Post by o_ManOfFire_o on Mar 18, 2016 19:57:44 GMT
MONDAY 21ST MARCH AT 8PM GMT - 4PM EDT - 1PM PDT
VANQUISH #19
A 2 or 3 Playlist Event showcasing the newest and most innovative Last Team Standings that the GCCC has to offer, with an optional Xtra playlist closing out the night.
Each Playlist will consist of 4-5 jobs, and we'll aim for two Matches consisting of quick-fire rounds, whilst the rest could have the possibility of becoming a little more drawn out. Matches will be played first to 2 or 3, depending on recommendations, consensus and general exhaustion levels.
#VQ
HOW TO JOIN
Crew pre-lobby will open at 7:30PM with invites and reminders sent out periodically. A PS4 Portal Party will be hosted by me, Hephaestos76. Add me and/or co-Host jjn1lfc on PSN.
Invites for the first playlist will go out at around 8PM GMT, giving you five to ten minutes to join. Check your phones.
Vanquish Rules and requirements
The usual rules for Crew lobbies will apply, so let's not be killing each other until the event gets underway (unless a Freemode Event demands it). Please ensure you are not wearing bulletproof or motorcycle helmets, as these both can confer an unfair advantage within jobs. Finally, please remove invisible or glitched clothing whilst participating.
Submissions should be made to the Vanquish topic in the PS4 Share tab, here on the event page or as a PM here or on Social Club. Members can submit two of their own creations per month and any number of creations from other crew members.
The optimum size for submissions is for 30 people, but some smaller jobs may be considered for bonus rounds/ playlists, if circumstances and demands allow. I will endeavour to test all submissions before each event, so worth considering the minimum player requirement too, as jobs where minimum is too high (more than 4?), may be difficult to get enough players to join (the test).
Please include a brief description with any special settings you think should be applied and the number of players (min + max). Innovation, whether new ideas or new takes on old ideas, will be rewarded with inclusion in the playlists.
The Reviews
!JGR13 Shot Gun Showdown by jager1381
Two team double-barrelled shotgun battle in a very small arena, so most players will die very quickly, many with slower connections before they’ve even fired a shot. The rounds are so fast in fact that the loading screen between rounds can sometimes take longer than the rounds themselves. A fun use of the (at the time) new weapon dlc.
@underwater-BIFTA-DERBY!@ by Mahaloka
Demo-Derby under the map at Mirror Park with a difference, that being that once players get into their Bifta and jump onto the arena platform, they are driving underwater and all sounds are muffled. You can’t hear your vehicle and only hear the crashes as you collide with the enemy vehicles. A fun LTS, let down only by the possibility for players to stay on the starting platform and possibly get the win for their team. Grenades on the surface, should you be knocked off, mean that these players can take out the enemy if they are out of bounds.
Rockets Vs Cargobobs by EyezGamer
A fun and ingenious LTS, where teamwork is vital to success. Despite the title, the game pits RPG’s against Tanks, but the tanks must be carried by Cargobobs out to the tower which the RPG team are on out to sea near LSA. So good piloting skill is needed for the pilot, being able to circle far enough out that the RPG rounds have to be fired where you are going to be, rather than where you are. Staying stationary is a sure fire way to die and then your buddy in the tank has virtually no chance – particularly as the ground floor of the tower will most likely be carpeted with proximity mines, if you even get close enough.
60 Seconds - Maze Runner by JamieJohnWard
A new 60 seconds map from the master of the theme, that recaptures the ideas of the film of the same name. Two teams start either side of an arena and have to run through a maze to get to the guns and back again before the Out of Bounds timer runs out. The maze is truly confusing with no two routes identical and JJW assured us that he will regularly change the layout, so you will never be able to be confident of knowing the correct route. As it is, even if you find the guns you won’t be able to get back to the arena in time and loads of players time out rather than kill or be killed by the other team. Great fun.
+Runners Vs Pilots+ by HiddenSaint27
One team must run along a course to get to a selection of weapons –RPGs, miniguns and Snipers- while the other team tries to run them over with Vestras. Quite tricky for the pilots to ever succeed, because they have to fly through a very small gap and the odds that they will hit a runner whilst flying through seem slim. Most runners get to the end. Really the only way to guarantee kills is to kamikaze into the runners, especially as the odds are that you will kill yourself whilst trying to fly through. Nice idea, but needs refining imo – quite how though I am unsure.
${}$ RPG vs Insurgent by Halconian
A format familiar to many, this is built well at LSA with no chance for the RPG team to get off the platform without an Insurgent to drive off. Recommended to play at night, because of all the pretty lights that TheHalconian has decorated the ramps and platform with. Motorbikes are under the platform, to get back to the insurgents if your vehicle is very damaged, but this means there are only 25 insurgents available – not even two each in full lobby. Nuff said really.
Survival Chaotic Driving by JC2-FAN-FOREVER
Two Team LTS where players have to run a parkour gauntlet, driving a truck into a gap to be used as a bridge, running across an uncomplicated course and then getting on sanchez’s to get to power weapons, buzzards and savages. One team member – the same one each time – will spawn in the back of a titan and then will die pointlessly, while another player will spawn inside a weird barge construction and won’t be able to do anything. It is totally wrong to deliberately make sure one player one each team cannot participate from the get-go. A shame that a perfectly good job should be spoiled by such frustrating spawn points.
Big Shottie by ManOfFire
My own creation – A shotgun LTS designed for First Person and debuted in Doc’s event FPF420, I fancied a run through in Vanquish. A series of passageways and levels means that even with the map showing where all the players are, you can’t necessarily tell whether they are above, below or next to you. I enjoyed it.
Mega Stunters Vs Killers by Leeds-Monkey
Stunters Vs Grenade Launchers with the stunts being a pair of loops which lead onto a series of platforms that the GL teams are on, although some of the GL team seem to spawn elsewhere – somewhere unreachable that the stunting team can’t get to. As the stunters, we killed everyone on their platform and then stopped there but couldn’t find the remaining players anywhere (see jager’s stream). Really well built and good fun, with a little refinement it will be near perfect.
Everybody Hates Traffic by Loftonian
A rush-hour themed demo derby style LTS that pits two teams against each other in a giant looping circuit built around and incorporating a freeway on-ramp. Molotovs, armour and health are freely available and grenades can be accessed if you are willing to take the risk of getting out of your vehicle and climbing onto it’s roof to jump up to them. Traffic is on so the chaos is compounded by the NPC’s panicking as soon as the explosions start. Good fun LTS from one of Vanquish’s regular and most popular contributors.
SPITTING FISH by dannyNATIVE
One team starts in a box with miniguns and must run down a ramp and underwater before firing up and out of the water at the other team who are running to get Grenade Launchers to fire into the water at the ‘spitting fish’. A nice idea, but one that ought to have been played to best of five rather than best of three, because the opposing team took their time finding their feet and lost too quickly. Perhaps the run to the GL’s is too long – it is a fine balance because you don’t want them getting to their weapons too early, but as it is it takes too long to climb through the mini parkour course to get to the arena and so they can be picked off by the miniguns too easily.
GHOST TOWN MASSACRE by YoungBiggi013
Enclosed arena at Sandy Shores airfield with few extra props for cover. Limited weapon choices of heavy revolver, machine pistols and grenades mean the battle is fast and furious and it’s small size mean that it is possible to prevail against the opposition by throwing grenades. Recommend getting rid of the grenades altogether.
Snipers Vs Pirates by fabinhoo_17
Snipers shoot at ‘runners’ in yachts trying to get upstream to helicopters. However the boats are too slow and difficult to turn quickly, so most of the boat team will die before they even get to the bridge that the snipers are on and will struggle to get upstream where the course narrows, particularly as their backs are then to and in full view of the snipers. It is also possible for the sniper team to jump off the bridge into the river below and swim to the helicopter before the ‘runners’ have made it very far at all. Great idea, but needs refining. Perhaps some faster boats are in order and a platform above the bridge fort the snipers, so that jumping off is fatal.
Socom LTS - Gallery 2 by Model_One
Marksman pistol LTS for three teams. Simple construction and simple cover, but the need to avoid showing yourself to the third team whilst shooting at the second means that you have to be careful. Plus the only ammo pickups are on top of the cover, so you have to expose yourself (phnah, phnah) to refresh. Good fun and only let down by the excessively long rounds that just encourage camping.
{MR} Snipers vs Futebol by Muri_BR02
Stunters vs snipers – sort of –the stunters have to jump up to a platform through a goal mouth where they can get RPGs. Sadly the stunt is just too easy and the stunters can get there in no time and take out the snipers with ease, particularly if more than one gets up at the same time.
VANQUISH #19
A 2 or 3 Playlist Event showcasing the newest and most innovative Last Team Standings that the GCCC has to offer, with an optional Xtra playlist closing out the night.
Each Playlist will consist of 4-5 jobs, and we'll aim for two Matches consisting of quick-fire rounds, whilst the rest could have the possibility of becoming a little more drawn out. Matches will be played first to 2 or 3, depending on recommendations, consensus and general exhaustion levels.
#VQ
HOW TO JOIN
Crew pre-lobby will open at 7:30PM with invites and reminders sent out periodically. A PS4 Portal Party will be hosted by me, Hephaestos76. Add me and/or co-Host jjn1lfc on PSN.
Invites for the first playlist will go out at around 8PM GMT, giving you five to ten minutes to join. Check your phones.
Vanquish Rules and requirements
The usual rules for Crew lobbies will apply, so let's not be killing each other until the event gets underway (unless a Freemode Event demands it). Please ensure you are not wearing bulletproof or motorcycle helmets, as these both can confer an unfair advantage within jobs. Finally, please remove invisible or glitched clothing whilst participating.
Submissions should be made to the Vanquish topic in the PS4 Share tab, here on the event page or as a PM here or on Social Club. Members can submit two of their own creations per month and any number of creations from other crew members.
The optimum size for submissions is for 30 people, but some smaller jobs may be considered for bonus rounds/ playlists, if circumstances and demands allow. I will endeavour to test all submissions before each event, so worth considering the minimum player requirement too, as jobs where minimum is too high (more than 4?), may be difficult to get enough players to join (the test).
Please include a brief description with any special settings you think should be applied and the number of players (min + max). Innovation, whether new ideas or new takes on old ideas, will be rewarded with inclusion in the playlists.
The Reviews
!JGR13 Shot Gun Showdown by jager1381
Two team double-barrelled shotgun battle in a very small arena, so most players will die very quickly, many with slower connections before they’ve even fired a shot. The rounds are so fast in fact that the loading screen between rounds can sometimes take longer than the rounds themselves. A fun use of the (at the time) new weapon dlc.
@underwater-BIFTA-DERBY!@ by Mahaloka
Demo-Derby under the map at Mirror Park with a difference, that being that once players get into their Bifta and jump onto the arena platform, they are driving underwater and all sounds are muffled. You can’t hear your vehicle and only hear the crashes as you collide with the enemy vehicles. A fun LTS, let down only by the possibility for players to stay on the starting platform and possibly get the win for their team. Grenades on the surface, should you be knocked off, mean that these players can take out the enemy if they are out of bounds.
Rockets Vs Cargobobs by EyezGamer
A fun and ingenious LTS, where teamwork is vital to success. Despite the title, the game pits RPG’s against Tanks, but the tanks must be carried by Cargobobs out to the tower which the RPG team are on out to sea near LSA. So good piloting skill is needed for the pilot, being able to circle far enough out that the RPG rounds have to be fired where you are going to be, rather than where you are. Staying stationary is a sure fire way to die and then your buddy in the tank has virtually no chance – particularly as the ground floor of the tower will most likely be carpeted with proximity mines, if you even get close enough.
60 Seconds - Maze Runner by JamieJohnWard
A new 60 seconds map from the master of the theme, that recaptures the ideas of the film of the same name. Two teams start either side of an arena and have to run through a maze to get to the guns and back again before the Out of Bounds timer runs out. The maze is truly confusing with no two routes identical and JJW assured us that he will regularly change the layout, so you will never be able to be confident of knowing the correct route. As it is, even if you find the guns you won’t be able to get back to the arena in time and loads of players time out rather than kill or be killed by the other team. Great fun.
+Runners Vs Pilots+ by HiddenSaint27
One team must run along a course to get to a selection of weapons –RPGs, miniguns and Snipers- while the other team tries to run them over with Vestras. Quite tricky for the pilots to ever succeed, because they have to fly through a very small gap and the odds that they will hit a runner whilst flying through seem slim. Most runners get to the end. Really the only way to guarantee kills is to kamikaze into the runners, especially as the odds are that you will kill yourself whilst trying to fly through. Nice idea, but needs refining imo – quite how though I am unsure.
${}$ RPG vs Insurgent by Halconian
A format familiar to many, this is built well at LSA with no chance for the RPG team to get off the platform without an Insurgent to drive off. Recommended to play at night, because of all the pretty lights that TheHalconian has decorated the ramps and platform with. Motorbikes are under the platform, to get back to the insurgents if your vehicle is very damaged, but this means there are only 25 insurgents available – not even two each in full lobby. Nuff said really.
Survival Chaotic Driving by JC2-FAN-FOREVER
Two Team LTS where players have to run a parkour gauntlet, driving a truck into a gap to be used as a bridge, running across an uncomplicated course and then getting on sanchez’s to get to power weapons, buzzards and savages. One team member – the same one each time – will spawn in the back of a titan and then will die pointlessly, while another player will spawn inside a weird barge construction and won’t be able to do anything. It is totally wrong to deliberately make sure one player one each team cannot participate from the get-go. A shame that a perfectly good job should be spoiled by such frustrating spawn points.
Big Shottie by ManOfFire
My own creation – A shotgun LTS designed for First Person and debuted in Doc’s event FPF420, I fancied a run through in Vanquish. A series of passageways and levels means that even with the map showing where all the players are, you can’t necessarily tell whether they are above, below or next to you. I enjoyed it.
Mega Stunters Vs Killers by Leeds-Monkey
Stunters Vs Grenade Launchers with the stunts being a pair of loops which lead onto a series of platforms that the GL teams are on, although some of the GL team seem to spawn elsewhere – somewhere unreachable that the stunting team can’t get to. As the stunters, we killed everyone on their platform and then stopped there but couldn’t find the remaining players anywhere (see jager’s stream). Really well built and good fun, with a little refinement it will be near perfect.
Everybody Hates Traffic by Loftonian
A rush-hour themed demo derby style LTS that pits two teams against each other in a giant looping circuit built around and incorporating a freeway on-ramp. Molotovs, armour and health are freely available and grenades can be accessed if you are willing to take the risk of getting out of your vehicle and climbing onto it’s roof to jump up to them. Traffic is on so the chaos is compounded by the NPC’s panicking as soon as the explosions start. Good fun LTS from one of Vanquish’s regular and most popular contributors.
SPITTING FISH by dannyNATIVE
One team starts in a box with miniguns and must run down a ramp and underwater before firing up and out of the water at the other team who are running to get Grenade Launchers to fire into the water at the ‘spitting fish’. A nice idea, but one that ought to have been played to best of five rather than best of three, because the opposing team took their time finding their feet and lost too quickly. Perhaps the run to the GL’s is too long – it is a fine balance because you don’t want them getting to their weapons too early, but as it is it takes too long to climb through the mini parkour course to get to the arena and so they can be picked off by the miniguns too easily.
GHOST TOWN MASSACRE by YoungBiggi013
Enclosed arena at Sandy Shores airfield with few extra props for cover. Limited weapon choices of heavy revolver, machine pistols and grenades mean the battle is fast and furious and it’s small size mean that it is possible to prevail against the opposition by throwing grenades. Recommend getting rid of the grenades altogether.
Snipers Vs Pirates by fabinhoo_17
Snipers shoot at ‘runners’ in yachts trying to get upstream to helicopters. However the boats are too slow and difficult to turn quickly, so most of the boat team will die before they even get to the bridge that the snipers are on and will struggle to get upstream where the course narrows, particularly as their backs are then to and in full view of the snipers. It is also possible for the sniper team to jump off the bridge into the river below and swim to the helicopter before the ‘runners’ have made it very far at all. Great idea, but needs refining. Perhaps some faster boats are in order and a platform above the bridge fort the snipers, so that jumping off is fatal.
Socom LTS - Gallery 2 by Model_One
Marksman pistol LTS for three teams. Simple construction and simple cover, but the need to avoid showing yourself to the third team whilst shooting at the second means that you have to be careful. Plus the only ammo pickups are on top of the cover, so you have to expose yourself (phnah, phnah) to refresh. Good fun and only let down by the excessively long rounds that just encourage camping.
{MR} Snipers vs Futebol by Muri_BR02
Stunters vs snipers – sort of –the stunters have to jump up to a platform through a goal mouth where they can get RPGs. Sadly the stunt is just too easy and the stunters can get there in no time and take out the snipers with ease, particularly if more than one gets up at the same time.
Links