Post by o_ManOfFire_o on Jun 8, 2018 12:23:46 GMT
VANQUISH #69
A 2 or 3 Playlist Event showcasing the newest and most innovative Last Team Standings that the GCCC and Affiliates have 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 Stream - hosted by @waynerzas
The Playlists
#VQ69_PL1
socialclub.rockstargames.com/games/gtav/ps4/playlists/playlist/dR5UXaqq0kGdn_ZyXiZCJw
Consisting of...
Flash GT Demo Derby by DlSBY
LIBERTY CITY SURVIVOR by Tesseractor
Þ R € $ $ Ø R by qo8op
Korea Town Killers by o_ManOfFire_o
StickyLada [Kš] by k1ngstr0k3
#VQ69_PL2
socialclub.rockstargames.com/games/gtav/ps4/playlists/playlist/Hz2LPHVsPEaKkmbkM3IRLw
Consisting of...
Neon Nights - Sniper by DlSBY
Surreality by o_ManOfFire_o
[K] FLARE vs FLARE iN @ir by Kobi_Crew_LeadR
Skyfall Ruiner 2000 by highraven
RPG Rabbits X Hunters by ToniFred82 (old AA2015BR)
The Attendees
Host o_ManOfFire_o
Co Host @waynerzas
You have been tagged to remind you to vote. Thanks very much.
docmedpot
garsonthecreator
peck398
enigmatim
robeson8
Slickshotz1986
cestpasmoi
cowsgomoo04
DlSBY
AJ
Barnacles5034
emons05 [RDR]
paintmouth
wilko_123
xxTIBURONBLANCOx
jeffbob1979
finatra
lajones
adamkthxbye
remko
Saygus
methodofmeyhem [NTRB]
Santropix
iScarface007x
SLOBBER--DOG
Tesseractor
TheLast1Made [MOBM]
ajbns87
sidecarmawk
amer4831 [IGN]
The Reviews
Flash GT Demo Derby by DlSBY
A demo derby from a long serving crewbie who has only relatively recently started to dip his toes into the Creator, but who clearly has taken notice of how to use the tools available well and ensures that his builds are up to the kind of high standard that GCCC expects. Given a choice of this version or one for Trophy Trucks, we went for the Flash GT and we weren’t disappointed. He has clearly taken note of what works and what doesn’t in demo-derbys. The battle area is well constructed with barely a prop out of place, starting weapons molotovs and there are explosives in the centre for those willing to risk getting out of their car in order to gain the upper hand. Below the arena are a nice array of heavy weapons for those who fall off to get some kills before they time out.
LIBERTY CITY SURVIVOR by Tesseractor
A four combat-based LTS in central LS - where the buildings and tenement blocks are reminiscent of Liberty City. The play area, though not hemmed in by walls, is relatively small and the weapon placements give differing advantages to different teams. Cops are on, so as soon as one fires a shot, players are fighting their lives not just against the other teams, but against the increasingly heavy handed long-arm of the law. All the possible vantages for sniping are blocked off, so all the action has to take place at street level, with those dominating on kills more likely to get increased pressure from the cops. Tactically the best option is to avoid firing weapons and tool up as much as possible, whilst allowing the other teams to die off – the open arena allows one to drive in and out of the play area and avoid other players. Would recommend closing of the area to keep people hemmed in, but otherwise a good fun job.
Þ R € $ $ Ø R by qo8op
A tactical 2 team LTS with Oppressors in a stark cityscape, comprised of giant neon blocks. Both teams start parachuting from the air above the city, although at least once a player failed to pick up the parachute and fell to his death. Starting weapon is the Sniper Rifle and so the instinct is to land on top of the buildings, where one can get a good place to snipe, but there are no weapons on top of the buildings – only the odd weaponised vehicle - and so once one has used all rounds it may be necessary to just hide. There are a few heavy weapons and a rifle on the ground, and a few places one can find cover from those on top of the buildings, so going straight for the ground seems to be the best idea. I didn’t actually manage to find the Oppressors, though those who did made short work of the other weaponised vehicles, unless they landed badly.
Korea Town Killers by o_ManOfFire_o
My own 3-team LTS. Each team starts on a different floor of a complex in Little Seoul armed with Double-Action Revolvers. Weapon pick-ups are limited, but spread about are Heavy Revolvers and Sawn-Off Shotguns can be found in a few nooks and niches. A few Armour can also be found on or near to stairs or ramps. Seemed to work well. Expect I’ll make a deathmatch here before long. Any feedback appreciated.
StickyLada [Kš] by k1ngstr0k3
2 team demo-derby with Rune Chebureks and Sticky Bombs – rounds are set to 7 minutes, but will likely be over long before the timer runs down as there is no escape from the carnage. As often seems the case with sticky-bombs and stunt props, the sticky bombs sometimes pass through the props and fail to explode, but this is a issue and not something we can do anything about. However, it is a fun, fast-paced demo derby. Good job.
Neon Nights - Sniper by DlSBY
Inspired by a job by qo8op, this is a two team sniper battle making full use of the new neon props. Two teams are either side of an arena, with upright neon louvres between them, so one can only see and be seen within a narrow area. The front of the platform as a small lip – too small to provide cover, but high enough that one cannot walk off the front while sniping and each side has a raised platform to give players options for where they shoot from.. Ultimately, one has to stock up on as many weapons as quickly as possible and then keep the scope zoomed in whilst moving constantly, even stopping or slowing down for a second or two to re-zoom can be enough to put one within the enemy’s crosshairs. Perhaps the raised platforms could have similar lips, so that players don’t fall off the front. Great fun and another good build from disby.
Surreality by o_ManOfFire_o
My own creation, originally created for the Surreal themed CYBI, but not finished in time, this 2 team LTS is comprised of a neon block arena with several different – and hopefully surreal – areas, each with a selection of different weapons to find. Seemed to play well. Any feedback appreciated.
[K] FLARE vs FLARE iN @ir by Kobi_Crew_LeadR
2 team aerial flare gun battle with flare guns, tear gas and molotovs on platforms separated by a gap that is too great to leap across. The action is fast and quiet as players incinerate each other. As with most flare battles, there is a peak flare capacity in-game and so once so many flares are active, they will stop firing until have burned out, but thankfully there are other throwable weapons. Each team has a gas/ petrol tank to pick up, which seems pointless as they can’t get to each other, but regardless a good fun job.
Skyfall Ruiner 2000 by highraven
Two team demo-derby of sorts, this time with weaponised Ruiners. Players start on platforms high above LS Airport and can either parachute down picking off the other team with homing rockets or go straight for weapons on the ground or sticky bombs on an aerial platform. Most players will try to parachute down, firing as they go, but generally the people doing this will take each other out and those that survive to the ground or the aerial platform can get out of their vehicles and stop being a target for the homing missiles of the Ruiner. I would recommend reducing the play area, so that players go out of bounds if they reach the ground, but perhaps arrange the weapons on more aerial platforms, so there is still the option to use them. I great idea though and a fun use of the Ruiner2000.
RPG Rabbits X Hunters by ToniFred82 (old AA2015BR)
An interesting take on the RPG vs Insurgents genre, one team is the rabbits and can – mostly – avoid getting run over by crouching in small pits only accessible from one side, on hazard blocks that are raised, on the feet of an upside down target prop, or on straw bales. The rabbits also have some Issi classics, so they can jump into the hangar where the Insurgent team start. The insurgent team get tear gas and the option of a sports car if they wish, but not recommended - perhaps these ought to be changed for armoured Ballers or similar, so they can at least take one shot before they explode. Well balanced and great fun.
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