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 L4D Rules and Regulations (Time Trial & Versus), for e-Club events

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TSSTEAMboi
post Mar 26 2009, 10:34 AM, updated 17y ago

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Heya,
Hopefully this is the correct place to post this.

From the last tournament it was clear that there needs to be more specific rulings to some cases. So I have devised two categories that concentrates on different aspect of the tournament.

This post is for the Time Trial tournament. The two categories are Speed and Teamwork. I want you to vote on which one is more interesting and challenging. At the same time, give suggestions or ideas on how you can improve on the rules. There is no poll in this thread, so just post what you vote for in your posting. Or to make it even more interesting, using either one of the rulings for different time trial tournaments.

LATEST:
Each player death will have a penalty of 3 minutes of time added in to the final official run time.

PREVIOUS version is under the spoiler tag:
» Click to show Spoiler - click again to hide... «

After a successful run, time completion, survivors left and friendly fire total will be recorded. Team ranking will determined by time completion first and if tied, on survivors left, and if tied, on friendly fire total (less is better).

This post has been edited by STEAMboi: May 7 2009, 11:33 AM
TSSTEAMboi
post Mar 26 2009, 10:36 AM

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VERSUS MODE

EXPLOITS
Exploits deemed illegal include, but are not limited to...

Bypassing Crescendo’s
Bypassing crescendos is illegal. For example, on No Mercy 3. Destroying the door, rather then using the scissor lift is illegal.

Weapon Switch Melee
Constantly switching between weapons to increase the frequency of your melee attack is illegal.

3rd Person View
Any over the shoulder, or third person view is illegal. All players must play using first person view.

Gatling Gun
Any kind of "bouncing", "jumping" or "teleporting" using the Gatling Gun is illegal.

Blocking the Survivors Routes
It is ok to block the route of the survivors to the safe room with cars and logs etc, as long as there is at least 1 route which remains unimpeded so that it is physically possible for the survivors to make it to the safe room. If all routes are blocked then that is deemed illegal.


No Mercy Final under ramp
It is illegal to camp, or even go, under the ramp on No Mercy Final.

Taking Advantage of Catch-up
It is illegal to abuse the Catch-up feature as the infected. The most obvious example of this is when you are a Boomer and you vomit on the survivors, and then quickly run back far enough so that you can use the Catch-up feature, and then spawn near them with your vomit meter full in half of the time it normally takes. It also goes for any infected doing this to regain full health.

Door Glitching
It is illegal to glitch through a closed door.

The following are deemed illegal sprays.

- Medic Supply Models
- NPC Models
- Weapon Models
- Ammo Dump Models
- Enemy Player Models (Zombies)
- Zombie Models

Wall clipping
At no time may any player, survivor or infected, clip through a wall to cause damage to another player. This INCLUDES tanks bashing through walls. Survivors MAY shoot through walls as this was explicitly included in the game by the developers.


Out of Bounds Areas

The following areas are out of bounds, it is illegal to take advantage of them.

• Any areas that common infected cannot reach are considered out of bounds. This includes and is not limited to the window sills in NM2, and the tractor in BH5.
• You CANNOT camp any area that clearly glitches the Tank and causes it to come to a crawl.
• In addition to the above, you cannot camp inside the vents at the start of No Mercy 2 and behind the elevator on No Mercy 4 during any period in a match when the Tank is active. This period of activity is determined by the Tank music, and shaking camera when it is moving close by. As always if there is a dispute as to when exactly it came, admins will decide.


No Mercy
On No Mercy 1 "Apartments" it is illegal to jump down from the roof of the building you start on as Survivors.

On No Mercy 2 "Sewers", the ledge above the roller door towards the end of the map, and adjacent machinery and furniture is out of bounds.

In the event that other possible exploits are brought to our attention, it will be brought to the L4D admin team who will decide whether it is legitimate or illegal.

If a dispute is filed for a match with a complaint about a possible exploit which is not explicitly outlined above, the admin team reserves the right to come to a decision and possibly enforce the ruling on the exploit on the match in question, so if you are unsure as to whether or not something is match legal, please get in contact with a Left 4 Dead admin who will clear it up.

Game Scoring Issues

The passing of pills from one survivor to another with the obvious intent to take advantage of the scoring system is illegal. Staff will review this on a case by case basis when needed.

If anyone on your team violates one of the above rules, your team will forfeit the map on which it occured.

If you team violates three or more of the above rules your team forfeits the match. To clarify, one rule broken 3 times counts as 3 violations and will result in the loss of the match.



This post has been edited by STEAMboi: Apr 17 2009, 03:42 PM
TheNameX
post Mar 26 2009, 11:20 AM

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So mafan by coming out all these rules, the organizer is like thinking hard to stop exploit. I tell you what, fix em up with penalty for each survivor who does not make it to the safe room, then end of all the exploits.

Example,

For each survivor who do not make it to the safe room, delay their start of next map by xx minutes while those others who have 4 survivors made their way in first map can start on time. However, this may require extra manpower to guard those naughty players.

Another easier way, add up xx minutes to their final time for each survivor who does not make it to the safe room at the the end of every map.

Solo run, kill or your own mate with these new rules ?? Be my guest. The only possible exploit you can have with these new rules is that how to send all the survivor into the safe room in the fastest way, and I believe that's what everyone, including the audience wish to see.

And when it come to a tie, give priority to the team who can complete all maps with survivors who survive to the safe room. Tie breaker game only will be available should both team also have the same survivors.
Szzz
post Mar 26 2009, 11:53 AM

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Great post. Infact I was thinking of making this thread especially for VS. Another way for time trial is maybe adding a penalty for every death in the team. 30 secs maybe?

For example a team takes 20mins to finish the run and has a total of 10 deaths. 10 x 30sec = 5mins. Their overall time would be 25mins.

As for VS, I see 2 problems with the default config for the current version. Firstly, it is very disadvantageous for the winning team to start first because it is possible that a team could start first for all 5 maps. This works for public games(balances out the team, giving the underdog slight advantage) but for competitive play, IMO VS should be using the ABBA format.

Example, Team A plays first for BH1 and BH4 while Team B plays BH2 and BH3 first (finale doesnt matter). After BH1 is completed, player must take a screenshot and game marshall jots down the time and remake the game. In the end, whoever has the highest cumulative score wins.

Secondly is the number of maps played. IMO it would be better to play 3 segment matches rather than 5 segment matches. This means a game would only go through 3 maps (each teams picks 1 map from 1-4 and the finale would be the third map). Why is this better? Because organisers usually have tournaments for only 1 day and time could be a problem. 5 segment matches could last up to 2 hrs for some teams while 3 segment would probably cut down the time by almost half
DemonasGodz
post Mar 26 2009, 04:16 PM

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This post has been edited by DemonasGodz: Jul 26 2016, 01:24 PM
~perverty~
post Mar 29 2009, 06:00 AM

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well i was wonderin for vs mode will the new patch be used?
and will teams that melee their way through the map be allowed?
its quite annoyin to see teams huddled in a conner spamin their melee esp if u playin boomer.. biggrin.gif
sHin0bi
post Mar 29 2009, 09:07 AM

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i demand new patch!

plus time trial is zzZZZzzz... balik rumah tido lagi bagus

This post has been edited by sHin0bi: Mar 29 2009, 09:08 AM
TSSTEAMboi
post Mar 29 2009, 01:02 PM

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New patch is always used. Closet camping is not an exploit. Especially with the melee fatigue in, it will be harder for survivors to melee.
heaven
post Mar 29 2009, 05:19 PM

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With the melee fatigue new patch, VS will be better for competition as it is what competitive L4D meant to be played, when will we see a real L4D VS tournament in the future?

I'm not particularly attracted of time trials as they are more prone to abuse which needs some special rules to be enforced.
Szzz
post Mar 30 2009, 07:49 AM

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QUOTE(DemonasGodz @ Mar 26 2009, 04:16 PM)
time trial add time using number of deaths throughout the whole campaign would be better, that way teams that 'abbadon' their teamate would be discouraged..
can jz follow CAL rules for vs mode..
*
CAL config has this

versus_tank_chance_intro 1
versus_tank_chance_finale 1
versus_tank_chance 1
versus_witch_chance_finale 1
versus_witch_chance 1

Dunno if its better or not lol...but it makes spectating for fun i guess


and ya no more time trial....vsssss
TSSTEAMboi
post Mar 30 2009, 10:14 AM

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We will always push for versus. It all depends on whether or not the event have the proper factors for a versus tournament.

Is CAL dead? Its website has been down for a week now.
AndyLim88
post Mar 30 2009, 12:52 PM

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I like the time trial rules for speed. Sounds balanced.
Btw, how do I check out the ABBA and CAL formats for l4d versus?
Thanks.
Szzz
post Mar 30 2009, 03:48 PM

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Unfortunately, CAL is dead for awhile already because of changes in management. The CAL config file is floating somewhere in the web tho..
RMaliff
post Mar 31 2009, 12:02 AM

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I think a mix of both rules would be good for time trial. Especially the no killing team mate. Helping incapped team mates must be made compulsory imho.
~perverty~
post Mar 31 2009, 02:12 AM

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QUOTE(RMaliff @ Mar 31 2009, 12:02 AM)
I think a mix of both rules would be good for time trial. Especially the no killing team mate. Helping incapped team mates must be made compulsory imho.
*
of course we must help teammates.. but i tink yet again is by discretion lar.. imagine finale dy.. BH.. ur last men get pulled dy.. tank of the way.. how? are u all gonna leave the transport vehicle and try to save ur friend? in the end i guess it depends on the marshals on where u can leave teammates and when u cant.. but deff no team killing lar.. biggrin.gif
NecrosavaNt
post Mar 31 2009, 03:02 AM

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steamboi :
wait for the upcoming l4d DLC. then u can use survivor mode for tournies instead of co-op.
or better still, versus.


TSSTEAMboi
post Mar 31 2009, 10:24 AM

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QUOTE(NecrosavaNt @ Mar 31 2009, 03:02 AM)
steamboi :
wait for the upcoming l4d DLC. then u can use survivor mode for tournies instead of co-op.
or better still, versus.
*
Yeap that is true. However, the release date for the DLC is April 21st unless I am mistaken.
Edison83
post Mar 31 2009, 11:09 AM

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how about alternative rules for time trial?

like no exploit and need 4 survivor entering the safe house at the end?
dun care how the player play as long it doesnt count as exploit and a must that 4 survivor enter the safe house?
TSSTEAMboi
post Mar 31 2009, 12:18 PM

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QUOTE(Edison83 @ Mar 31 2009, 11:09 AM)
how about alternative rules for time trial?

like no exploit and need 4 survivor entering the safe house at the end?
dun care how the player play as long it doesnt count as exploit and a must that 4 survivor enter the safe house?
*
No exploits and cheats are a given. Exploits like skipping the crescendos are not allowed.

And what do you mean that there must be 4 survivors that enter the safe house?

At this moment, I am liking the suggestion that we punish any player deaths (listed in the end credits) by adding in more time to their final campaign completion run time.
Edison83
post Mar 31 2009, 12:30 PM

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QUOTE(STEAMboi @ Mar 31 2009, 12:18 PM)
No exploits and cheats are a given. Exploits like skipping the crescendos are not allowed.

And what do you mean that there must be 4 survivors that enter the safe house?

At this moment, I am liking the suggestion that we punish any player deaths (listed in the end credits) by adding in more time to their final campaign completion run time.
*
it mean like if 1 of ur team die near safe house, the team hav to go to the nearest respawn point to revive the survivor ( time are wasted same as penalty)
if u imply this rules, the survivor wont/cant leave their frens behind right?
TheNameX
post Mar 31 2009, 12:46 PM

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QUOTE(STEAMboi @ Mar 31 2009, 12:18 PM)
No exploits and cheats are a given. Exploits like skipping the crescendos are not allowed.

And what do you mean that there must be 4 survivors that enter the safe house?

At this moment, I am liking the suggestion that we punish any player deaths (listed in the end credits) by adding in more time to their final campaign completion run time.
*
That's what I've suggested all this while. Adding up extra time for each death in each map. Save you alot of time as organizer and the marshal. This give the flexibility of letting the team to decide, save, or not to save.

Like what ~perverty~ mention is true, you are the last man, the cab is here and tank is running towards you, then you have to start consider liao... Is 3 death penalty is greater than restarting the finale ?? Woh, this rules really turns me on wink.gif
RMaliff
post Mar 31 2009, 03:05 PM

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QUOTE(Edison83 @ Mar 31 2009, 11:09 AM)
how about alternative rules for time trial?

like no exploit and need 4 survivor entering the safe house at the end?
dun care how the player play as long it doesnt count as exploit and a must that 4 survivor enter the safe house?
*
I kinda agree with this. 4 survivors must enter the safe house at every level. Having to wait for them to spawn is already a penalty in a way. Makes it fair because if not, the dead team members will spawn in the room in the next level which is kinda exploitable.


Maybe also time penalties for every survivor death on every level?

This post has been edited by RMaliff: Mar 31 2009, 03:10 PM
king99
post Mar 31 2009, 08:41 PM

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QUOTE(Edison83 @ Mar 31 2009, 12:30 PM)
it mean like if 1 of ur team die near safe house, the team hav to go to the nearest respawn point to revive the survivor ( time are wasted same as penalty)
if u imply this rules, the survivor wont/cant leave their frens behind right?
*
Hmm, Let's say Just 1 sec before a safe house, a tank,boomer,hunter, smoker spawn and WTF Pwn 3 ppl.

The 1st person who enter the room in panic close the door ( Tank Outside safe house + SI + Mob )

DemonasGodz
post Apr 1 2009, 02:44 AM

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This post has been edited by DemonasGodz: Jul 26 2016, 01:48 PM
TSSTEAMboi
post Apr 1 2009, 11:41 AM

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Getting 4 survivors into the safe room at every map will not be possible. Usually there is one spawn room near the safe room. What if, there are already 3 survivors left when they reach that safe room and proceeds to rescue the 4th survivor. Right after that, a horde attacks which results in one survivor death. What then? They can't use the same spawn room any more because it is already used, even if you close the door again. So there lies the conundrum ...

Which gives me the impression that adding in penalty time based on player deaths is the way to go. At least this way, the team can formally plan strategise whether or not is it worth it to lose a player for faster time.
Edison83
post Apr 1 2009, 07:15 PM

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QUOTE(STEAMboi @ Apr 1 2009, 11:41 AM)
Getting 4 survivors into the safe room at every map will not be possible. Usually there is one spawn room near the safe room. What if, there are already 3 survivors left when they reach that safe room and proceeds to rescue the 4th survivor. Right after that, a horde attacks which results in one survivor death. What then? They can't use the same spawn room any more because it is already used, even if you close the door again. So there lies the conundrum ...

Which gives me the impression that adding in penalty time based on player deaths is the way to go. At least this way, the team can formally plan strategise whether or not is it worth it to lose a player for faster time.
*
here come the trick and team play~
then the team must go another spawn point to get another survivor up thus waste more time~
everybody mention b4 that this game is team based, by suggest this rule, the team will more jaga the 1 with hitam putih screen and stick together instead of chicken running to the safe house...

if giving time penalty, the team can still be solo rambo-ing without worry about their team die

ps: unless penalty 15min per death~~ biggrin.gif tongue.gif


Added on April 1, 2009, 7:17 pm
QUOTE(king99 @ Mar 31 2009, 08:41 PM)
Hmm, Let's say Just 1 sec before a safe house, a tank,boomer,hunter, smoker spawn and WTF Pwn 3 ppl.

The 1st person who enter the room in panic close the door ( Tank Outside safe house + SI + Mob )
*
=.=
tell me cicak wat are the odd for that to happen to 4 pros?

if 3 of them, all sekali kena pwn b4 infected they do deserve it


Added on April 1, 2009, 7:30 pmbtw on blood harvest 3rd level where survivor activate the train to ram the bridge, is it counted as crescendos if the survivorrun run directly to safe house?

coz iknow avoiding horde like the 1 "lowering the crane" level where survivor can jump to the fence to avoid hordes and lower the crane is counted as crescendos .

This post has been edited by Edison83: Apr 1 2009, 07:30 PM
NecrosavaNt
post Apr 1 2009, 07:36 PM

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do you even know which part of your sentence is referring to a crescendo ?

QUOTE(STEAMboi @ Mar 31 2009, 10:24 AM)
Yeap that is true. However, the release date for the DLC is April 21st unless I am mistaken.
*
that's just 3 weeks away. not that long

This post has been edited by NecrosavaNt: Apr 1 2009, 07:39 PM
Edison83
post Apr 1 2009, 08:05 PM

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QUOTE(NecrosavaNt @ Apr 1 2009, 07:36 PM)
do you even know which part of your sentence is referring to a crescendo ?
QUOTE(Edison83 @ Apr 1 2009, 07:15 PM)
btw on blood harvest 3rd level where survivor activate the train to ram the bridge, is it counted as crescendos if the survivor run directly to safe house?coz iknow avoiding horde like the 1 "lowering the crane" level where survivor can jump to the fence to avoid hordes and lower the crane is counted as crescendos .
*

Added on April 1, 2009, 8:06 pmwithout facing all the hordes ofcourse after the train ram to the bridge

This post has been edited by Edison83: Apr 1 2009, 08:06 PM
NecrosavaNt
post Apr 1 2009, 11:05 PM

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ooh, cause here i am thinking that crescendo was a thing they called those events when the music sounds and the horde comes to attack you, after you activated a switch. and not the act of skipping the horde after the switch.
TSSTEAMboi
post Apr 2 2009, 10:16 AM

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In that example given, it is perfectly legal because you have already activated the crescendo and it is running its course naturally. A similar example could also be the map where you have to burn down the barrier and then immediately running through it when the barrier is gone (from burning).

As to someone's question on what kind of penalty is given to deaths. I am thinking a penalty of +1 min per death. What do you think? Too little, too much?
guardioo
post Apr 2 2009, 12:22 PM

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3-5 minutes at least
xentova
post Apr 2 2009, 03:43 PM

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30 secs biggrin.gif

note that not all teams can complete it without dying. even mine pulls off 4 or 5 deaths a campaign. we should take into account new and fresher teams. there shouldn't be such a huge gap between the good teams and the fresh teams. because when a team is wiped and they restart once, that's already 4 deaths. setting it at 2 minutes per death = a penalty of 8 minutes!

This post has been edited by xentova: Apr 2 2009, 03:45 PM
Edison83
post Apr 4 2009, 12:21 PM

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if u keep rush without dying is impossible. if u play it safe... alot will survive.

but if u play the original ways, 4 pros probably can finish the game with onli 1 or 2 death or no death.

i did say 5min for the penalty
Tetrino
post Apr 4 2009, 09:12 PM

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I think 1-2 minutes per death is sufficient. As we've seen in the ACGC tourney, the difference between winning and losing is literally in the single-digits.
king99
post Apr 4 2009, 09:31 PM

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And Hope Valve add a second and ms in the time.

Example : 1 Hour 15 minute 34 second and 34ms...

lol
AndyLim88
post Apr 5 2009, 03:13 PM

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lol dude, mili secs?
we were wondering why valve did not add in seconds. it would make the organizers work easier as they won't have to think of so many forms of tie breakers.
as for the time, i think 1 minute is good.
king99
post Apr 5 2009, 06:46 PM

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QUOTE(AndyLim88 @ Apr 5 2009, 03:13 PM)
lol dude, mili secs?
we were wondering why valve did not add in seconds. it would make the organizers work easier as they won't have to think of so many forms of tie breakers.
as for the time, i think 1 minute is good.
*
There is chance 2 team will have the same time lol...(sikit maybe) thumbup.gif thumbup.gif

Team A = 14 min 23 sec
Team B = 14 min 23 sec

ROFL ! sweat.gif sweat.gif
AndyLim88
post Apr 6 2009, 12:04 AM

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what if they have equal milisecs too? tongue.gif

Team A = 14 min 23 sec 12 ms
Team B = 14 min 23 sec 12 ms

still same smile.gif
TSSTEAMboi
post Apr 6 2009, 12:05 PM

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Heh this time we are thinking of taking the Friendly fire total as well. That would make a definite tie breaker.
Edison83
post Apr 6 2009, 12:48 PM

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tak pening ke refree record so many things?
DemonasGodz
post Apr 7 2009, 06:56 PM

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This post has been edited by DemonasGodz: Jul 26 2016, 01:44 PM
SnakeValentine
post Apr 9 2009, 12:12 AM

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Not to mention plenty of deaths from FF XP It would end my zombie-hunting career as Human Battleship(since I use AS) XP
TSSTEAMboi
post Apr 13 2009, 10:57 AM

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IMHO friendly fire (FF) is the best factor as a tie breaker. Simply because the chances of both teams having the same total amount of friendly fire is too low to even contemplate and it also shows how skilful are the teams. The only way to avoid FF is to always be aware of your team mates, know where they are moving in most situations. But that is just what I think.

This post has been edited by STEAMboi: Apr 17 2009, 03:42 PM
TSSTEAMboi
post Apr 17 2009, 03:43 PM

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Posted up the versus rules for discussion.
NecrosavaNt
post Apr 17 2009, 06:52 PM

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most of those exploits(NM3 door, melee & gatling gun) are already fixed in the previous steam updates. since eclub always uses steam for their tournaments, i dont see any problems.

also i dont see any problem with a tank hitting objects to block routes. the objects always disappears after like 30 seconds (not sure), if it doesn't get hit again.
king99
post Apr 17 2009, 07:22 PM

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Er..IS the ROCK in DT finale is an exploit ?
DemonasGodz
post Apr 17 2009, 08:21 PM

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This post has been edited by DemonasGodz: Jul 26 2016, 01:34 PM
Szzz
post Apr 17 2009, 08:32 PM

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How about smoker 1 hit kills in certain areas?(i.e. bh1 starting point) Is it considered legal?
DemonasGodz
post Apr 17 2009, 08:33 PM

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This post has been edited by DemonasGodz: Jul 26 2016, 01:34 PM
Szzz
post Apr 17 2009, 11:01 PM

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QUOTE(DemonasGodz @ Apr 17 2009, 08:33 PM)
most of the vs rules are already prefixed and / or require sv_cheats 1
jz got some questions...
1.Is throwing rock thru DOORS/ WALL abuse? or meant (by tank)
2.CAL rules had this,
3.70b Blocking the path of the Survivors
It is not legal to block the main paths with bashable objects (cars, logs, forklifts, ladders,etc.) as infected. In general, anything that physically prevents survivors from finishing the round is considered illegal. Also, waiting with the tank above the sewer exit just outside the safe room at the end of No Mercy 3 and hitting a car as survivors come up is illegal. To clarify, if they come up and within a few seconds get hit by a car when there is no reasonable possibility for avoiding it, it is illegal. However, if all the survivors climb up and move around, then it is legal to use cars or garbage cans. CAL reserves the final say on this and all rules governing illegal behavior.

does this rule apply for E-CLUB? the one for tank waiting with caar above nm3 ladder ( jz example)

3. Smoker 1hitKO , pulling survivor off non-grabale edges,
for instance the bh5 start..
Smoker have 1hitko spots in bh 1 (3spot) bh4, bh5
nm2, nm4 (2spot)


Added on April 17, 2009, 8:39 pm4. exploit with DUPING of items should be taken seriously
this happen when 2 or more players press E at the same item simutenously
HAPPEN'S ESPECIALLY ALOT with HealthPack in SafeRoom.
Any item including molo, pill, pipe shares this exploit

1molo to 4 molo changes a game
*
U forgot speed crouching for infected. Speed crouching is having the speed of a standing infected while crouching.

This post has been edited by Szzz: Apr 18 2009, 12:19 AM
TSSTEAMboi
post Apr 18 2009, 10:28 AM

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Thank you for bringing those to my attention. Its always good to know more of the rules.

Word for word, according to the rules, the (1)Is throwing rock thru DOORS/ WALL abuse? or meant (by tank) is not allowed. Of course, I will have to clarify this with some more internet sources.

The other two rules I will add it in. I thought they fixed (4) already tongue.gif.
DemonasGodz
post Apr 18 2009, 01:29 PM

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This post has been edited by DemonasGodz: Jul 26 2016, 01:33 PM
AndyLim88
post Apr 22 2009, 09:48 PM

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whoa... so much exploits that i've never heard about...

giler arh...
Edison83
post Apr 23 2009, 11:54 AM

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yeah, so many rules now
i dont even the refree or the player can remember all

however in survival mode i dont see any glitch or exploitable area

rules are stay as along as possible biggrin.gif

ps:refree takyah sakit kapla, player pun sama
DemonasGodz
post Apr 23 2009, 02:24 PM

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This post has been edited by DemonasGodz: Jul 26 2016, 01:33 PM
Edison83
post Apr 24 2009, 12:10 PM

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QUOTE(DemonasGodz @ Apr 23 2009, 02:24 PM)
^ survival mode got bug. . .  we play suddenly tank stop spawning ,_,
but one game only


Added on April 23, 2009, 3:54 pmedit **
survival mode bugged with max among of Special infected SPAWNED
ie, smokers wont attack you if u have sight of them, so its posibble to prevent tanks from spawning after stacking alot of other SI in a place where they r hiding from u,
ie. ReasonGaming played survival mode 60+ mins b4 suiciding...
*
thats onli happen on certain map
not all map are like that

i certainly like to see that happen in light house~~ biggrin.gif
DemonasGodz
post Apr 24 2009, 07:21 PM

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This post has been edited by DemonasGodz: Jul 26 2016, 01:45 PM
Edison83
post Apr 25 2009, 01:04 AM

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the new update fix alot of stuff

but seriously, wat the fun playing by exploit? u know that u will win, wats challege in that?

seriously, even i play on normal map, alot of my fren try to exploit every level they see, at the end i say no exploit, otherwise u go play alone.


xentova
post Apr 25 2009, 02:50 PM

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yeah very true
TSSTEAMboi
post Apr 29 2009, 10:09 AM

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Ok just to add more. The smoker 1 hit KO will not be added in the rules for vs since it can only be done at certain places and most teams know how to counter this.

In addition to that, the new rules for time trial would be only:

- One player death equals to 3 minutes of penalty time added to the final run time.

Discuss ...

This post has been edited by STEAMboi: Apr 29 2009, 10:19 AM
sHin0bi
post Apr 30 2009, 05:41 PM

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guys. for whos yet to able to L4D online. here is your chance!

Play FREE this Friday starting at 12:01am GMT. Pre-load now and be ready to play.


ON STEAM. GET A STEAM ACC NOW LOL!
Szzz
post May 12 2009, 01:44 AM

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CEVO Tourney recently released their config files.

http://www.cevo.com/index.php?page=downloads&func=l4d

Config details(taken from config readme):

- This is similar to other competitive configs, with the main differences being:
* We try to disable all non-saferoom medkits, turn them into pills instead
* Team swap order is ABABA, instead of highest score goes survivor first

- The full list of changes between this and vanilla gameplay:
* Tanks guaranteed 100% to spawn on every level 1-5
* Witches spawn 0% on 1,5 and 75% (default) on 2,3,4
* Tanks will not suicide if they go to AI and it cannot find a path to the survivors

* Tanks will spawn as late as 90% level completition (default behaviour), this means you might get them much later now (bad for BH4, but good for pretty much every other level where getting it around the middle is bad)
* The team format is ABABA (meaning the team order of who goes survivor first is swapped every map, ignoring 'valve swap')
* The config files unlocks some of the network rates for better ping
* Turn all spawnable medkits into pills (except saferoom kits)
* Disable tank suiciding if no AI path to survivors
TSSTEAMboi
post May 12 2009, 10:03 AM

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Thanks for posting that Szzz, been playing with that config for a few days now. Having a bit of a problem on getting the readyup plugin to properly activate.

 

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