Oh, goodie... it's you. Have a seat. (hint: the guard
pointing a gun at you insists you sit down)
So, I take it your mission in Gullywash was successful? Good. Now wipe that grin off of your face. You're not the first team to control Gullywash, you know. It used to be ruled by a king in the 1200s and was split into 7 kingdoms. Some say an Engineer sat upon an Iron Resupply Cabinet. It was believed that all the Pyros were dead. They were wrong. Everything burned. Buuut I take it you didn't leave too much scorched earth after you took control, right?
Riiiight!?
And how am I? How thoughtful of you. Seeing as my PC has crashed again I thought I would fly over to China and buy one of those Appl Quintosh computers. I hear they're all the
rage these days. Speaking of foreign countries, did you hear about that one country out east moving their fancy rocket-propelled bombs around their armory? Imagine that, payloads that don't operate on rails. Turns out they haven't done anything with their artillery yet. You'd think they would be a master at payload like RED and BLU. I suppose they had too many Spies and Snipers in spawn. [
note to self: pay someone to laugh here]
Well enough hemming and hawing. It's time to deploy your team for yet another match. You're almost done. Some sooner than others! [
second note to self: pay someone else to laugh maniacally]
Here, read this before you leave:
Ye old Payload Rules
Swiftwater is a "stopwatch" map. Stopwatch maps are played in 2 (or sometimes 3) separate Match-rounds where each team attacks once in each Match-round. Each Match-round awards one (1) match-point to the team with the shortest offensive time. The Home team has choice whether to attack first or defend first in the first match-round only, alternate thereafter.
Match-round 1:
Team A attacks and Team B defends,
Team B attacks and Team A defends
Match-round 2:
Teams manually switch sides.**
Team B attacks and Team A defends,
Team A attacks and Team B defends.
Match-round 3 (if needed as a tiebreaker):
Teams manually switch sides again.**
Team A attacks and Team B defends,
Team B attacks and Team A defends.
Scoring: When adding scores, each Match-round won by a team counts as 1 point. The first team to win two Match-rounds wins the entire match.
Overtime: If each team wins a Match-round (scores are tied at 1-1), the third full Match-round is played as a tiebreaker, with teams alternating sides one more time.
**If the config is not manually re-executed, it will automatically switch teams to the correct side at the start of the round, which is why you need to manually switch sides before the start of the next Match-round..
Possible match scores are 2-0 or 2-1.
Map Execution (for server oparrrators only)
-
Authenticate to your server with rcon_password ( rcon_password myP4ssw0rd ).
-
Execute ugc_HL_stopwatch.cfg from the developer console ( rcon exec ugc_HL_stopwatch.cfg ).
-
Reload the map. This is necessary for sv_pure to take effect and for Source TV to start recording ( rcon changelevel pl_swiftwater_ugc ).
-
Re-execute the ugc_HL_stopwatch.cfg to start a fresh log file and make sure everything is in order.
Special note to CEVO participants: I have personally run across two cases where, if a CEVO config was executed previously and without a server restart, the CEVO config will corrupt the UGC configs where match-halves may end prematurely. My advice is to authenticate to your server (Step 1), then execute ugc_off.cfg ( rcon exec ugc_off.cfg ), then restart your server ( rcon _restart ), then begin the regular steps above, starting from Step 1 all over again.
Map Resources
Please remember to submit your scores ASAP. This helps the UGC Match Score Reception Team approve the matches and schedule the next wave of Lower Brackets and prepare the Upper Bracket teams for the Final Match.
Good luck!
Cap'n Cold--