KoQ (Private) Proving Grounds
2x30 matches, 8:00p cst 2fort4r (10x10), 8:45p well6 (12x12)
These are copied from the message board -- no time to write-up another whole gameplan as I would in a match.
Scrimmage #1, est 8:00p CST, 2fort4r
Pro-offensive set, running a base of 7/3.
No lineup yet, just let me spill out my basic ideas for the 2f4r scrim. We need to run a pro offense set against
DLG. They run 6/4 to 7/3 themselves.
Let me ramble. We will run a 7/3 against them... I really want a cap! :)
Defense, we will try the 2 demomen routine.
Snare and Hodge? will use pbombs and stay in the basement. A
soldier will stay in the 2nd story (roamer) to protect the spiral and the ramps. He should atleast give incoming
warnings when the enemy ventures into our base.
That is the basis of our Defense.
Offense will have a respawn "pattern" to help
patrol the base. We will assign a few folks to patrol a small area
before attacking the enemy base.
It will be up to the remaining 7 offensive personnel to stifle the incoming enemy and put pressure on their base.
We need make an effort to control the bridge
in this match. Of our 7 offensive people, we can allocate up to 2 of
that as *snipers* if needed.
Basically, I think if we have 7 on offense,
we can choose to have "waiting" people under the grate bombarding the
opposing fort with rockets, nailgrens, etc to the DLG incoming offense.
These waiting people can wait for a regroup
or until a few more of the O shows up before heading out. Rather
than have us just wait under the bridge, we need to be more active and play a "front-line" type of defense.
We should have a mix of personnel for offense,
heavies and a few scouts. If we always send a scout or two via
water, they'll be able to get into the enemy base easier -- and warn us if DLG starts to use water themselves.
Again, communication for offense -- ex: if
you are a scout, you must hold you position somewhere safely and ask
for O to clear a path for you. People must acknowledge requests for regrouping.
We also need to hit choke points hard. It seems
in many of our massive attacks, we all tend to go through the
ramp area. Why? I'd rather have us all rocketjump up the grate or even onto the sniper loft... just don't all bunch
up, but avoid the ramp room if possible.
Scouts should concussion jump into the back
respawn area if possible. And the offense should try to take out a
ramp room D (like a sentry) so that option will still be open for a scout or pyro to run through... but don't forget
the back respawn area!
If we need to employ a full time sniper, the 6/4 would be fine to switch into.
Scrimmage #2, est 8:45p CST, Well6
Balanced, 6/6 formation.
Well, we had a decent setup last time.
My biggest gripe was that we had people coming
to "help" out our flag room D... with those people coming up,
it made things more confusing for us, and let DLG spies come in.
We also had a problem with defending the actual
flag room once they had moved it. We put all out forces to
defend -- and we did, but when it returned back to the flag room we were screwed. :) They had people waiting
there for it.
Well, NOT this time.
(1) Demoman in Flagroom
(2) HW Guy at the elevator tops
(3) Sniper in main flag area to pick off people on elevators
(4) Soldier wandering the bottom level (near bridge) and other part of base
(5) Pyro inside our base, but near the front door... he needs to warn us and harass people coming in.
(6) Engineer building a sentry way high in the "Ramp" room... just another layer point.
Use height to our advantage. NO ONE IS ALLOWED
UP THE 2nd LEVEL OF THE FLAG AREA unless you
play defense. If you die then respawn, you must say "I am going the USE the elevator" and jump a few times to
keep your defensive teammates from taking off all your armor. Defense will also be switching from Whitetops and
Yellow tops (setinfo topcolor 0 and 12?)
Also, if they move the flag down elsewhere,
the Sniper MUST Stay up on his high perch and not let anyone use
the elevator up into the flag area (to wait for a returning flag.)
Spies will not be a problem this time, and
I think this D setup can shutout people in well6.
Well, whatever you all did last time, it was pretty effective. You have 5 captures in that scrimmage.
I would imagine a good mixture of heavies and
scouts, with the first series a demoman MUST blow a whole in
their grate for us.
I will let Jenkins or whoever was on offense explain a good setup for O with 6 people. :)
I played a scout and never took the lobby even
once. They didn't have heavy flag D, but what they did have was
effective... 2 demos piping the elevators, and a sky sentry to prevent "backdoor" entrances. It wasn't too tough to
break when we attacked in groups, but neither was it easy. Our offense needs to go thru the water passage and
hide under the bridge and in the pipes, waiting for overwhelming numbers to arrive... then the heavies remove the
demomen and the scouts capture. When we broke their D before, that's how we did it.
Basically, that's the whole deal. We blow the
grate, all the offense makes their way into the water and to the flag
room, and you MUST be patient and tell the offense you are holding position in the enemy flag room. Stay
underwater and outta site, wait for reinforcements (not just one guy, but 2 or 3 at least). Better to wait than kill
yerself on the pipebombs. Once a decent force is assembled, go forth and slay together, heavies clearing a path for
the scouts to cap.
No reason to go via the lobby, DLG doesn't
see defending the water as a very high priority. Let 'em waste
defenders in the lobby while we take the water route.
In short, this script turns f1 to f4 into team messages. Press once for message topic, press again for specific message. 16 combinations are allowed in a 4 by 4 setting. The messages (and number of) can be easily adapted to suit any need. The messages are really tentative -- no doubt that I will perfect it as I use it. I just wanted everyone else to see this system as soon as possible.
Do not add this code to your autoexec.cfg -- it may overload it. Instead, execute it from within TF or execute it from within an existing script.
Download TFComm.zip (2k) here.
You can look at it below... if you have any questions, just ask. If you try it, you'll understand how and why it works.
// Jarv's TF Comm Macros
// Based on idea from:
// Chris "Slim" Bloxom <email@example.com> - Communications menus
// You may have to add the -zone 512
// parameter to quake startup if this cfg file
// makes quake/tf crash!
// +Simplified menu system (template)
// +Added repeat last message
// F6 = Displays Main Menu or Abort current setup
// F5 = Repeasts last message
// F1 - F4 Changes function based on usage... w/help menus
// If you really want to shorten things, remove the "last" (f5) ability
alias menutxt "echo [f1=flag f2=help
alias m_reset "bind f1 flagmenu; bind f2 helpmenu; bind f3 incomingmenu; bind f4 miscmenu"
alias mainmenu "m_reset; menutxt"
alias last "echo Nothing to repeat... yet."
bind f5 last;
bind f6 mainmenu;
alias f1txt "echo FLAG : [f1=basement
f2=ramp f3=bridge f4=water]"
alias f1txt1 "say_team Flag in basement;alias last f1txt1;m_reset"
alias f1txt2 "say_team Flag in ramp;alias last f1txt2;m_reset"
alias f1txt3 "say_team Flag on bridge;alias last f1txt3;m_reset"
alias f1txt4 "say_team Flag in water;alias last f1txt4;m_reset"
alias flagmenu "bind f1 f1txt1; bind f2 f1txt2; bind f3 f1txt3;bind f4 f1txt4; f1txt"
alias f2txt "echo HELP : [f1=flag
f2=lobby f3=ramp f4=sniper]"
alias f2txt1 "say_team Need help in flagroom;alias last f2txt1;m_reset"
alias f2txt2 "say_team Need help in lobby;alias last f2txt2;m_reset"
alias f2txt3 "say_team Need help at our ramp;alias last f2txt3;m_reset"
alias f2txt4 "say_team Need help at sniper loft;alias last f2txt4; m_reset"
alias helpmenu "bind f1 f2txt1; bind f2 f2txt2; bind f3 f2txt3;bind f4 f2txt4; f2txt"
alias f3txt "echo INCOMING : [f1=front
f2=water f3=rj f4=spy]"
alias f3txt1 "say_team Incoming: front entrance;alias last f3txt1; m_reset"
alias f3txt2 "say_team Incoming: water;alias last f3txt2;m_reset"
alias f3txt3 "say_team Incoming: rocket-jumper;alias last f3txt3; m_reset"
alias f3txt4 "say_team Incoming: Spy;alias last f3txt4; m_reset"
alias incomingmenu "bind f1 f3txt1; bind f2 f3txt2; bind f3 f3txt3;bind f4 f3txt4; f3txt"
alias f4txt "echo MISC : [f1=flag
f2=secured f3=sentry f4=roger]"
alias f4txt1 "say_team I have the flag;alias last f4txt1; m_reset"
alias f4txt2 "say_team Our flag is secured;alias last f4txt2;m_reset"
alias f4txt3 "say_team Sentry destroyed;alias last f4txt3; m_reset"
alias f4txt4 "say_team Roger;alias last f4txt4; m_reset"
alias miscmenu "bind f1 f4txt1; bind f2 f4txt2; bind f3 f4txt3;bind f4 f4txt4; f4txt"