Today we’re releasing Matchmaking, our new 2v2 Ironguard from our previous competition, and many other small fixes!
So how does it work?
Under “PLAY” in the menu, you will see “Quick Play” which is the new Matchmaking, “Find Match” which is the server browsers, and “Create Match” which is the old Start Server.
Under Quick Play you can select all the “playlists” you want to queue for, and hit start.
At this point, you’re put in a lobby server, here you can run around / practice etc while your worked through the queue. If you leave the lobby, you will be removed from the matchmaking queue.
Once a match is made, the players for your game will be sent off to another server to play your match. After this match that server will turn into a lobby server at which point you’ll be automatically re-queued to matchmaking.
Is it ranked?
Competitive modes are ranked. After your first 10 placement matches you’ll be able to see which division you have achieved. We also display a progress but which shows your progress through the division.
At the end of a match you’ll see your division progress change due to the match results.
Casual modes are internally ranked, but the user is presented with XP, as the focus is on fun + gaining XP.
What ranks are there?
There are 7 ranks to work through:
- Prime Overlord
Where are the servers hosted?
We’d like to pass a huge thanks to Linden from Swiftnode, who is our official server host. We have servers hosted throughout US, EU, AU, Russia and Japan. We’ll be watching server load and adjusted server numbers as required. If you select “Region” in the “Quick Play” screen you can see your ping to each region. If there’s demand for another region please reply and if it’s popular enough we’ll look at adding servers there.
We don’t have the resources to test matchmaking on a larger scale, so please be patient if it’s a bit bumpy over the new few days/weeks as we tweak the system as players start to use it.
The playlists are not set in stone. We’re interested to see which ones are popular, and open to any changes / suggestions people have on improving them / adding new ones.Update: I’ll put a post together later day listing all playlists & map pool selection
Iron Guard our recent 2v2 competition winning map has been release with an art pass. We’ve added several new supporting art meshes which now can be used in your own maps.
The bridge tool is a new map editor tool, this allows you to more easily create smooth geometry with brushes.
- In editor, hold shift to select a face, push “B” to start
- now go to another face and you’ll see the wire-frame outline of brushes to be generated
- you can use mousewheel to decrease/increase tessellation
- when you click, the brushes are created.
- Added authorString to worldspawn. This allows users to set a custom author string to support multiple authors.
- The mode1v1, modeCTF etc properties in worldspawn now all default to off, you need to set these up properly next time you publish! Hopefully this will help cleanup the workshop somewhat.
- Added ip cvar for multi-home support (use +ip xxx.xxx.xxx.xxx as command line parameter)
- Implemented rcon support following Source RCON protocol
- Added sv_mode, sv_mutators, sv_ruleset to allow you to instantly change without callvote
- Added sv_allowcallvote
- Added forfeit option
- Added 2v2 gamemode
- Team damage now off in casual ruleset
- Casual CTF time limit reduces to 10 mins (from 15)
- Casual arena score limits reduced (atdm 8->5, affa 8->5, a1v1 12->5)
- Server STDIN now reads from console input rather than STDIN. This fixes issue where if STDIN is re-directed, we would end up spinning eating CPU usage.
- Fixed bug in callvote shuffle where it would pull too many players over
- Fixed issue where “Spectors”, “Players”, “Editors” etc titles would receive incorrect colours in scoreboard
- Optimisation/fix: widget list only sent to when it changes (rather than every frame)
- Server countdown won’t start if server is still downloading from workshop (previously you could hear it on load screen)