Post by o_ManOfFire_o on Dec 30, 2015 20:15:49 GMT
A CAPTURE~LTS COMPETITION EVENT with GTA$2.5M PRIZE
rodo77 was the winner of Vanquish's last competition with his 4 Stages of Doom LTS and in his magnanimity, suggested the winnings could be transferred on to another competition and after some discussion we arrived upon the Capture~LTS format.
For those who don't know, Capture~Last Team Standings MUST BE BUILT IN THE CAPTURE CREATOR with the benefit of the open map and actors, but where players only get one life and respawn at the prison/ army base (with jets off) or somewhere else inescapable, where they can have a mini-deathmatch. This means that if everyone dies in the Capture~LTS side of the job, the winner will be decided on kills.
All the jobs should reference Hollywood blockbuster movies, whether a general theme, a particular scene or an entire movie. It can be any movie, so long as it was top-grossing - Wikipedia, AMC, Filmsite, the numbers all have slightly different lists of films you can use.
Jobs should be for 30 players.
It should have as many teams as are appropriate for the movie, theme, scene you are referencing.
Rounds shouldn't be much longer than five minutes per round - try to ensure the entire job isn't much longer than 20-25 mins. You could set it to play one round, so long as it's not too easy to die.
You CANNOT choose to make the Capture Object unreachable - these must be collectable/deliverable, so that the winner will only be decided on kills if all teams have died and respawned in the mini-deathmatch.
A proportion of the props (at least 10%) and weapon pickups (at least 20%) should be used to construct the mini-deathmatch.
Crew members can submit two jobs, but 2nd submissions will defer to 1st submissions from other Crew members.
Submissions will be played in Vanquish's second Playlist, as part of the regular Monday Vanquish event, starting on January 11th 2016 and running for three weeks, with the best two or three from each week going into a play-off in the final/ fourth week.
A new poll will be added to this Event thread each week, with that week's submissions.
I'm not anticipating a huge flood of submissions, but in the event that more than (around) 15 are received, the play-off may be delayed.
Please submit all your jobs for this event here.
Submissions
Week One
#VQ12_RVBB_PL2
Consisting of...
Nakatomi Plaza by Loftonian 5 Votes - 3rd Place
C.LTS_Saving Private Ryan by felipesilver 8 Votes - Joint 1st Place
Mad Max: Thunder Road by dillono 4 Votes - 4th Place
[DMC] The Purge: Anarchy by RODO77 5th Place
GTA: Inception by ajm_agrajag8 Votes -Joint 1st Place
Week Two The jobs wouldn't play in a Playlist. Here are the links:
(RVBB) Top Gun! by atheistsw 1st 6 Votes
GTA: The Italian Job by ajm_agrajag
! JGR13 Fast and Furious by jager1381 2nd 4 votes
Week Three
Submissions
Forrest Gump #RVBB by mandibleclaw157 1st - 5 votes
Top Gun Vs Zombieland by The_Geo_Stigma Joint 2nd - 2 Votes
Heat - The Getaway by ManOfFireJoint 2nd - 2 Votes
Fight Club - Project Mayhem by Jamiejohnward3rd - 1 Vote
Week Four
Submissions
[PS4] Waterworld by some12hate
Nakatomi Plaza - Die Hard by Loftonian 1st Place 4 votes
Finals
Saving Private Ryan by felipesilver
GTA: Inception by ajm_agrajag
(RVBB) Top Gun! by athesistsw
!JGR13 Fast and Furious by jager1381
FORREST GUMP #RVBB by mandibleclaw157
Top Gun Vs Zombieland by The_Geo_Stigma
Nakatomi Plaza - Die Hard by Loftonian
Vote for your top Vanquish Jobs on the Vanquish #16 Event thread
Week 1 Reviews
Nakatomi Plaza by Loftonian
The first entry for Rodo’s Vinewood Blockbuster’s set up as terrorists Vs Cops, with both teams trying to recover money on top of a high-rise near Vespucci. John McClane and the terrorist AI are fighting it out, but poor old McClane will always be killed before anyone gets there, just giving the terrorist team back-up when they arrive to take the money. Perhaps the money should be harder to reach, so that both teams have to actually fight on the rooftop to get it. As it was, weapon pickups at the launch point were scarce and picked up by those who launched the into the job first, leaving the rest of the team to wait for them to respawn. Each team only get three helicopters, so those waiting behind often have no way to get to the top of the building. Plus the traffic around the cop’s starting area isn’t zoned out, so NPC drivers can trash helicopters before they even get off the ground. The deathmatch side, is ambitious in it’s size – taking in the film studios – but doesn’t prevent people escaping by climbing onto a rooftop and jumping down. Think the deathmatch should be much smaller, perhaps just the open area near the entrance/offices, rather than incorporating the studio lots as well.
C.LTS Saving Private Ryan by felipesilver
An effectively convincing recreation of the D-Day landings. I’ve played a few D-Day LTS’s and Deathmatches, some of which also used ambient setting of morning rain to create a more atmospheric experience, but the addition of actors brings depth to the job, as they are all Allied servicemen spread along the length of the beach – giving the defending Nazis more weapon locks than just the team attempting to deliver the packages. The original incarnation had defences that could be easily flanked, though it wasn’t particularly unbalanced. The deathmatch side at the prison was slightly over-powered with a tower of power weapons overlooking spawn points, which gave the Allied team an immediate advantage here, because they would invariably have someone die first.
Subsequent edits have increased the realism of the landings with seemingly more explosions and chaos, moved the capture point for the Allied Forces to a point beyond the German defences rather than amongst them, improved the defences - particularly the flanks and altered the deathmatch to a tank battle. From my most recent play, I wouldn’t change a thing about the LTS mission, but would perhaps try to separate the tanks – maybe place them either side of Raton Canyon, so they will fire across at each other rather than spawn camping.
Mad Max: Thunder Road by Dillono
Dillono’s Fury Road/ Thunderdome mash-up is only made for 22 players, so immediately it doesn’t qualify for the competition. The LTS mission saw one team on Sanchez’s and a Technical defending a fuel tanker from attacking teams in Liberators. Far too easy for the tanker escort to get to their destination by killing the attackers with the Technical’s gun before they get close enough to fire their micro smg. The over-long nine minute rounds were over in three minutes and the one-sidedness meant that only the attackers really died and so we didn’t get to test and enjoy the Thunderdome deathmatch. A lack of props, left one wondering where the apocalyptic aftermath was to be found. I know Sandy Shores is a dive, but it would have been nice to seem to be transported elsewhere.
The Purge: Anarchy by RODO77
A slightly different take on the competition rules from it’s namesake, both teams start out in Mirror Park where the purge is kicking off with rampaging gangs and body armoured cops roaming the detritus and weapon strewn streets. One of the capture cases however is virtually unreachable – I assume one would need a helicopter or a plane and parachuting or falling through it to capture it – and is apparently just there to mark where all the heavy weapons can be found on the minimap, so that players can tool up before going to the deathmatch. The result is such that the winner is decided on kills, making it more of a deathmatch with an armoury intro than a Capture: LTS, in my opinion. In terms of the use of props and the quality of the build, I can’t complain – except about the sometimes awkward spawns in the deathmatch, maybe more cover around the spawning area or a slightly larger arena could fix the spawn killing issue that arose.
GTA: Inception by terto123
Great Capture:GTA around the streets of LS with two teams competing to capture vans filled with security guards who are set to wander, so will cruise around the map until killed. Each team gets armoured ballers and a motorcycle and has to capture the vans without getting killed by the guards or the other teams. The capture vehicles are driven off bridges to kick out of the dream state. The cloud cover that comes with rainfall helps create a heavy, oppressive atmosphere that is reminiscent of the film. A pistol deathmatch at Sandy Shores’ derelict motel does still give those who die early a chance to get back to the city and participate again in the mission – maybe extending the ambient zone over the airfield to a larger area would encourage the dead to stay put, rather than getting in a car and driving back. Perhaps more weapon pick-ups or micro-smg’s as starting weapons rather than pistols, because the limited supply one gets in ’s stingy weapon pick-ups means they run out in no time.
Week Two Reviews
Top Gun by atheistsw
A C:LTS at Fort Zancudo, with the LTS mission taking place in an enclosed arena built inside a hangar, which sees the two teams fighting to deliver packages to the their base situated at the opposing team’s spawn points. Well propped and laid out, giving each team sufficient cover to be able to defend themselves or advance on the enemy positions. Heavier weapons are found towards the centre of the battle zone. However, the real Top Gun reference comes in the deathmatch side, where players respawn in lazers over Raton Canyon. As ever from atheistsw, the construction is immaculate.
GTA: Italian Job by terto123
Terto’s second entry for RVBB, this sees Michael Caine’s crew racing to deliver a bus and minis to the radio antennae above the Vinewood sign, whilst the Mafia try to stop them and deliver the vehicles to their own base at a mansion in the Vinewood Hills. Cops are on and despite them being limited to one star are still too heavy handed, often blocking the roads and killing most of both teams before they can deliver any vehicles. The lack of an ambient zone at the Robber’s spawn point, means that the capture vehicles can be damaged from the outset, as heavy traffic spawns on top of the vehicles where they are placed at the roadside. So either an ambient zone or they should be started in a car park. The key is to avoid getting wanted – so try to avoid firing a gun, particularly at the police. Those who die are transported to the prison for a deathmatch. Rooftops have been linked with barges and empty containers make extra routes up from the ground meaning that most of the action takes place at this level, where the air-conditioning ducts provide ample cover. Altogether well made and well thought out, just let down by the cops.
Fast and Furious by jager1381
The Capture mission sees two teams spawning either side of the LS Freeway near Sandy Shores with standard Kurumas to drive and competing to seize a fuel tanker heading North towards Paleto Bay. This is simply made with virtually no props save to direct teams to their home base. The vehicle is easy to recover, but also easy to destroy and armed AI seem to be placed where the vehicle respawns, so that players still have a bit of a challenge when they go to collect a new trailer. The deathmatch is Waterworld, built in an enclosed arena, but a few wooden posts sticking up out of the water give those who die early enough somewhere to perch and annihilate anyone swimming about. This makes the deathmatch a little trying if one dies shortly afterwards. Thankfully the Capture isn’t so tricky that everyone dies and so usually the winner delivers the tanker. Good fun.
Week Three
Reviews
Fight Club - Project Mayhem by Jamiejohnward
A two team Capture LTS which on the original play-through in testing seemed to be too overpowered in favour of the cops, but this updated and dramatically altered version swung the other way, maybe the multiple players was a factor in it being easier too, as we tested it with four people rather than twenty four. As it was, players didn’t really get to experience the deathmatch because it seemed too easy to complete the objectives. However, with a bit of tweaking (or played in free aim – maybe submit to Zorvaine’s new HAT Event) it could work well.
Forrest Gump #RVBB by mandibleclaw157
We are transported to a recreation of the jungles of Vietnam, under the bridge at the mouth of the Zancudo River delta. The scenario is that Gump and his US GI buddies have to attack the Viet Cong positions in order to recover Bubba’s dog tags and equipment, whilst the North Vietnamese Army have to repel them and kill Gump. Every third player on the US team spawns with a plane and is there to provide air support. This part, which is balanced in favour of the US team – who get jets and Cargobobs – can be won by both sides, but is more likely to be won by the US. Also a good pilot can dominate everyone and garner an eventual victory. As it is, the deathmatch activity is a hugely entertaining tank battle in the freeway tunnel and if the Capture scores are even, then the winner is decided here. Well designed and thought-through – a good, enjoyable job.
Top Gun Vs Zombieland by The_Geo_Stigma
Two films in one, sees the Capture mission pitting two teams with jets, who spawn at Fort Zancudo and LSA respectively and must fly to each other’s bases to collect cases. The intention is that the pilots will meet in the middle somewhere and have a dog-fight, but the great distance between the two objectives means that evasion is easier to pull off than if the LSA team started at for instance Sandy Shores Airfield instead. However, some jets do always meet up and kill each other and so those who die are transported to the final act from Zombieland – an enclosed arena at the fairground, filled with an infinite supply of zombie-clowns (AI with knives) and a good supply of lowish powered weapons. Easily the most fun part of the job, though the whole creation is very well made.
Heat - The Getaway by ManOfFire
My own Capture:LTS submitted just for fun, though I did put some thought into it, including rewatching the De Niro/ Pacino film, which is far more boring than I remember it being. I tried to recreate the assault rifle battle between the cops and the robbers through the streets of LA, which is kind of there, but think a few cops spawning behind the robbers would be more likely to push them out from the cover in front of the bank, which they seemed to use to a devastating advantage. Think that the starting weapon of assault rifle is too OP as well. This should be a pistol with AR pick-ups, so that the final deathmatch at the airport, which recreates the film’s finale, is played largely with pistols. Some tweaking required.
Week Four Reviews
[PS4] Waterworld by some12hate
Some12hate’s entry for Rodo’s Vinewood Blockbusters sees two teams spawning in a river valley and fighting over some cases with some incredibly overpowering AI, who kill you while you ragdoll down the hillside - if the spawn into the waterfall doesn't kill you first. Some people were apparently able to evade and kill the AI before getting cases. Meanwhile the dead battled it out in an arena with both surface and underwater sections (as seen in Gasp II), made with interesting respawn areas in little niches which apparently came about because of the Capture Creator’s reluctance to allow placing of respawn area in an already closed arena. It was possible to jump in the underwater section and swim out of the area and presumably get back to the capture.
Nakatomi Plaza - Die Hard by Loftonian
A rehash of his entry from the first round, this sees John McClane sometimes surviving until teams arrive at the rooftop and the rooftop seems a little bigger. The deathmatch has also been altered and IMO improved although one team sometimes spawns in a floating platform used as a barrier. This should be fixed. wise good fun.
Links