Post by o_ManOfFire_o on May 28, 2018 14:08:15 GMT
VANQUISH #68
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 8:30PM with invites and reminders sent out periodically. A PS4 Portal Party will be hosted by Hephaestos76 and Rzasman.
Invites for the first playlist will go out at around 9PM 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 (or bandanas) 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.
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
#VQ68_PL1
socialclub.rockstargames.com/games/gtav/ps4/playlists/playlist/dR5UXaqq0kGdn_ZyXiZCJw
(alt link socialclub.rockstargames.com/member/manoffire/games/gtav/ps4/playlists/playlist/dR5UXaqq0kGdn_ZyXiZCJw )
Consisting of...
Mist Opportunity by o_ManOfFire_o
- BMX PARKOUR VS SNIPERS by cheese-bullet (ANONYSAURUS)
Frogger Slim by finatra
A Red Dead Rooftop Rumble by themckeever
#CPMRastaRocket by cestpasmoi
#VQ68_PL2
socialclub.rockstargames.com/games/gtav/ps4/playlists/playlist/Hz2LPHVsPEaKkmbkM3IRLw
(Alt link socialclub.rockstargames.com/member/manoffire/games/gtav/ps4/playlists/playlist/Hz2LPHVsPEaKkmbkM3IRLw )
Consisting of...
*WHO DAR€S WiN$* - (SAS) by BEAST MODE
' D3RBY Tunnel Vision by @kolkrotterdam
¥A6{} Avalanche by Lucas210700
Buckey Kong by theBees13
[K] PiSTOL o' iSLAND by Kobi_Crew_LeadR
The Attendees
Host o_ManOfFire_o
Co Host enigmatim
cestpasmoi
cheese-bullet (ANONYSAURUS)
AJ
docmedpot
dusandd
gabbertoontje
SLOBBER--DOG
paintmouth
finatra
greyson28
mrniice
DlSBY
SeanKing20071 [GOAT]
aleko
dresmootdrizzy [NSNE]
k1ngstr0k3
loftonian
Lucas210700
qo8op
Santropix
ajbns87
adamkthxbye
The Reviews
Mist Opportunity by o_ManOfFire_o
My own creation. Clearly I need to make some of the props higher so that players cannot get stuck and glitch out of the arena or create some form of access back into the arena for those who glitch out. Otherwise, I feel it performed just as I wanted it to. Any other feedback welcome.
- BMX PARKOUR VS SNIPERS by cheese-bullet (ANONYSAURUS)
As the name suggests this is snipers vs BMX parkour. The parkour is relatively short and simple - except for one place where the access to the next ramp takes you under the ramp you landed on. Quite a few folk seemed to get lost here despite there being arrows pointing in the direction to go. Don't really know what to suggest other than maybe some bigger arrows. Otherwise a good fun LTS, just a shame we didn't play to more rounds - my bad.
Frogger Slim by finatra
A slimmed down version of two previous frogger maps, still as far as I know, unique to Finatra. This one, being smaller is very difficult for the frogs to get to the far end without some form of co-operative play. The only time anyone got to the end, was when they were able to steal a car and then ferry a second person to the end, who then climbed to the weapons. Sadly, they made the wrong choice of vehicle and failed to secure victory for their team, but at least we know that it can be done. Great fun.
A Red Dead Rooftop Rumble by themckeever
I suppose that the Red Dead aspect to this game is the starting weapon of Double-action revolver, because there’s not otherwise too much about this that is Red Deady. Two teams are on rooftops in the Vinewood Hills. One has the clear advantage being in an elevated position, though this is not necessarily a decisive advantage as the lower team was able to prevail and secure victory in a clean sweep. However, I would still consider relocating to somewhere where the height difference is not quite so stark. Good simple combat.
#CPMRastaRocket by cestpasmoi
Modded RPG vs Insurgents – it’s snowing, the colour scheme is Jamaican colours and there is a giant Jamaican flag beneath the RPG platform. Cannabis plants are spread about. Some as decoration, the rest as barriers on the platform to prevent free movement by the Insurgents or redoubts for the RPG team. It seems a good fun well-balanced fight with either team standing a chance of winning.
*WHO DAR€S WiN$* - (SAS) by BEAST MODE
Another RPG vs Insurgent map, this one with the addition of Besras, Shotaros and Annihilators for the Insurgent team. The platform team have RPGs, Homing launchers and Grenade launchers and a single parachute pick-up. The parachute is so that those on the platform can wingsuit through a slit to a pair of Valkyries and some more RPGs and Homing launchers at sea level. Obviously, it being a Valkyrie two people have to take the risk of getting to it and then they can potentially turn the tables on their attackers, but it is also accessible to the Insurgent team, who can then get weapons to make short work of those on the platform. Another fun take on this genre.
' D3RBY Tunnel Vision by @kolkrotterdam
A modded prop Futo demo-derby in the freeway tunnel at Vespucci. Teams start at either end in white container enclosures and the only weapon pick-ups are tear gas. Set to 1 round by default because the round length is set to 15 minutes, this far too long for any LTS. Anything longer than 7 to 8 minutes is a big no-no in an LTS – in this age of “what’s next?” players will quit out if they die at the start and have to observe for too long. Would recommend reducing the round length to a maximum 8 minutes and then adding molotovs or hard to reach grenades/ pipe bombs to help blow up vehicles and hasten victory for one team or another.
¥A6{} Avalanche by Lucas210700
One of those genres of LTS that in my opinion is better suited to Capture GTA because the falling vehicles will respawn once destroyed. One team is in a tiny enclosure that they can’t escape without dying and have Flare Guns which will make the vehicles fall. The other team has a ramp to run up to get to RPGs to take out the opposition. It seems the best strategy is to wait until the Flare team have released all the vehicles, because one can avoid being knocked off when at the edge of the platform. However when playing with largish teams, no amount of strategy seems to be sufficient to take everyone out and so the runners will inevitably prevail. Maybe some larger vehicles could be used, like the Ripley. It is a well-built example of this type of game.
Buckey Kong by theBees13
A duckhunt where runners have to scale a donkey kong style course to get to tanks, Hydras and Savages. The runners are so far away that they are just tiny moving pixels and given the weather conditions being set to Current, it can sometimes be impossible for the snipers to even see the runners. The sniper teams also have RPGs and Homing Launchers, which mean that they can easily take out any runners who get vehicles and try to take out the snipers. There are large raised road sections to either side of the duck run, presumably for the tanks to use to target the snipers, but they are just too far away and the tank rounds barely get halfway before they explode. Recommend setting weather to Bright, removing the homing launchers, giving the runners Heavy snipers, so they can take out the snipers from afar and extending the raised tracks so that the tanks can effectively target the snipers from above.
[K] PiSTOL o' iSLAND by Kobi_Crew_LeadR
Simple 2 team pistol fight on an island hemmed in by walls. There is no escape here. Players get AP and Combat pistols and flare guns to fire at dynamic props which could be used for cover and have to take out the other team on the other side of the island. There is a good amount of propped cover, plus a few Sanchez’s for a quick flanking manoeuvre – or just to get to the top of the hill where the AP pistols are found. Getting to these first can be decisive in securing victory. A good fun combat LTS.
Links