This script is simple at its core; it modifies thrown rings to spawn deadly trails as they fly through the air. This turns the standard match game into a competition of sudden death, as trails can quickly fill up an entire room and become almost impossible to dodge. There's a bit more to the script than that, though:
A few strategy tips, from my experience testing this against other players:
I'd recommend playing on smaller maps with enough tight spaces to make trails more effective at stopping players. Personal picks from the vanilla Match rotation include Noxious Factory, Frost Columns, and (if you want a real challenge) Infernal Cavern.
Also, note that the script can get laggy in larger netgames, particularly when looking at lots of trails congested in a single area.
Special thanks to MotdSpork for being a sport and testing this with me on multiple occasions
- Ring arcing - After firing a ring, turn your aim to alter the flight path of the projectile. (The path curves toward the angle you're facing, not the point the cursor's pointing at; keep that in mind when attempting to aim your trails.)
- Ring cam - As an aid to the above. Hold down the Toss Ring button after firing to switch the viewpoint to your last fired projectile. Great for sending a ring in a circle across the map (or for homing straight into a foe), but be careful; you're still vulnerable wherever you stand while viewing the ring cam. (Use the RINGCAM cvar to adjust the delay before the viewpoint switches, or set it to 0 to disable ring cam altogether.)
- There are no weapon rings. Ring trails or bust. Also, SUDDENDEATH is forced on, so no mercy will be shown. Playing with POWERSTONES off is probably recommended, but it won't make much difference since the odds of never taking a hit for long enough to get all seven is pretty low.
A few strategy tips, from my experience testing this against other players:
- Rings don't turn instantly to your aiming angle, but arc smoothly and fairly loosely. Turn ahead and overcompensate a bit when trying to arc one through tight spaces, especially when you have control lag to deal with.
- All of a player's trails disappear upon their death. If someone's flooded a hallway you want to go down, see if you can snipe them out of existance to get rid of their trails.
- There's a hard limit on trail objects that can exist per player. If you fire a lot of rings, older trails will start to disintegrate. Other than that, however, there's no limit to how long a trail can stick around. Keeping this in mind, it's a good strategy to leave trails around in inconvenient places and stay picky with your shots otherwise.
- You can die to your own trails. Especially ones you've just thrown. Avoid running forward while shooting; stick to strafing and backpedaling.
I'd recommend playing on smaller maps with enough tight spaces to make trails more effective at stopping players. Personal picks from the vanilla Match rotation include Noxious Factory, Frost Columns, and (if you want a real challenge) Infernal Cavern.
Also, note that the script can get laggy in larger netgames, particularly when looking at lots of trails congested in a single area.
Special thanks to MotdSpork for being a sport and testing this with me on multiple occasions
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