly over time.
I don't want to open a whole can of worms here but cpma would be fantastic if the proposed merger of osp/cpma would ever bare fruition. Of course it's far too late now and osp is dead (in development terms) but there was a chance last year that it might of happen... shame. Kinda ironic how the mod that was developed a whole lot more and was more superior in almost every way to osp was never that popular...
Posted: Fri Mar 10, 2006 5:15 am
by dzjepp
Oeloe wrote:dzjepp wrote:Too bad nobody plays cpma

In Eastern/Western/Central Europe, UK, Russia, etc., plenty of people do. Full cpm CA servers every day, but that's not my kind of game. Plenty of populated duel servers as well.
Yeah it seems to have a somewhat smallish following in Europe but in America it's pretty much dead.
Posted: Fri Mar 10, 2006 5:18 am
by Foo
dzjepp wrote:
I don't want to open a whole can of worms here but cpma would be fantastic if the proposed merger of osp/cpma would ever bare fruition. Of course it's far too late now and osp is dead (in development terms) but there was a chance last year that it might of happen... shame. Kinda ironic how the mod that was developed a whole lot more and was more superior in almost every way to osp was never that popular...
Absolutely.
The last ray of hope for that is the idea of CPMA standalone. A decent combination of the two games into one core looks a long way off unless someone with coding ability champions the cause. If CPM gains a standalone distribution which can interact with other versions, it'll result in a good influx of new players.
Posted: Fri Mar 10, 2006 5:23 am
by dzjepp
I've wondered for some time if arq. really felt just slightly bitter at the fact that his vastly superior mod to anything out there, as he would put it, didn't get the popularity treatment it deserved, and that osp took over and was never beaten... which might of lead to that last nail in the osp coffin.
Oh man did I just go there?
Something tells me this thread will get bumped in 5 months time by you know who just to give a whitty remark at the comments. :s
Posted: Fri Mar 10, 2006 5:44 pm
by Oeloe
dzjepp wrote:I've wondered for some time if arq. really felt just slightly bitter at the fact that his vastly superior mod to anything out there, as he would put it, didn't get the popularity treatment it deserved, and that osp took over and was never beaten... which might of lead to that last nail in the osp coffin.
I don't think he's bitter about that at all. I think that Howard Aiken's quote hits the nail on the head pretty well: "Don't worry about people stealing an idea. If it's original, you will have to ram it down their throats." Of course it's not about CPMa's originality, but it's extremely fine-tuned gameplay that would have to be rammed down people's throats to make it more popular.
In a sense OSP is a mod for advanced noobs (which arQon usually puts less mildly

); new Q3 players that get better and intend to keep getting better, will eventually switch to OSP. That's the reason why the community is/was so big. CPMa has smaller but also more steady and tighter and generally more intellectual community with more interest in gameplay (unless they play CA/DA of course

).
You can definitely forget a CPMA+OSP fusion though. There will never be consensus about the different netcode, sound system, CPMa VQ3 physics. That's the reason why arQon didn't want to take over OSP maintenance from Rhea.
Posted: Fri Mar 10, 2006 6:06 pm
by DooMer
Promode isn't as popular because it's not Quake 3. The only douche bag who's gonna tell me how to play is id.