Post by o_ManOfFire_o on Jun 11, 2017 18:04:12 GMT
VANQUISH #48
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-Hosts jjn1lfc and Loftonian on PSN.
Invites for the first playlist will go out at around 8PM BST, 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 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, as a PM here or on Social Club OR merely by adding the Crew Event Tag #VQ to their job description/ details.
Members can submit two of their own creations per month and any number of creations from other crew members.
When selecting jobs for the event, priority will be given to creators who regularly provide feedback/reviews of other people's jobs.
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.
If you would like to submit jobs for the Creator Showcase, you should submit two old (and preferably never played in VQ) jobs and two Brand New jobs. The old jobs can have any number of plays. If you want to test any of your jobs before submission, then PM o_ManOfFire_o and we can arrange a small testing session to try them out and offer feedback.
When setting up your LTS, make sure the round length isn't too long. Consider how much players will want to stay if they die in the first minute and have to watch for a further nine (or more) minutes. Preferably the rounds should be set to five(ish) minutes - rarely more than 8 minutes, unless you only want it played to 1 round. A 15 minute-per-round LTS will likely only be played for one round, 6-8 minute rounds could be played to best of three (set to 2 rounds), whereas 5 minute rounds could be played to best of five (set to 3 rounds).
Reviews are welcome here, but NOT responses to constructive feedback - I will request that such responses be removed. Please discuss your jobs in PM's with your reviewer.
The Playlists
#VQ48_PL1
socialclub.rockstargames.com/games/gtav/ps4/playlists/playlist/i2dwAfiJkEmyJn4aH7H_dQ
Consisting of..
# PANTO VS PANTO by servietsky
ı{ @ R Ü /Vl @ /V € R by qo8op
Monzters Thunderdome by monzterbill
Duckhunt - TowerOfPower4 by model
Minivan Mayhem by o_ManOfFire_o
#VQ48_PL2
socialclub.rockstargames.com/games/gtav/ps4/playlists/playlist/bGq_Nj93yUuAW7KKZHj73w
Consisting of...
BMX Besra Escape Turbines by loftonian
!J RPG Vs Insurgent 2017 by jonass67
Explosive Pool Party by juicy
RPG × iNSURGENT @ LSD №II by Kobi_Crew_LeadR
Melee LTS - Gone Clubbin' by themckeever
The Attendees
o_ManOfFire_o
JC2-FAN-FOREVER
charmingdude
NorthernScript
jjn1lfc
SZRT_CyberGawD
ICHI_08
docmedpot
stuarttintin23
servietsky
momoomdu76
PedroolzSz
dark_shark012
@mahaloka
@whiteknight774
henryluan
MadMoose
Saffier80
AleXandro-v10 (non crew)
loftonian
@waynerzas
hassoon-hh/BRZ2J
Ritox951 (non crew)
hansdriver
# PANTO VS PANTO by servietsky
A relatively simple take on Sumo that works well. Two teams with Pantos start either end of a narrowish sky platform. It has slightly upturned sides, and two pairs of speed boosts in a line across the centre, that players can use to cannonball themselves at the other team and ricochet them off the platform and out of the action. Also really easy to just boost yourself straight off, so some care needs to be taken, but with a bit of careful driving it is possible to hang in there and prevail.
ı{ @ R Ü /Vl @ /V € R by qo8op
Karumaner is a very interesting take on the Stunters vs Sniper style of job. This is stunters in Karumas and the platform team having Sweeper, Assault and Heavy shotguns plus a couple of Heavy Snipers for picking off players that have to abandon their cars or the odd spawny shot. The action takes place at the racetrack and the ground team can only go around in an anti-clockwise direction, although the ground has been raised, so that the central area can be driven in as well. It’s quite hard still to get kills on drivers as they fly over head, sometimes possible when they land on top and there are enough people to shoot at them. The best kils for the platform team come from people getting trapped – there are a few places around the map that the cars can be stuck. This is a good thing however, because the odds are still in favour of the Karuma team knocking people off. Or if they can capture a car and jump off. You’ll often get a few people suiciding from the platform as they roll or step over the edge too. Good replay value.
Monzters Thunderdome by monzterbill
A demo derby for motorcycles in a giant dome with an added death timer at the start that is intended to to encourage players to get on a bike and ride quickly. Everything with the blast radius of a gas tank – so bikes and players – are destroyed if they aren’t quick enough. On testing, this worked fine even in the first round, but with 20+ players the frame rate declined massively (probably due to the proximity of so many players and props). The explosive timer also exploded instantly on the first round, so we just fought it out with the axe provided. A shame it isn’t possible to use the axe while riding in LTSs yet. Nonetheless a nice idea, but let down by the processing power of the PS4.
Duckhunt - TowerOfPower4 by model
A brand new Duckhunt from Model_One that sees one team racing to the top of the Maze Bank building. They start about 20 storeys down and have to traverse a series of deathruns in order to get to the top. There’s also a parkour about halfway up that allows the daring to skip running across the front of the building for a level. Really well constructed, it is a great addition to his series of Duckhunts. The 10 minute rounds make it quite time consuming though, recommend setting round length to 8 mins as loftonian managed to make it up there comfortably and kill all the snipers within that time-frame – I always recommend making the round length as short as possible, which decreases the chance of people lagging out or quitting when they are idle too long.
Minivan Mayhem by o_ManOfFire_o
My own creation. Feedback always welcome.
BMX Besra Escape Turbines by loftonian
As the name suggests this is a race to weapons on BMXs while the other team in Besras, Mavericks or Vestras tries to run them over, located above the wind farm. Only a BMX can make it to the weapons, so it is uncheatable in that respect. As advised on the night, it would be nice to have a way for the BMX team who lose their bike to be able to run a more direct route back to collect a new one. BMX team have double barrelled shotguns which they can use to defend themselves against attackers who have landed and are trying to kill them. The round can often be won by the BMX team largely because the planes come in too fast and suicide. It is a foregone conclusion if they make it to the weapons at the end.
!J RPG Vs Insurgent 2017 by jonasS67
A well built remake of the original. It is pretty easy for the insurgent team to get onto the platform or plough through them as they fly over. The platform team have grenade launchers as well as the RPGs and handy walls they can climb onto to escape from Insurgents that get up, but still the Insurgents are too OP and too numerous. Suggest limiting the number of Insurgents to one each, with maybe armoured Schafters or Ballers as a second vehicle.
Explosive Pool Party by juicy
Two team battle mainly around the pool area at the GWC Hotel with mostly grenade launchers and a couple of heavy sniper rifles. A good fun and fast battle well suited to three or four rounds. While the fight and combat area are focussed on the swimming pool – and all the propping is here, the bulk of the fighting seems to take place in the natural parts of the map, with the height or distance being an advantage, whereas the heavily propped central area is a deathtrap where only fools should go.
RPG × iNSURGENT @ LSD №II by Kobi_Crew_LeadR
RPG Vs Insurgents on acid. Sort of. As ever, a well-constructed map from Kobi_Crew_LeadR, with modded Christmas trees, UFOs and wind turbines. There is choice between ramps that face the lattice-like platform that the RPG team are on or a half loop that flips them back over it. The platform team have grenade launchers and homing launchers too, though these last are next to useless as there are too many props that get in the way before you get a lock. It is perhaps too easy for Insurgents to get up and stay up because they can use the moving stop signs as stop them – would suggest removing these. Someone did get stuck on top of a UFO coming off the half loop too, but think that is just collateral. A good fresh take on an oft aped game.
Melee LTS - Gone Clubbin' by themckeever
Two team melee battle at the golf club. Teams get golf clubs, molotovs, flare guns and golf caddies to drive. There are health pickups and a flare gun elsewhere on the fairways. One team starts at the pavillion and the other at the far end, however with traffic set to on the team closest to the road can get steal an npc car and use it to dominate, particularly if more than one do so. That being said, while it was suggested that the simplicity of the map and the freedom to collect vehicles was a good thing when we played it through, I think the placement of a prop or two to enable both teams to access the road in roughly the same amount of time would make that option a bit fairer.
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