Jump to content
Sign in to follow this  
Tom_Anger

Team Death Match gaming

Recommended Posts

Gaming Spec & Map Pics

TEADM DEATH MATCH Spec TDM.01

Maps will be released for download at a later date (waiting for patches to be completed to unite UK and US as one)

Briefing

* The team with the most enemy kills wins.

* 1 KILL = 1 PT.

* Have more kills than your opponent when time expires or reach the KILL LIMIT or to win.

* DO NOT LEAVE THE BLACK AREA or you will suffer damage.

There are parameters to choose time limit and/or kill limit.

Other Info

SCE is more of a Team vs Team group of players and some of us are in the works with 16aab to get out an Advance & Secure style of gameplay, but for now SHADOW COMPANY ELITE has developed decent designs for Team Death Match gameplay.  Some map designs are totally urban and others totally rural.  Farm Day is probably the closest you will see to the original Ghost Recon's Farm Day map so that is why it was names as such.  

We hope you will hop on and come join us in some decent gaming.  Feedback always welcome.  Take care... Currently ArmA 1.05 with the patches are on the server...

Share this post


Link to post
Share on other sites

can't wait to run these mission on my own, there arent near enough TDM out there

Share this post


Link to post
Share on other sites

Made some adjustments based on player feedback and have updated the server.  Still getting it to a point where it will be ready for others.  Again - Feedback welcome.  The night maps have howling wolves, crickets, etc, and the day have birds, and in some cases, barking dogs.  The farm map has chickens, lol.  Tried not to over do it, but they are getting there.

GAME TYPE SPECS

TEADM DEATH MATCH Spec TDM.01

MAP PICS - currently in rotation on the Shadow Company Elite Server

(TDM) PARAISO Day - 8 vs 8

(TDM) PARAISO Night - 8 vs 8

(TDM) FARM DAY - 8 vs 8

(TDM) CLOSE QTR - 8 vs 8

Share this post


Link to post
Share on other sites

I haven't played the maps yet but I think that a death based scoring would be much more reliable. So every time a trooper dies, the other team gets a point. You could make day/night changes with parameter settings in the waiting screen.

Share this post


Link to post
Share on other sites

Each time a team member dies the other team gets a point. The parameters is currently defaulted to unlimitted time & 10 kills. So the 1st team to get 10 kills wins. I may add the day/night parameters as well. Thanks celery. This is only an alternative style of gaming. When I get more made they will be implemented in other team vs team gametypes so hopefully in time..... Take care.

Share this post


Link to post
Share on other sites

I have played a couple of them...lot's of fun, can't wait to see more of your work brotha

Kudos

Share this post


Link to post
Share on other sites

Yes..definatly familar with your JO maps back in the day when i was in AGE an beyond, an hope your still lookin at doin the AAS for ArmA which would be sweet! Posted this in BDA forumns an sure will be adding this too our rotation me thinks!

Good job bro!

Share this post


Link to post
Share on other sites

I made (TDM) Chantico 8 vs 8 last night.  

http://downloads.shadowcompanyelite.com/arma/images/1.jpg

http://downloads.shadowcompanyelite.com/arma/images/2.jpg

http://downloads.shadowcompanyelite.com/arma/images/3.jpg

http://downloads.shadowcompanyelite.com/arma/images/4.jpg

http://downloads.shadowcompanyelite.com/arma/images/5.jpg

http://downloads.shadowcompanyelite.com/arma/images/6.jpg

http://downloads.shadowcompanyelite.com/arma/images/7.jpg

These are not in the ARMA COMBAT OPS yet.  They will most likely be released once the patch brings US and UK versions together.  For now I am trying to get feedback on changes to make.

Also, When AAS is ready these maps will each represent a base to capture and those will be 32-64 player and up maps.  I do have a question on something.  These TDM maps are 8 vs 8.  There is 1 team leader and various classes, however, each team can choose any weapon for their side at the armories.

1.) Should I split each side up to have 2 teams of 4?

I am thinking 2 teams of 4 moving around the maps in move cover move may be better than 1 leader and 7 followers if people want to play that way.  Not too many will depend on a leader, however, if these are used for matches later on and 2 guys know the maps well, they can be an aid in helping pick waypoints for players to go to.  Just trying to think out loud here.

2.) Should I just make the leader a specific class and the rest all automatic riflemen? If so, what weapons should all start with?

I want to keep consistency and not spread around various classes which may confuse some at 1st.  Right now the maps have various classes to start with.  Since any weapon can be chosen (depending on which side you are on) specific class really doesn't matter.

Today I am going to split up (TDM) FARM DAY to have 2 teams of 4 with automatic riflemen classes and see when folks join what they think.  I will base the other maps on that.

Share this post


Link to post
Share on other sites

just my opinion but think keepin team orientation would probably be best, as far as loadouts guess it depends on if it's strictly an infantry scenario or armor or both. We been playin the Beserk maps quite a bit til 1.7/8 an the mix of both is fun but gettin old, til were all unified then back to RTS style which is a fav among 1.5 but not runnin well for 1.6.

Share this post


Link to post
Share on other sites

Thanks for the feedback.  From speaking with others it seems that 8 vs 8 is the size for this gametype by default.  I'm not trying to make a huge thing out of TDM, but am working with other player's feedback on this so I would like to keep some in touch at these forums as well.  Here is my update on some topics...

Some of these can be reviewed in the specs that I originally posted in this thread.

CHALK-TEAMS

I am still contemplating the idea where each side (8 players per side) will be setup into 2 chalk-teams (Alpha and Bravo).  A team leader for each can help on large TDM or Team Survival maps that are large and need to be split up.  They are all on the same team, but work with a different leader if people choose to play that way.

WEAPONS & CLASSES

I also think it will make sense setting up all players with Automatic Riflemen class weapons.  Then they can change their loadouts as they need and upon respawn this will help if they are getting into spawn trouble.  

SPAWN CAMPING

While on the subject - I am also sizing the spawn zones so that spawn camping will not be all that easy.  We all know that TDM maps are maps where teams move toward each's spawn to try and kill kill kill.  Good map design tries to make it difficult so I will do my best to spread out the spawn points.  I could add a zone that sets damage to the other team if they get too close to the player's spawn, but I believe that will turn players away - People will be like "HUH that's stupid".  I can see that happening for this gametype so I will not go that route yet.

If I can figure out how to allow them to choose new weapons before they respawn I will add that feature down the road.

Share this post


Link to post
Share on other sites

Add inside your description.ext

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Weapons

{

class M16A2 {count = 24;};

class M16A2GL {count = 24;};

class M16A4 {count = 24;};

class M16A4_GL {count = 24;};

class M16A4_ACG {count = 24;};

class M16A4_ACG_GL {count = 24;};

class M4 {count = 24;};

class M4GL {count = 24;};

class M4AIM {count = 24;};

class M4A1SD {count = 24;};

class M4SPR {count = 24;};

class M4A1 {count = 24;};

class M4A1GL {count = 24;};

class G36K {count = 24;};

class G36C {count = 24;};

class G36A {count = 24;};

class MP5A5 {count = 24;};

class MP5SD {count = 24;};

class M249 {count = 24;};

class M240 {count = 24;};

class M24 {count = 24;};

class M107 {count = 24;};

class M9 {count = 24;};

class M9SD {count = 24;};

class M136 {count = 24;};

class JAVELIN {count = 24;};

class STINGER {count = 24;};

class AK74 {count = 24;};

class AK74GL {count = 24;};

class AKS74U {count = 24;};

class AKS74UN {count = 24;};

class AKS74PSO {count = 24;};

class PK {count = 24;};

class SVD {count = 24;};

class KSVK {count = 24;};

class Makarov {count = 24;};

class MakarovSD {count = 24;};

class RPG7V {count = 24;};

class STRELA {count = 24;};

class Laserdesignator {count = 24;};

class NVGoggles {count = 24;};

class Binocular {count = 24;};

};

class Magazines

{

class 30Rnd_556x45_Stanag {count = 24;};

class 20Rnd_556x45_Stanag {count = 24;};

class 30Rnd_556x45_StanagSD {count = 24;};

class 30Rnd_556x45_G36 {count = 24;};

class 30Rnd_9x19_MP5 {count = 24;};

class 30Rnd_9x19_MP5SD {count = 24;};

class 200Rnd_556x45_M249 {count = 24;};

class 100Rnd_762x51_M240 {count = 24;};

class 5Rnd_762x51_M24 {count = 24;};

class 10Rnd_127x99_M107 {count = 24;};

class 15Rnd_9x19_M9 {count = 24;};

class 15Rnd_9x19_M9SD {count = 24;};

class M136 {count = 24;};

class JAVELIN {count = 24;};

class STINGER {count = 24;};

class FlareWhite_M203 {count = 24;};

class FlareGreen_M203 {count = 24;};

class FlareRed_M203 {count = 24;};

class FlareYellow_M203 {count = 24;};

class 1Rnd_HE_M203 {count = 24;};

class 30Rnd_545x39_AK {count = 24;};

class 30Rnd_545x39_AKSD {count = 24;};

class 100Rnd_762x54_PK {count = 24;};

class 10Rnd_762x54_SVD {count = 24;};

class 5Rnd_127x108_KSVK {count = 24;};

class 8Rnd_9x18_Makarov {count = 24;};

class 8Rnd_9x18_MakarovSD {count = 24;};

class PG7V {count = 24;};

class PG7VR {count = 24;};

class FlareWhite_GP25 {count = 24;};

class FlareGreen_GP25 {count = 24;};

class FlareRed_GP25 {count = 24;};

class FlareYellow_GP25 {count = 24;};

class 1Rnd_HE_GP25 {count = 24;};

class HandGrenade {count = 24;};

class HandGrenadeTimed {count = 24;};

class SmokeShell {count = 24;};

class SmokeShellRed {count = 24;};

class SmokeShellGreen {count = 24;};

class PipeBomb {count = 24;};

class TimeBomb {count = 24;};

class Mine {count = 24;};

class MineE {count = 24;};

class Laserbatteries {count = 24;};

};

Share this post


Link to post
Share on other sites

Thanks armatek - I've used this logic in the past from the BAS helpful stuff.  

Is there a way so that when a player dies they can choose these?  Going a step further can it be setup in the description so that it is restricted by side as well? I may be missing something so I will check over the next couple of days. Got to work and coach baseball and stuff...

I do have ammo scripts for the weapon crates which allows players to choose any weapon (OPFOR weapons on their spawn and BLUFOR weapons on their own side). The method you have is good for the beginning, but it is not restricted by side and I cannot choose when waiting to respawn so I wonder if that is an option to write somewhere. If not no biggie.

Much appreciated for all you do.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×