Well thats the thing, if its slow paces and really easy, THAT CAN BE CHANGE. There are so many tweaks with this mod, its just finding out what everyone wants to be changed, and changing it. You cant expect us to know when we dont play on the server.
Well the first thing that springs to mind is that the rockets turn really sharp towards the closest person instead of a random player in the field, the rockets should glide in the air and accelerate more than they do to a random player in the field, I believe that dodgeball should have more maps that can be enjoyed by diffrent players, I can apreciate that some people like the intensity of many rockets at once but some maps should be fast, with only one or 2 rockets at a time
Well, one thing that springs to mind for me is that i literally had a 4 minute tennis match in castle from one corner to the next player from the other side of the corner. It's because they kept constant speed that the stalemate took place. Besides, those small maps really are... Boring to be honest .-.
okey i need to tell you all samting WE khagdar ... nemo ailis (my) have been testing the mod and an bit twaeked! khagdar tweaked the commands in the server for only the maps that they dont have an point-server_comand ( <a class="postlink" href="http://developer.valvesoftware.com/wiki/Point_servercommand" onclick="window.open(this.href);return false;">http://developer.valvesoftware.com/wiki ... vercommand</a> in the MAP ) so as an point server command in the map is then the map/server will use this comands! like this!! Spoiler * sm_dodgeball_spawninterval = 1.0 - Timer interval the each rocket is spawned on. * sm_dodgeball_nuke_chance = 0.01 - Chance that a rocket being spawned will be a nuke. * sm_dodgeball_basedamage = 15.0 - Specifies the 'base' damage rockets are spawned with, the standard TF2 calculations happen based on this value, the default allows 3-4 hits before dying. * sm_dodgeball_maxrockets = 10 - Max number of rockets to have spawned at once, 0 disables. The spawning commands above can screw this up. * sm_dodgeball_speedmul = 0.5 - Value that the base rocket speed (1100) is multiplied by. * sm_dodgeball_reflectinc = 0.02 - Percentage(ish) the rocket speed is increased per-airblast. * sm_dodgeball_turnrate = 0.25 - Amount that the rockets can turn each frame. * sm_dodgeball_basedamage_nuke = 500.0 - Specifies the amount of damage nukes do, this isn't the same as regular rockets as nukes are not critical. * sm_dodgeball_maxrockets_nuke = 1 - Max number of nukes to have spawned at once, 0 disables. The spawning commands above can screw this up. If a nuke is going to spawn and this limit is reached, a regular rocket is spawned in it's place (if the rocket count is also below sm_dodgeball_maxrockets). * sm_dodgeball_speedmul_nuke = 0.2 - Value that the base rocket speed (1100) is multiplied by. * sm_dodgeball_reflectinc_nuke = 0.02 - Percentage(ish) the nuke speed is increased per-airblast. * sm_dodgeball_turnrate_nuke = 0.1 - Amount that the nukes can turn each frame. *not every thing is here but the basics are here* http://www.lethal-zone.eu/tf2/dodgeball-server-changes-here-t8697.html so as WE have only none point server maps haves then its all the same maps but only different play grounds! and i like the big nuke! i hope you all get this
don't think i even want to know where you placed these files hahahaha xD i u want to test this on a local server you need the Team Fortress 2 Dedicated Server (source SDK) addon and in folder it creates you need to put those sourcemod files xD (when having the TF2DS installed and working it's the same as a normal dedicate server haha) but downloading the plugin and it's configs you can get an idea of what there is to tweak and how it's best to tweak it. (if u have everything installed like it should and launch your server and go into TF2 you can find your server in the LAN tab -> be sure to put it on private before other people start botllenecking your server hehe)