
| c 2008 OneManClan | adonis_paradise (att ) yahooo |
1. What are the Weekly AGR Sessions?
It's a once a week, organised session of Quake Team Fortress. The format is 4 games, with 5 minute intermissions in between. The purpose of these Sessions is simple. To gather the worlds greatest TFers together once a week, at a set time and place, and get a guaranteed dose of quality, team orientated, intense, edge-of-your-seat, no-holds-barred TF!
2. When are the Sessions held and where?
The Sessions are held each and every Sunday at 22:00 GMT (check here to see what time that is for you). Check www.customtf.com for Session info, map schedule, and game locations. A 'pre match info' email is also sent to those on the AGR Mailing List. The Sessions usually go for about 3 hours.
3. What version of TF is this?
It's Quake 1, Custom Team Fortress, with AGR modifications. Unlike regular TF, 'Custom' means *you* choose exactly what weapons, speed, armour, grenades and skills you want to have. AGR is a simple but brilliant O vs D based mod which simulates a game with twice the number of players. If you haven't played AGR before, you really should read the AGR FAQ. If you havent got Quake1, or CustomTF installed, there are installation instructions on the Rock2ober page. You can also try this beta web plugin for firefox.
4. Why isnt Blue attacking?
You didn't read the AGR FAQ, did you? Grrrr. Blue doesn't attack in AGR. Read the FAQ dammit! :)
5. Why is there no map voting?
The Sessions run to a Map Schedule, compiled monthly. Only the best, most popular, most Classic, well known and loved TF maps are played; in the best order. All killer, no filler. And no map is played more than once a month. Everyone knows in advance when their favourite map will be played, and can also avoid a map if they choose.. The Map Schedule also gives newbies the chance to study-up on maps they don't know in advance, so there's no excuse not knowing where the flag is in oppose1, or where the cap point is in 2brave1! The Quality Control of the Map Schedule also means players can confidently focus on the gameplay from the start, all the way through to the final seconds of an edge-of-your-seat game, without being distracted by vote-battles re: 'what map next?, and guarantees that nothing silly ever gets voted up. Finally, if you have a favourite map that no-one ever votes for, then here's your chance to PLAY IT!
6. Why were the Sessions created?
Well, I'm a recovering (..sorta) TF addict, who gave up wasting time logging on to quake servers randomly, hoping for a good game with good players. This is my way of ensuring busy people like myself can log on, once a week, and get 100% quality gameplay, with the best TFers in the world, GUARANTEED.
7. How do I get my favourite / new map scheduled into the Session?
Email me, and if its a classic map people already know, I'll schedule it in. If it's a lesser known / new map, it gets trickier. One of the ways the Weekly AGR Session guarantees 100% ACTION, is by having classic maps that everyone's familiar with, and can play immediately. We don't want to start games where 1/2 the people are d/ling the map, and then no-one knows what they're doing. On the other hand, we want to give new maps the opportunity to become 'Classics'. So, if people have new maps or rarer ones they'd like to 'try', let me know, and I can mention them beforehand as 'potentials'; people can d/l them, and check them out ahead of time, and then (if people like them) vote them up after the Session officially finishes. If they prove popular, they will eventually be added to the rotation.
8. What do people do during the 5 minute Intermissions?
Take a break. Stand up, stretch, and walk away from the comp. Talk to players, plan your strategy for the next map, eat something, take a piss, etc etc. Others smoke, make a coffee, or stay at their comps and chat, and prepare for the next game. Intermissions ensure that players breaks are coordinated, and that all four games begin with an explosion of latent energy.
9. Why are games sometimes restarted?
Quality control. There are no preset teams, and every map, and mix of players is different, and sometimes the teams aren't balanced, either playerwise, skillwise, or 'map strategy' wise. If Blue doesn't have a competent D, an AGR game can end in 10 minutes. By restarting, we give people the chance to recustom, switch teams, or do whatever it takes to balance the teams. It occasionally takes more than one restart to achieve this, but it ensures EVERY game is a wonderful challenge, and not a hopeless ordeal.
10. Why does everyone die when Red Caps?
The 'DeathCap' feature means that ALL players die if there's a cap - just like in rock2 (except those under water). More dramatic, more cap orientated, gives Blue a break in 'hard to D' maps, and it also nicely syncs up Red for their next attack. It punishes Blues as a group for failing to stop the cap, and at the same time helps them by clearing their base of Reds. It also discourages pointless DM'ing, and ensures that EVERYONE is actually helping their team either defend(Blue), or cap the Blue flag(Red).
11. I'm Red and just can't seem to cap the Blue flag. Any tips?
Work as a team, communicate, attack in groups, and change your plan (and recustom) if what you're doing isnt working. Use spies. Use dets. There are no rules against spam, so use gas, concs, whatever it takes. Keep up the pressure, and when Blue falls, be merciless. Remember, they have to wait 5 minutes to cap, you can capitalise on their mistakes by quickly capping and don't let them reestablish their D. Use a chap. Stick together! Careful strafing while attacking in a group, or you'll damage your teammates (and thus yourself - mirror damage setting is ON)
12. I'm Blue and just can't stop the Red caps.
Spread out, work in pairs (eg eng and piper) , bodyguard the Engineers as they build and hack, and D at the choke points, NOT in the Flagroom. Defend in front of the Sentries, NOT behind. You protect them, not the other way around. Remember frags don't count in AGR, so don't be afraid of sacrificing yourself to stop the caps. Stand in your D position, and don't chase the Reds.
13. Has Bunnyhopping been disabled?
No it hasn't, there are only some restrictions. In order to Bunnyhop:
1. Don't buy Red Armour.
2. Don't be carrying the flag.
3. Don't buy Aspect of HW guy.
4. Don't have the assault cannon out.
5. Don't be recovering from a sprint.
6. Don't be glowing (eg chaplain nearby, respawn protection etc)
14. Anything else I need to know?
All Sessions are supervised by an Admin, and all admins (including myself) commit to follow the 'official' format:
WEEKLY AGR SESSIONS: Terms and Conditions 1. The Weekly AGR Sessions are held every Sunday 22:00 GMT |