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Latest Forum Posts
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[Access Forum] | | | | FORUM STATISTICS | | | Number of topics: | 4077 | Number of posts: | 48782 | Number of users: | 454 | | Topics per day: | 1.49 | Posts per day: | 17.77 | Users per day: | 0.17 |
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Start Running Siege Pubs Again?
Posted by: Celios on Tuesday, September 15, 2009 - 10:40 PM
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With fall just around the corner, we've been pondering starting up the weekly Siege pubs again. Please check out this thread and leave us some feedback!
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Just-in-Time Updates (For March 27th, 2009)
Posted by: Celios on Friday, March 27, 2009 - 09:06 PM
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We've made a few updates in time for the pub tomorrow.
First, Banjoside and Katazatic, two of our less popular Warfare maps have been removed. In their place, Red Shifter has put up Phalanx. This puts us at a 3 map rotation for the gametype, so if you have any ideas for a map of your own, be sure to check RS's guidelines. We probably won't play the gametype again until we have a wider selection of legitimately good maps.
Second, Persistence has gotten a bit of an overhaul. Thanks to everyone for their suggestions on how to tighten it up. The O-base has already been moved back a bit, and this week I've also upped the amount of time the defense has to repair each generator from 30 seconds to 45 seconds. I've also implemented the most common suggestion, which was to make the switch uncappable until all the buildings are destroyed. This means that the whole Respite-like mechanic has been removed and the generators are now the only thing you have to worry about. Hopefully this results in longer and more interesting games.
Third, since it's proven to be as popular as ever, Convoy -Pond Edition- has officially been re-added to the rotation.
Finally, a few tweaks have been made to some old classics. Delirium -Pond Edition- has been updated slightly so that the D-bunkers' green forcefields are now quickpass. Also, I've made a Pond Edition of Empire that eliminates the ability to disable the Airbase gen before the Disruptor gen has been killed. This should make the map much more fun since it's no longer just a contest of who gets the better spawns on D.
Hope to see you at the pub!
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Just-in-Time Updates (For February 28th, 2009)
Posted by: Celios on Saturday, February 28, 2009 - 09:38 PM
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A few quick updates on what should be up and running in time for tonight's pub:
First off, the pond edition of Delirium has been remade and seems to finally be working properly this week. I'm not sure what was broken with the quick pass FF, but recopying RS's code seems to have fixed it.
Second, Persistence has been updated slightly to make it a bit easier to defend. The green FFs now become orange rather than disappearing completely when a generator is disabled. This means that the attacking team can still get at the gens they disable, but they can no keep them down by spamming them from the outside. Hopefully this will lead to more successful repairs and slightly longer rounds.
Third, I went back to tweak Witchhead's final switch base since people seemed like the map a lot last week. The number of forcefields and their layout has been drastically simplified since I'm pretty sure no one ever really understood it. The switch was also moved to a much more defensible area. You're now forced to travel through the base to get to it and the spot it's in actually allows you to defend it with something other than a satchel. The gens are still fairly easy to kill though and they are now the sole source of power for the equipment, so it's a very attrition-heavy final stage similar to Uphill Battle's.
Fourth, Northern Winds, the Ultima Thule-based CnH map has been restored. We lost the most up-to-date version when the server went down, so it had to be remade.
Finally, a brand new CnH map has been added, called Iron Fist. This map plays very differently from your average CnH fare. It is essentially a 2-sided version Gauntlet. Each team has an identical base and a switch that they own, which is accessible either via the back door or by disabling the Forcefield generator. Capping the enemy team's switch kills you and repairs all of that team's assets. However, it also costs them dearly - they are unable to retake their switch for a full minute. In effect, it's a Siege map where you're attacking and defending at the same time, with whichever team manages the most caps getting the win. In any event, it should be interesting to try.
Hope to see you at the pub!
P.S. We will have Convoy. :]
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Pond Siege Server Back Up
Posted by: Celios on Friday, January 23, 2009 - 08:56 AM
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Because of the whole Tribes Next revival that has been going on, fishie has once again gotten the pond siege server back up. There are some technical issues right now, but Red Shifter is slaving away fixing them as we speak. :] Hopefully we'll start seeing full siege pubs again now that we've gotten such a large influx of new players. Drop by the #pond irc channel on irc.tribalwar.com if you're interested!
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Things are Happening
Posted by: Celios on Friday, February 01, 2008 - 09:47 PM
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You may or may not have noticed already that the forums have been reorganized a bit today (as in consolidated and/or killed off en-mass). For those that are wondering, this is not (solely) because I'm crazy and looking for a way to waste time. You see, something is happening!
First off, fishie has procured a brand new Team Fortress 2 server! Currently hosted in New York, it will probably be moved over to a more central location soon (Dallas or maybe Chicago). The server will be running cp maps, so feel free to shoot fishie some suggestions for user-made maps you've seen that you think would work. Also, if anyone has any ideas for good admin mods to run, let him know as he's having a bit of trouble digging up recommendations on that front. Finally, the HLX stats software will, of course, be incorporated. Though the server obviously isn't set up for pub play yet, you can add it to your favorite by looking for the-pond.com in your server browser.
Secondly, the Tribes 2 server will likely be taken down soon since it hasn't been used in quite a while. I'm not sure if anyone would like to try to reverse that trend by getting Siege pubs going again (on a new day maybe?) before this happens. If you feel like taking one last stab at organizing them, I'll make sure you're set up with admin access and such. Barring that, it may just be the end of an era. :[
Finally, a new TF2 forum has been added. Feel free to start spamming it with suggestions for the server.
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Other Stories
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- Start Running Siege Pubs Again?
(Sep 15, 2009)
- Just-in-Time Updates (For March 27th, 2009)
(Mar 27, 2009)
- Just-in-Time Updates (For February 28th, 2009)
(Feb 28, 2009)
- Pond Siege Server Back Up
(Jan 23, 2009)
- Things are Happening
(Feb 01, 2008)
- New on the Pond (Week of October 14th, 2007)
(Oct 13, 2007)
- Dynamix IRC Back Up! (Updated)
(Jul 15, 2007)
- Dynamix Final Map Pack Now in Rotation
(Jul 07, 2007)
- New on the Pond (Week of June 24th, 2007)
(Jun 23, 2007)
- Dynamix Final Pack Soon to be Mandatory
(Jun 07, 2007)
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Past Articles
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- Saturday, October 13
- New on the Pond (Week of October 14th, 2007) (0)
- Sunday, July 15
- Dynamix IRC Back Up! (Updated) (0)
- Saturday, July 07
- Dynamix Final Map Pack Now in Rotation (0)
- Saturday, June 23
- New on the Pond (Week of June 24th, 2007) (0)
- Thursday, June 07
- Dynamix Final Pack Soon to be Mandatory (0)
- New on the Pond (Week of June 3rd, 2007) (0)
- Wednesday, May 30
- New on the Pond (Week of May 27, 2007) (0)
- Wednesday, May 16
- New on the Pond (Week of May 13, 2007) (0)
- Saturday, March 31
- New Maps on the Pond (March 31, 2007) (0)
- Tuesday, March 27
- New on the Pond (Week of March 31, 2007) (0)
Older articles
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