🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Article View: alt.games.unreal.tournament
Article #191347

Re: Why Classic Domination sucks so much...

#191347
From: Flash
Date: Sat, 27 Dec 2008 20:27
70 lines
4847 bytes
Todd wrote:
>> nwDOM is still my favourite ut gametype ever. Shame no bugger else plays 
>> it :(
> 
> What is nwDom?  I did a Google search, but didn't find an explanation.

Sorry. Normal Weapon Dom - the stock gametype. As opposed to iDom - with 
instagib.

Clanbase rules: 5v5, Dom-Olden, FF=0, Translocator=On, WS=On, 20mins per 
map. Best team score at end of map = map won. 2 maps, with a third map 
in event of tie.

Normal tactics were to put 2 players at each of the two busiest and 
hardest to defend CP's and the fifth at a single-player CP (stock maps 
normally had one, like the SB point in Gearbolt, Nook in Cinder, center 
is Sesmar). On some maps with two CP's close to each other, you'd have 
2-1-1 with 1 player supporting the latter two. Like Olden - one each on 
middle and top, with somebody covering the gantry between the two. Keep 
that clean and it makes it a lot easier for both CP scorers.

Note that in dom, fragging does not score for the team so really 
enhances the teamplay. Control Point squatting is everything. In fact, a 
medium skilled DOM clan could wipe the floor with a high skill DM or CTF 
clan who didn't assign CP's to players and used the "rush to the 
closest" or "run around in a big gang" tactics.

What killed dom, imo, was poor map design and player ignorance.

Many players played DM, scoring no points for their team. The game is 
actually quite subtle with quite some depth but few players played it 
long enough, or survived long enough, to learn these.

There weren't very many *good* DOM maps ever made. Perhaps a dozen, 
tops. Quite a lot had all the spawn points in one location with 1 or 2 
choke points between them and the CP's, or had weapons in another 
direction. That meant once a more powerful team got camped they could 
asmd-combo or rocket spam these choke points and stop anyone getting 
through. It also meant spawnkilling was a big problem, and spawn 
protection on the smaller maps useless since it could only take 2-3 
seconds to get to a CP - if protected they could get there without 
taking any damage, so SP was never used. Dom was all about "Spawn, 
trans, frag, camp, die" with respawns coming often 2-3 times or more a 
minute.

Unlike CTF where a team has to go out to get points, in DOM they just 
have to camp - in that regard, it's very much like defending in CTF. 
And, since trans is on, the action is very 3d with people camping on the 
ceiling and inaccessible places, or coming into a CP fast and from 
unexpected directions.

It was great fun!

>> Bad bot pathing. For the reasons you describe, solo dom isn't that much 
>> fun so I'm guessing the map makers don't put a lot of effort into 
>> supporting it.
> 
> I was hoping for a more detailed explanation.  If I didn't despise the
> Unreal editor so much (can't they just use scrollbars, instead of
> ctrl-alt-shift-del-bkspc-ins-click), I'd volunteer to do botpathing
> for those who can't get it or don't want to bother.  And really, if
> you can work with the editor, and have the talent to make an
> incredible map, how hard is botpathing?

Dunno, not a mapper. The stock maps are okay, but most of the extra ones 
fail with bots. Quite a few fail with players too - quite a few bugs and 
Hall of Mirror spots on 'em.

Epic dropped DOM in 2k3 and imo they were right to do so as interest had 
dropped completely by then.
Technical Details
Message-ID: <2sOdndKdsfAsEsvUnZ2dnUVZ8vCdnZ2d@eclipse.net.uk>
Path: mbox-mo1.pugleaf.net!border1.nntp.ams.giganews.com!feeder2-2.proxad.net!proxad.net!feeder1-2.proxad.net!74.125.46.134.MISMATCH!postnews.google.com!news2.google.com!border1.nntp.dca.giganews.com!nntp.giganews.com!local02.nntp.dca.giganews.com!nntp.eclipse.net.uk!news.eclipse.net.uk.POSTED!not-for-mail
References: <7kesf4dh434hpl9i90abqn4n8n17g8r8d0@4ax.com> <z7CdnUGUUuC6lqnUnZ2dnUVZ8vudnZ2d@eclipse.net.uk> <clfhj4lv6ikkib3dncasatn9k7vvv6tj9j@4ax.com>

Show Full Headers
Complete Article Headers
Path: mbox-mo1.pugleaf.net!border1.nntp.ams.giganews.com!feeder2-2.proxad.net!proxad.net!feeder1-2.proxad.net!74.125.46.134.MISMATCH!postnews.google.com!news2.google.com!border1.nntp.dca.giganews.com!nntp.giganews.com!local02.nntp.dca.giganews.com!nntp.eclipse.net.uk!news.eclipse.net.uk.POSTED!not-for-mail
NNTP-Posting-Date: Sat, 27 Dec 2008 14:27:29 -0600
Date: Sat, 27 Dec 2008 20:27:13 +0000
From: Flash <NOSPAM@digdilem.org>
User-Agent: Thunderbird 2.0.0.18 (Windows/20081105)
MIME-Version: 1.0
Newsgroups: alt.games.unreal.tournament
Subject: Re: Why Classic Domination sucks so much...
References: <7kesf4dh434hpl9i90abqn4n8n17g8r8d0@4ax.com> <z7CdnUGUUuC6lqnUnZ2dnUVZ8vudnZ2d@eclipse.net.uk> <clfhj4lv6ikkib3dncasatn9k7vvv6tj9j@4ax.com>
In-Reply-To: <clfhj4lv6ikkib3dncasatn9k7vvv6tj9j@4ax.com>
Message-ID: <2sOdndKdsfAsEsvUnZ2dnUVZ8vCdnZ2d@eclipse.net.uk>
Lines: 70
X-Usenet-Provider: http://www.giganews.com
NNTP-Posting-Host: 82.153.149.45
X-Trace: sv3-c9AXe6Hvf+JZ6pPikmiKEGlLE/ZMOBMlrAVvZf6K/k+WPqmgVWHfJm8YYlgIaZ/S/SeJQ9TeK2UGG60!rIecUuJsyndfHxAIYFmo1FxZ1dfVO3123gz0irtZ73HtFiTW0IKq0M5bqmzdnzPcT51szfzgSRc2!5I+RwJLMor5ccXtSJolH
X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers
X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly
X-Postfilter: 1.3.39
Bytes: 4873
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 7bit