ONS demos are semi-broken. They're playable, but vehicles are not moving. That's a known issue. I don't think there's a fix for that.
I'm still missing a lot of custom packages from LGI CTF demos. Recording and compressing videos is a pain. So I don't think I will have desire to tinker with all demos I still have.
All demos are rather big downloads (400-600M). Files are encoded with Microsoft MPEG-7 codec and packed into avi's.
If you have client or server side demos from UT99 or 2k4 you want to convert to video, let me know, I may convert them and post in this thread.
Next demo is an example of how NOT to play a team game followed by a sample of how it should be played.
Don't get me started on how poorly Face3 suits quick paced games like CTF LGI 5v5.
Map design came a long way from CTF-2Forts to... CTF-AndAction... Long time ago designers found that magic formula for CTF 5v5 games where bases should be either in open space or have 2 main entrances. Right, for 5v5 - 2 entrances are optimal (2Forts wink, wink).
There could be trick passages or ways to sneak using alternative passages, but every new entrance makes defense more and more difficult and random. I'm not even touching theme of map bugs and excessive use of meshes and polygons. Face3 has it all.
Game with MD was more about how to lose the won game in 10 minutes. We practically owned enemy flag, had 4 solid chances to cap (you can see only 3 of them where I participated) but managed to screw all of them.
Pure comedy actually. Ya played that map for second time in his life and instead of jumping up, he strifed forward jumping into the abyss with the flag. The only way to save him was to jump after him, but I did not expect such move. Second laugh is closer to the end of the game when Reflex again instead of jumping up or strifing, came back to the jumping pad. He did not practice with team before on Face unfortunately. Taking in account our huge rotation and the fact even a single map never played in match with rotation we planned during practices before the match, we did well.
Oh yeh, third laugh is where I was chasing flag booster and flag carrier. In first instance I lagged out when I was right behind the enemy player and my shot did not register by server (unfortunately, in those time I always had PL every evening after 8pm, thanks SBC/AT&T!).
Second time I was practically running next to FC and just hesitated too much before he hid behind the door in the base. Lucky bastard.
Fun matches.
- iDA vs MD: CTF-Face3 (May 2006?)
http://idaclan.org/files/demos/MD_Face.avi
- iDA vs MX: CTF-Face3 (May 2006?)
http://idaclan.org/files/demos/MX_Face.avi
CTF-Thorns LGI style. I'm going to publish the old text about early days of iDA history, when we were afraid of open maps. CTF-Thorns has been always LGI favorite and we had to learn it the hard way. We did not play it much in UT99 matches anyway. On contrary we were usually picking Football, Esprit, rarely Lucious. Unfortunately, Football never made to the official list of maps in 2k4 ladder.
Next three demos are real thrillers. Very close games with comebacks, intense dynamic, team work, changing tactics, tricky moves and flag caps.
If you want to learn how to do boosts right, look at this demo:
- iDA vs BRU: CTF-ThornsV2, Jan 2006
http://idaclan.org/files/demos/BRU_Thorns2006Jan.avi
Next two are most likely most intense games we played in 2k4:
- iDA vs FTP for #1 (Spring of 2005)
http://idaclan.org/files/demos/FTP_Thorns.avi
Obviously my aim sucked big time in previous demo. I remember I spent about 2 weeks actively practicing after that. Lesson #1: Practice your aim before the match, not after.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
- iDA vs MD (probably June 2005)
http://idaclan.org/files/demos/MD_Thorns.avi
Another good illustration to how strats may change outcome. First demo is iDA playing for #1 vs FTP for first time. We wanted to be aggressive and used 1D-4O lineup, however our O practically eaten alive by FTP defense. My defense is another example of how NOT to play D on Maul.
- iDA vs FTP (April 2005?)
http://idaclan.org/files/demos/FTP_Maul_s.avi
We also had a second loss on Maul against Funk that I qualify as a bad luck. Enemy flag carrier got severe packet loss while running flag and warped all around the map. We did not submit official complain, though demo showed obvious, how shots were going through the player. We were "lucky" on this kind of crap.
Anyway, that loss motivated us even more and after few practices we came up with killing strats. Funk did not have a chance.
- iDA vs Funk (April/May 2005)
http://idaclan.org/files/demos/Funk_Maul_s.avi
5th cap is funny. Vicious got disconnected when he was already in the base with flag. We tried to boost him up in the flag room... did not work. So we had to wait until server kicked him out.
Sorry for low quality of demos. I intentionally compressed them to lowres and made them around 100M in size.
P.S. Looking through demos again, I just started to realize that in all matches our team had highest pings in average. The only low pinger was dope as you can see, but even when he played average value did not improve much.
![Smile :)](./images/smilies/icon_smile.gif)
I'm very proud that none in IDA ever complained about ping. Good job guys!
P.P.S. It's finally a good time to complain about that.
![Razz :P](./images/smilies/icon_razz.gif)