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#21090 - 08/14/09 04:28 PM Potential Coop Tournament rules/guide
Sardonac Offline
Sardonac =IX=
Crossed Axes


Registered: 11/28/07
Posts: 122
Loc: Toronto
Because the Nine are sleeping off various hangovers, from both work and play, our forum has been getting less traffic. The other day I posted an idea for a coop tournament but got less feedback than usual so I figured I'd post it here to see what you guys would like or respond to most. Here's the original post from the Nine Forums:

 Quote:
Teams of Four (or more? Less?) play through levels for achievements worth points, only 1 film per map is allowed. At the end of the tournament the team with the highest points wins.

Speed - We can set the par time. Any minute less is +1 point, and minute more is -1 point.

Kills - Kill everything for a couple points, any close combat 5 kill veteran is a few more points

Casualties - Every death loses a point? A half point?

Map-specific challenges such as doing The Baron with only warriors or dwarfs. Also map-specific deductions for, say, leading thrall with a berserk on the Stair of Grief or other "game exploits" to be decided upon by a panel of judges.

Completion - Get 5 points for winning.

Some discussion topics:
- No unit trading after first thirty seconds?
- Every player must start with at least 5 points worth of units. Example: Archers are 1 point, warriors are 1 point, berserks are 2 points, dwarfs are five points, journeymen are 4 points, etc. This way it's not one player dominating everything.
- Only certain maps? If so, which ones?
- Legendary only or include every difficulty while adjusting for points?
- perhaps each team can enter only 5 maps out of a pool of twenty or more?
- vTFL maps? vTWA maps? (if Revan makes them)

- everything above is open for debate. All of my listed examples are brainstorms that might be very silly in practice.

I'm eager to hear what you think.



Would anybody play this if we put it on? There's already been some talk of potential prizes so that's a plus. This seems like a good chance for players to have a fun time trolling through coop maps with old friends.
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#21112 - 08/15/09 11:24 AM Re: Potential Coop Tournament rules/guide [Re: Sardonac]
Penumbra Offline
Dagger


Registered: 10/29/07
Posts: 1
Excellent ideas! I love the idea of a co-op tournament. I have some replies below:

 Quote:
Teams of Four (or more? Less?) play through levels for achievements worth points, only 1 film per map is allowed. At the end of the tournament the team with the highest points wins.


This cap would be set by the point-per-unit system that you outline below. If there are only fifteen points worth of units, for instance, then only three players can join that map. In fact one could easily calculate the maximum number of players per map well ahead of time given each unit's point-value. Could extra points be given for two-player teams?

 Quote:
Speed - We can set the par time. Any minute less is +1 point, and minute more is -1 point.

Kills - Kill everything for a couple points, any close combat 5 kill veteran is a few more points


Not sure about this one. "Kill everything" on, say, The Baron would not denigrate one's par time the way it would on The Great Library. But if the par time were to allow for the "kill everything" option on TGL, nearly everyone could complete the level under par.

 Quote:
Casualties - Every death loses a point? A half point?


Sounds fair, with some exceptions--The Deceiver's death at the end of Shiver counts as a death, but I wouldn't penalize anyone for not pulling off the magic trick of saving him.

 Quote:
Map-specific challenges such as doing The Baron with only warriors or dwarfs. Also map-specific deductions for, say, leading thrall with a berserk on the Stair of Grief or other "game exploits" to be decided upon by a panel of judges.


I'm always reticent to tell players how to play; in a way, soulless-dodging is a kind of exploitation. Perhaps not deductions for this, but not awarding "style points" for doing this might be a solution.

 Quote:
Completion - Get 5 points for winning.


DEFEAT IS NOT AN OPTION! Heh.

 Quote:
Some discussion topics:
- No unit trading after first thirty seconds?


This would leave the team captain solely in control of any reinforcements later in a map (such as Into the Breach), which doesn't seem to work.

 Quote:
- Every player must start with at least 5 points worth of units. Example: Archers are 1 point, warriors are 1 point, berserks are 2 points, dwarfs are five points, journeymen are 4 points, etc. This way it's not one player dominating everything.


Insanely excellent idea! As I said above, this could also be used to determine the maximum number of players per map.

 Quote:
- Only certain maps? If so, which ones?
- Legendary only or include every difficulty while adjusting for points?


Hell, yes! Anything less than Legendary is unacceptable!

 Quote:
- perhaps each team can enter only 5 maps out of a pool of twenty or more?


This would shorten the tournament, unless we want it going on for months and months. However to make it fair I do think all teams need to play the same set of maps.

 Quote:
- vTFL maps? vTWA maps? (if Revan makes them)


vTFL sounds good, but it would, naturally, increase the number of maps from which to choose/play.

 Quote:
- everything above is open for debate. All of my listed examples are brainstorms that might be very silly in practice.

I'm eager to hear what you think.

Would anybody play this if we put it on? There's already been some talk of potential prizes so that's a plus. This seems like a good chance for players to have a fun time trolling through coop maps with old friends.


Personally, I would love this, being an old co-op geezer from the bungie.net days.

Thanks for your ideas! You've obviously thought this through pretty well.

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#21113 - 08/15/09 05:55 PM Re: Potential Coop Tournament rules/guide [Re: Sardonac]
Sardonac Offline
Sardonac =IX=
Crossed Axes


Registered: 11/28/07
Posts: 122
Loc: Toronto
 Quote:
Myth TFL levels:

Crow's Bridge
A Traitors Grave
The Siege of Madrigal
Homecoming
Flight From Covenant
Force ten from Stoneheim
Bagrada
Ambush at Devil's overlook
The Five Champtions
Out of the Barrier
Silvermine
Shadow of the Mountain
Seven Gates
Forest Heart
Heart of the Stone
The Smiths of Muithemne
Sons of Myrgard
A Long Awaited Party
The Road North
Across the Gjol
The Watcher
River of Blood
Pools of Iron
The Last Battle
The Great Devoid


Myth 2 Levels
:

Willow Creek
Salvation
Down a Broken Path
Into the Breach
A Long Awaited Drinking Party
The Baron
Gonen's Bridge
Beyond the Cloudspine
The Great Library
Gate of Storms
Landing At White Falls
Through the Ermine
The Stair of Grief
The Deceiver
With Friends like These
Walls of Muirthemne
The Ibibs Crown
Redemption
Relic
The Summoner
A Murder of Crows
Limbs Heads and Smoking Craters
The Wall
Shiver
Twice Born
The Forge


A great source with descriptions of the above levels: http://www.freewebs.com/sb70/mythtfl.htm

Alright, so if we pick ten-ish maps from each game and five third party maps we'll have 25 maps in total. Or, alternatively, the tournament could just be based on the kinds of maps. For example: Best TFL coopers, best SB coopers, etc. I'm leaning towards the latter because it might make judging easier.

Right now, with school looming, I'm willing to play in the tournament and review films/judge. Does anybody feel comfortable giving a rough show of hands for what they'd be willing to do, even if it's just participating? Also, do people have preferences for what maps they'd like selected for the pool? Any preferences, whether 3rd party or standard, would be much appreciated.

My preliminary suggestions:
Myth 1 maps:
Crow's Bridge, Homecoming, Flight from Covenant, Force Ten From Stoneheim, Ambush at Devil's Overlook, Shadow of the Mountain, Seven Gates, Forest Heart, River of Blood, The Road North (+1 point for each arrow not used?)

Bonus: for a special achievement there's always The Watcher.

Myth 2 maps:
Down a Broken Path, Into the Breach,The Baron,Beyond the Cloudspine, Landing at White Falls, Redemption, A Murder of Crows (we'll need to vary the unit distribution parameters for this one), Twice Born, Deceiver (strong emphasis on speed), Limbs Heads and Smoking Craters.

Third Party Maps:
The Great Journey
Orpheus Rising
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#21117 - 08/15/09 08:56 PM Re: Potential Coop Tournament rules/guide [Re: Sardonac]
dp Offline
dantski
Swords with Shield


Registered: 04/04/07
Posts: 338
Loc: England
I'd play and help out

 Originally Posted By: "sardonac"
My preliminary suggestions:
Myth 1 maps:
Crow's Bridge, Homecoming, Flight from Covenant, Force Ten From Stoneheim, Ambush at Devil's Overlook, Shadow of the Mountain, Seven Gates, Forest Heart, River of Blood, The Road North (+1 point for each arrow not used?)

Bonus: for a special achievement there's always The Watcher.

Myth 2 maps:
Down a Broken Path, Into the Breach,The Baron,Beyond the Cloudspine, Landing at White Falls, Redemption, A Murder of Crows (we'll need to vary the unit distribution parameters for this one), Twice Born, Deceiver (strong emphasis on speed), Limbs Heads and Smoking Craters.

Third Party Maps:
The Great Journey
Orpheus Rising


I wouldn't use for TFL that you listed...

Ambush - everyone will probably do the same exact thing since it means faster time and less casualties

The Road North - Not a big objection to this, but it only has around 8 units, the magic bow can be randomly placed in more difficult places too

I'd consider using...

Bagrada
Silvermines
One of the tain levels (not both!)
The Last Battle
The Great devoid (I'd definitely like to see this used, a good team challenge).

As for SB levels I wouldn't use that you listed...

Broken Path - The pus ghol randomly decides to pus Rurik or your dwarf? Not so good.

Deceiver - Just don't like it and only 6 units

Twice Born - Similar reasons to Deceiver, also sometimes myrks can get seriously in limbo and run back and forth.

I'd consider using...

Gonens Bridge
Great Library (a safe fallback)
Gate of Storms (great level in my opinion)
The Ibis Crown (good tester + multiple routes)
Relic (same as above)
The Forge (same as above)

I'd even consider using The Summoner but not many like it and it takes a while.

I really wouldn't use Orpheus Rising, too much time shooting with archers and running away, then shooting and running etc. Bit tired so can't think of other 3rd party right now
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#21123 - 08/16/09 04:09 AM Re: Potential Coop Tournament rules/guide [Re: dp]
killerking Offline
killerkingm =ulms=
Prince


Registered: 06/13/07
Posts: 1022
Loc: The Netherlands
All m2 maps you talk about can be done solo and without casualties. Think of something harder?
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#21129 - 08/16/09 07:55 AM Re: Potential Coop Tournament rules/guide [Re: killerking]
dp Offline
dantski
Swords with Shield


Registered: 04/04/07
Posts: 338
Loc: England
True they can, but most people can't do it without multiple attempts or reloads.
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#21135 - 08/16/09 02:33 PM Re: Potential Coop Tournament rules/guide [Re: killerking]
Sardonac Offline
Sardonac =IX=
Crossed Axes


Registered: 11/28/07
Posts: 122
Loc: Toronto
 Originally Posted By: killerking
All m2 maps you talk about can be done solo and without casualties. Think of something harder?


This will hopefully be mitigated by
- uncoordinated teams
- on multiplayer, so now saves/slowed down time
- specific goals that affect overall score
-- speed. Many players can win without casualties because they go slowly and use exploits extensively
- a few additional "style points" might add up collectively across a few maps and give certain teams an edge. Say, 3 judges who can each give a maximum of 3 style points to a film gives a maximum of 9 extra.


For those interested: Try to spread the word on this. I don't know anything about website design or management and have zero experience running tournaments but some other people, such as former mwc judges, might like to pick the idea up. Also, hopefully, IX will reinvigorate itself and help take the reigns.
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#21143 - 08/17/09 03:18 AM Re: Potential Coop Tournament rules/guide [Re: Sardonac]
killerking Offline
killerkingm =ulms=
Prince


Registered: 06/13/07
Posts: 1022
Loc: The Netherlands
I already ment playing solo online. For good players most levels arn't really hard, even on legendary. That's why I think it's a good idea to award style points, but I also think that each additional player (more then 2 or 3) should give like -2 points. That encourages teams to do things with style to compensate for that.

Killerking

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#21146 - 08/17/09 10:54 AM Re: Potential Coop Tournament rules/guide [Re: killerking]
Flick42 Online   content
Flick42
Three Daggers


Registered: 01/02/09
Posts: 22
Loc: Russia
Using m2 and m1 solo lvls for tournament without changing and allow 1-player team will make this a nerd tournament, as u can just "learn" most valuable ways to get through level without casualties and fastest time even before match. So prob we should think about not reg maps, or even make map list unknown before tournament.


Thanks to all guys making this tournament possible!
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#21149 - 08/17/09 03:52 PM Re: Potential Coop Tournament rules/guide [Re: Sardonac]
Sardonac Offline
Sardonac =IX=
Crossed Axes


Registered: 11/28/07
Posts: 122
Loc: Toronto
Well there is the possibility of people geeking out and knowing the easiest or standard way through a map but we'd also have tournament coordinators to set the standard time at effectively break-neck speed and quality. My expectation in this is that most teams won't do better than par.

For example, the standard way to do gate of storms (where you need to get to the boat) is to either go North or South and slowly trek through the wilderness, pausing on hills to defeat krid bands. What the time-setter could do is go straight through the middle with damn good players taking the lead who have a fore-knowledge about what enemies will come from what direction and coordinate accordingly.

The reason why I'm leaning towards using myth 1 levels, even the Fallen Levels, is the unpredictability of myth 1 units. Hopefully this would create a new variable not found in m2.


@Killerking - What do you think about teams of three and a judging panel giving up to X style points each (without consulting each other. Each judge sends their numbers to a neutral e-mail address where the chief adjudicator will keep track of scores)? Additionally, playing maps like Gate of Storms while using only 2 pops or going up the main road might give an additional number of points.
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#21150 - 08/17/09 08:52 PM Re: Potential Coop Tournament rules/guide [Re: Sardonac]
Sonixboom Offline
Sonix
Axes with Shield


Registered: 06/19/08
Posts: 830
Loc: USA
nice might be fun

-Saint †
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#21152 - 08/18/09 04:31 AM Re: Potential Coop Tournament rules/guide [Re: Sardonac]
killerking Offline
killerkingm =ulms=
Prince


Registered: 06/13/07
Posts: 1022
Loc: The Netherlands
Your idea for judges is nice, but and the idea for disperals to, but really, it's not that hard to win gate of storms with 1 disperal left, but I usually don't have much satchels left at the end of the level, so maybe you should also award points for NOT using alot of satchels.
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#21154 - 08/18/09 04:56 AM Re: Potential Coop Tournament rules/guide [Re: Sardonac]
emerson Offline
Bob
Crossed Swords


Registered: 05/02/09
Posts: 70
Loc: United States
alrighty.... here is my thoughts on the TFL lvls... i dont like the TFL units, the levels are great though, i wouldnt mind doing some tfl coop.

just a thought, but i could whip something up to put m2 units in TFL maps easy.

for everyone who hates the arcs and duffs of TFL days.

(ill get working on it just to do it for fun.) let me know if you want to use it.

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#21160 - 08/18/09 01:35 PM Re: Potential Coop Tournament rules/guide [Re: emerson]
Sardonac Offline
Sardonac =IX=
Crossed Axes


Registered: 11/28/07
Posts: 122
Loc: Toronto
Alright so I think we need another role call. I'm up for

Sardonac - Judging, playing, reviewing submissions for minor details like how many enemy units were killed, veterans, and satchels remaining type stuff


Also, who would be able to make and manage a site, or even a page, for team registration/film submission? Something like the mwc page would be ideal unless people have other suggestions.
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#21213 - 08/25/09 06:42 PM Re: Potential Coop Tournament rules/guide [Re: Sardonac]
DarthRevan555 Offline
Revan =IX=
Crossed Swords


Registered: 12/14/07
Posts: 89
woo coop tourney

if it wasn't teams and just like 1 v 1's id be able to sponsor prizes! \:o LOL
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#21215 - 08/25/09 11:56 PM Re: Potential Coop Tournament rules/guide [Re: Sardonac]
Sardonac Offline
Sardonac =IX=
Crossed Axes


Registered: 11/28/07
Posts: 122
Loc: Toronto
You can still sponsor prizes. Perhaps just for distinguished individuals?
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#21222 - 08/26/09 04:56 AM Re: Potential Coop Tournament rules/guide [Re: Sardonac]
morgoth6 Offline
Morgoth
Swords with Shield


Registered: 10/02/07
Posts: 421
Loc: Australia
i am up for: playing and possibly judging(would have to do most of the viewing on weekends)
also i think tfl maps is a better idea than m2 maps.
also some 3rd party unit tags on well know maps like : hoc on great library etc.
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#21246 - 08/27/09 03:45 AM Re: Potential Coop Tournament rules/guide [Re: morgoth6]
morgoth6 Offline
Morgoth
Swords with Shield


Registered: 10/02/07
Posts: 421
Loc: Australia
i also think that the maps should be set fortnightly(diff maps every week)and everyone must do same 4-6 maps each fortnight and submit to be scored then each week(not including first 2) the bottom team/2 teams is booted from tourney,
teams of 6 (min of 3 ppl present in games), and idea's for a site, mb just email toxyn and get the blueprints for the mwc site and copy that.


Edited by morgoth6 (08/27/09 03:48 AM)
Edit Reason: grammatical error
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#21247 - 08/27/09 05:32 AM Re: Potential Coop Tournament rules/guide [Re: morgoth6]
DarthRevan555 Offline
Revan =IX=
Crossed Swords


Registered: 12/14/07
Posts: 89
I got a better idea Sard \:\)

Could be on any level that isn't completely easy or rigged (shiver, or any maps where its damn near impossible to lose)

Basic 'scoring' could go like this

% = +1 pt

0 = fail, -1 pt

25% = 0 pts

50% = 1 pts

100% = 2pts


Judging time would fail cuz then ppl would feel the pressure but just to make it so ppl dont make us sit thru an unessessary 1 hour film

any basic logical map to win that takes more than 50 min = -2 pts


Kills? hmm nah

Damage i'll go for that

Ratios can be good but itd be hard to score so thats a biggy

Winning a level = 4+ pts + the % still alive
Lossing = -2 pts + % still alive so if you lose a non objective map like a map with expendable units then you will be hurt >:(

idk teams of 4 sounds good

what would people want as a prize tho, just cold hard cash or a goodie of some kind \:\)
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#21248 - 08/27/09 05:36 AM Re: Potential Coop Tournament rules/guide [Re: Sardonac]
DarthRevan555 Offline
Revan =IX=
Crossed Swords


Registered: 12/14/07
Posts: 89
Also I don't think the whole thing of teams 'facing off' on coop is that good of an idea

itd be more better to have it monitored as teams play, send films and get scored and the overall ranked #1 with most points wins

in case of tie we can have a good ol fashion regular myth fight rofl idk?
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#21262 - 08/28/09 03:36 AM Re: Potential Coop Tournament rules/guide [Re: DarthRevan555]
morgoth6 Offline
Morgoth
Swords with Shield


Registered: 10/02/07
Posts: 421
Loc: Australia
that stuff bout %'s and stuff, made no sense, i think the original idea of scoring and set up was better, makes scoring easier and tourney more fair...


i think the time limit is a good idea, cuz it encourages teams to come up with a quick and effective method of doing the map...


Edited by morgoth6 (08/28/09 03:37 AM)
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#21374 - 09/04/09 10:58 PM Re: Potential Coop Tournament rules/guide [Re: morgoth6]
morgoth6 Offline
Morgoth
Swords with Shield


Registered: 10/02/07
Posts: 421
Loc: Australia
is this still happening?
plz sardonic give sum update...
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#21399 - 09/06/09 12:04 AM Re: Potential Coop Tournament rules/guide [Re: Sardonac]
Sardonac Offline
Sardonac =IX=
Crossed Axes


Registered: 11/28/07
Posts: 122
Loc: Toronto
Well there isn't much to update besides what's in this thread. It's just an idea right now that has an obvious following but I lack the skills to follow through and personally organize a tournament. IX also seems to be on holiday so the go-to's for this aren't available.


If anybody is willing and able to make/manage a small-scale website please put your name forward. My classes start Wednesday and from then on I can't do much besides squeeze in the occasional coop.
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#21464 - 09/10/09 02:36 AM Re: Potential Coop Tournament rules/guide [Re: Sardonac]
morgoth6 Offline
Morgoth
Swords with Shield


Registered: 10/02/07
Posts: 421
Loc: Australia
i doubt it will happen then, most of the ppl who can do that stuff would think a co op tourney was crap idea... im still interested if anything happens with this further ppl can pm me(will also check this thread and others).
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