Thursday, March 30, 2006 

RSHL Playoff Result

Filed under: Hockey Zone

The MI/CR game has just finished and here's how it went:


Money Inc. bt Creasers 9-2


Period 1:

4:23 - Money Inc. goal by Rage Assists: Meow Mix

5:50 - Money Inc. goal by UKillMe Assists: Meow Mix


Period 2:

5:32 - Money Inc. goal by Lawn Dwarf Assists: Rage, UKillMe

11:11 - Money Inc. goal by Rage Assists: Lawn Dwarf

11:33 - Money Inc. goal by Rage Assists: Meow Mix, Lawn Dwarf


Period 3:

1:02 - Money Inc. goal by Meow Mix Assists: UKillMe

2:57 - Creasers goal by Violence Assists: Poseidon

5:30 - Money Inc. goal by Lawn Dwarf Assists: UKillMe

6:15 - Creasers goal by Hockeybeauty Assists: Poserwannabe

7:10 - Money Inc. goal by Lawn Dwarf Assists: UKillMe

10:26 - Money Inc. goal by Brethal+ADSL (off own-goal by Violence)


Money Inc. Lead the series 1-0


You can get all the match stats by going here, a match report should also be up on the page soon too. Here's some screenshots I took during the game:


Money Inc. vs Creasers Game 1 Money Inc. vs Creasers Game 1
Money Inc. vs Creasers Game 1 Money Inc. vs Creasers Game 1
Money Inc. vs Creasers Game 1 Money Inc. vs Creasers Game 1
Money Inc. vs Creasers Game 1 Money Inc. vs Creasers Game 1


Yep, the goal replays now come complete with a spinning logo. Still waiting for that reverse angle shot though. Next up is game 2 of the Misc/PH series which will be played tomorrow (Thursday) at 10pm EST.


Wednesday, March 29, 2006 

MasterRater Update

Filed under: Premier League

Here's the latest post by Demishadow on the Premier forums about the work he's doing on MasterRater and the new bot server:

Ok, as people have noticed... the new MR is somewhat up and running. It looks to be handling the essentials. Ohh, please ignore any testing lines you see.

I would -suggest- using subspace.masterrater.com to navigate to it. There are other domain names that do it (sspremier) but I have some other future potential uses for those.

Advanced boxscores are not working right now. The way MR handles it is valid and secure in the linux realm but is not in the windows world. That means some of it has to be redone... which is already in the process anyways (log parsing/ranking needed a cleanup). I dont have any solid idea when those fixes will be done. Admins can however post the scores of the game and they can also post a log for the game.

Bot-MR connection is still down. I do not have any real idea why as the accounts are setup and accepting the appropriate remote connections. MySql was updated to the newest version in the change.... so it may be related to that... or something in windows. I also tried giving the bots the later/latest versions of the mysql connection jar, but it didnt make a difference. So, im going to setup the environment for the bots on the new box and see if I can force it to give me an actual error message. Any ideas? Btw, the current MRBots you see around are being hosted on the new box. However, I havent yet set up any intelligent way for others to restart the core if it crashes.

If anyone catches any errors please post them with detailed information (error message, what you were doing, what league, etc...). A number of scripts have had to have some tweeks to work with the newer php versions and windows.... and I would be suprised if I got them all.

If there are any security faults please PM me the details as fast as possible. This is our most up to date version of the DB and I would hate for someone to be able to fuck with it.

Demi.

I've changed the MR link on the sidebar to the URL Demi suggested. From what I can see it looks good. The only problem I'm having is some of the fonts are displayed too largely in Firefox, but look fine in MSIE. With all the other bugs Demi has to go through to get all this back online I'd say this is very minor.


 

The Subspace Search Engine

Filed under: General News

I forgot about this. A few months back I made a Subspace search engine on Rollyo. It needs a few tweaks, a few sites on it are repeated or dead, but it still works fairly well. I've added it to the links section.


 

Powerball Energy View

Filed under: Powerball

Was playing some PB this evening (actually, I'm sat in spec there right now. So say hello if you're passing) and found out that speccers have been given energy view. Might be insteresting for league games, if there is ever a league in PB again with all the bugs currently in the new zone (there's still no traditional map working in pub).

But while you are waiting for a league to start you can now sit in spec and pretend you're Covert Agent. Here's a few screenshots I just took for no real reason at all:


Powerball Powerball
Powerball Powerball


Tuesday, March 28, 2006 

MasterRater Update

Filed under: Premier League

In repsonse to a question asked on the Premier forums about MR Demishadow posted this about how the new server (that will handle MR and all the bots) is getting on:

I have been working on it a number of hours for the last week+.

Considering it was a fresh machine (no software beyond windows server 2003) on it... ive had to do a wide series of installs/configs.

Add that its windows *SHUDDER* and im a linux boy it takes a while longer (ermm LOTS longer).

As it stands the DB is mostly up (minus one config problem between old version of mysql and the new one).

Most of the mr-pages are working.

The mrbots are up (beyond somehow making it a service - wtf is the windows equivilent to nohup/daemon?)

The backend is generally up.... beyond that ive locked it down to my own home IP (how the fuck do you password a folder in IIS?)

The manual-log-sending is broken. A script will probably need to be rewritten (to get this to work I need to open the box up to a whole series of hacks - once again... a windows shortcomming). So that is one of the next things ill be looking at. I just love it when the general consensus on the web is "move to a unix box".

The bots -should- be able to connect to the db. But they wont. Unsure why. (Tested the username/etc its using and that its open to the remote boxes - both ok).

Once I have manual score-updating working (minus logs) ill post about it.

How the hell do people actually use windows for this stuff? or WHY!?!? (seriously not impressed by windows)

Demi.

So things are moving forward, although it's unlikely everything will be back to normal by this weekend. For a sneak peak at how MR is looking right now, click here.


 

WZL Round 7 Results

Filed under: Warzone

Here's how the squads did over in WZLand last Sunday. Again it's just the results, no stats. In the early rounds Damion would post on the WZ forums with all the bot spam at the end of the game, but since we restarted after SSCX was lost he's stopped doing that. Next week I'll try to grab the bot spam myself.

Anyway, here's how the games finished and the latest standings:


Unionville vs Nightbane vs DOMINATION
Dom wins

BLaCK STaR vs Gust vs ReDS
tie

DAMN_Yankees vs elderslayers vs Kindred Spirit
es win


 Squad Name    Points
----------------------
elderslayers 20
DOMINATION 12
BLaCK STaR 8
ReDS 8
DAMN_Yankees 8
Gust 4
Revenge 0
Kindred Spirit 0
Nightbane 0
Unionville -6

So with three regular season rounds left to play elderslayers are one win away from securing the #1 seed. All thanks to my MVP performances of course.


 

Odin's Round 8 Recap

Filed under: Premier League

Odin's thoughts on last Sunday's Pro League games are up on the ProBlog. You can read them by clicking here.


Monday, March 27, 2006 

T20 Wars Motherfucker

Filed under: Alpha West

Since we couldn’t get it set up in time as an official event as a part of the 10th Anniversary celebrations Alpha are marking the occasion on their own by running T20 games all this week.

We almost got a game going last Saturday evening after the MoC event in Chaos. A lot of people were up for it, but unfortunately we couldn't get the bot up in time.

That's now been sorted, so check out ?go x in SSCX Alpha West SVS for some real nostalgia.

T20 Wars on a Plane. And there's not a God damn thing you can do about it.


 

RSHL Playoff Result

Filed under: Hockey Zone

The first game of the conference finals was played last night, here's how it went:


MISConduct bt Pasers 5-2


1st Period:

5:15 Phasers goal by Thrill HZ Assists: rockman, Olly

11:45 MISConduct goal by Catch 22 Assists: Doobie, c-wolf


2nd Period:

2:46 MISConduct goal by Catch 22 Assists: Live-Wire, Doobie

4:27 Penalty on Thrill HZ (Phasers). 2:00 for Defensive Crease.

6:27 Penalty over: Thrill HZ

8:02 Phasers goal by Thrill HZ

9:44 MISConduct goal by Live-Wire Assists: Catch 22


3rd Period:

0:50 MISConduct goal by Catch 22 Assists: rukus

3:52 Penalty on Olly (Phasers). 2:00 for Defensive Crease.

4:28 MISConduct goal by Catch 22 (off own-goal by rockman)

4:28 Penalty over: Olly


Stars:

1st star: Catch 22 (4g 1a HRP)

2nd star: Thrill HZ (2g)

3rd star: Wolfers (dominating midfield performance)


MISConduct lead the series 1-0



You can read a full match report and get all the game stats here. Next up is game 1 of the MI/BL series which will be played on Wednesday at 9pm EST.


Sunday, March 26, 2006 

Beginners Guide Back

Filed under: General News

You can now find the Subspace Beginners Guide at subspace.legendzones.com. I've updated the links on the blog to the new URL, although I actually think that this was a mirror of the ss.net site.

No word yet on the 2v2 forums and the new MasterRater/bot server has yet to go public.


 

Premier Live Episode 2

Filed under: Premier League

Savage and his podcasting friends have the latest live audio predictions ready for your downloading pleasure. Head over to the Premier Studio to check them out.


Saturday, March 25, 2006 

RSHL Conference Finals Full Schedule

Filed under: Hockey Zone

All ten possible match ups have now been scheduled for the RSHL conference finals. Here's how they look:

Phasers vs MISConduct

Game 1 - PH @ MC - Sunday, March 26th - 10pm

Game 2 - MC @ PH - Thursday, March 30th - 10pm

Game 3 - PH @ MC - Sunday, April 2nd - 10pm

Game 4 - MC @ PH - Monday, April 3rd - 10pm (if necessary)

Game 5 - PH @ MC - Sunday, April 9th - 10pm (if necessary)


Creasers vs Money Inc

Game 1 - CR @ MI - Wednesday, March 29th - 9pm

Game 2 - MI @ CR - Sunday, April 2nd - 9pm

Game 3 - CR @ MI - Tuesday, April 4th - 9pm

Game 4 - MI @ CR - Wednesdy, April 5th - 9pm (if necessary)

Game 5 - CR @ MI - Sunday, April 9th - 9pm (if necessary)


All times are in EST and are subject to postponement, and this being the RSHL expect at least a couple. You can keep up with all the latest RSHL, MSHL and zone news by going to Center Ice.


Friday, March 24, 2006 

RSHL Conference Finals Schedule

Filed under: Hockey Zone

It's a playoff double-header in Hockey Zone this Sunday as the first games in the five game series conference finals are played back to back.

the action kicks off at 9pm EST with MISConduct against Phasers followed by Creasers vs Money Inc. at 10pm EST.

For more news go to the Hockey Zone webiste Center Ice.


 

WZL Round 7 Schedule

Filed under: Warzone

Here's the match up's in WZL this Sunday. All game times are in EST and will be played in SSCX Warzone CTF:


Unionville vs Nightbane vs DOMINATION @ 2pm

BLaCK STaR vs Gust vs ReDS @ 2pm

DAMN_Yankees vs elderslayers vs Kindred Spirit @ 4pm


For more information check out the Warzone website.


 

Premier League Week 8 Schedule

Filed under: Premier League

With no MR there's no point spreads, just the match times in EST. All games will be played on Sunday 26th March unless stated otherwise:


Pro League Round 8

Starseed vs The Dark @ 1pm

BIA vs lkdsjgdslgas @ 4pm

Assassins vs Stalkers @ 5pm

Joke vs Unhallowed @ 6pm

Intrinsic vs Nightbane @ 7pm

Gods vs RaDaR @ 9pm


IML Round 8

Alcoholism vs CR Virgins @ 3pm

IMLlamasery vs Secret @ 4pm

ElementalForces vs Typhoon @ 4pm

EForces vs Llamasery @ 4pm

Nightwatch vs OUTLAW's @ 5pm

Disavowed vs Massacre @ 5pm

Hitlist vs StarFire Elite @ 7pm

Prospect vs Externals @ 11pm


AML Round 8

Chokage vs Warlords @ 5pm


For all the latest league news check out the Premier League website.


 

Subspace.net News

Filed under: General News

It can’t have escaped your notice that Subspace.net is down, not least because there’s a big redex where the ‘Download Subspace’ banner used to be on this very blog. Despite what it says when you click on a site formally hosted on ss.net the domain is not for sale, but it will no longer offer hosting.

I’m not exactly sure for the reasons behind AhmedF’s decision to do this, but if it’s down to receiving a constant stream of racist abuse on the forums of the very zones that he’s offered free web hosting to then you can’t really blame him.

The story with MasterRater is that thanks to Passplay (the Chaos sysop it’s OK to like) it will find hosting on the new server that will also handle all the Chaos, Dueling and Premier League bots. More news on this as it comes in, although it looks like the Premier games are going to go ahead this weekend without MR or the new server in place.

Things are less clear on the beginners’ site and the 2v2 forums, although I wouldn’t be surprised to see them end up on SSLeague.net where the Premier League forums are hosted. And there’s always Shanky.com, who’s always willing to throw a little bandwidth to the deserving ss site or two. Not sure how this is going to effect the start date of Dueling League, a temporary solution for them might be to get their forums hosted on SSForums.

As for things on this blog; I’ll leave the dead links up until they get new hosting. The button will have to stay as a redex for a while. I’m going to be away from home until next Monday. When I get back I’ll dig out the graphic from my temporary file cache on my home PC.


Thursday, March 23, 2006 

Odin's Pro League Predictions

Filed under: Premier League

The artist formally known as MoG has put up some round 8 predictions on the ProBlog. You can read them here.

I've decided not to do any predictions myself this week and I probably won't now until the IML playoffs start. By then I might have actually watched some games and know who the hell most of these squads are.


Wednesday, March 22, 2006 

RSHL Playoff Result

Filed under: Hockey Zone

The last remaining game in the conference semi's was played on Sunday. here's how it turned out:


Money Inc. bt South Park Cows 3-2 (after OT)

Stars:

1st star: Lawn Dwarf (1g, 2a, gwg)

2nd star: Meow Mix (2g)

3rd star: Eatons (12 sv, 3ga)

MI take the series 2-1


No match stats, but you can read a full match report here. So the five game series conference finals will see defending champions Money Inc. take on Creasers in the west, while MISConduct will face Phasers in the east.

I'll post the schedule here once it's been confirmed.


 

"Spec for Small"

Filed under: Powerball

With the new Powerball zone up and running this topic has started up again on the forums. The small pub map has been good for Powerball. It’s done two positive things. First of all it’s solved the problem of PB being impossible to play during off-peak hours. The days of 2v2 games on the large map waiting in vain for people to show up are gone and good riddance. The second thing it’s done is brought in a lot of new players to the game.

The problems start when peak hours come up. The unsuccessful attempt to run a SmallPub League had the freqs capped at 6v6 which is about the maximum number of people you can have playing and still have a decent game. When it gets to 8v8 and above SmallPub starts to become unplayable. This is the point where the bot should switch to the traditional full sized map and everyone is happy. Except they’re not. Here comes the spammage:

“Spec for Small”

All it takes is a few people to do this and the large map game is killed. The people who don’t really care which map they play on will spec too and pretty soon we’re back playing on the small map with huge freqs. Now this is fun for a short time, sort of like an event where there’s mass carnage and no skill. The problem is that this has become the game style that is played night after night in peak hours of PB. It does nothing to help the new players develop and it’s turning Powerball into a garbage zone - good for an hour of fucking around in - instead of the most skilful zone in Subspace where the best players compete.

As an entry point for new players to PB SmallPub has been a success. But for SmallPub to become the be all and end all of what Powerball is about is not, and it’s starting to hurt the zone.

Here’s what I wrote on one of the threads with a possible solution:

The only problem I have with smallpub is when the freqs get to 9v9 and over. It's impossible to play on the map when that amount of people are in the game. The map changes to large then the smallpub zealots spec and kill the zone. The people who don't care spec as well and 5 minutes later it's back to a 12v12 skilless fuckfest.

Obvious solution is for mods to force the large map when the pop is there for it. They do this only in the situation where the 'spec for smallpub' retards are cheating the bot to keep the small map up when the population is far to big for it.

Smallpub is for small populations, the large map is for large populations. If people are abusing the bot to either keep the small map up for large freqs, or keeping the large map up for small freqs (by switching freqs or refusing to score until the freqs are big enough to stop the map change) then a mod should step in and make the change.

It's not that hard to police. It's obvious when people are forcing smallpub on the zone when the pop is too big for it, and it's equally obvious when there's not enough people playing for the large map to be used.

90% of the time the bot is correct in choosing the map. In the other 10% a mod needs to step in.

Now a 90/10 split between pub working and pub not working doesn’t sound too bad, but that 10% covers PB peak-time when the large map should be up and the 90% covers off-peak when nobody would want to play anything other than SmallPub. This also brings up another current trend in SS, something I’ve been meaning to write about on here, where the bot has become king. You see it a lot in Premier League games with refs. If the bot can’t handle something that comes up during a 4v4 match then the ref seems powerless to do something about it. If the bot can’t do it then neither can the staff.

Just like PB. A minority can force the bot to keep the small map up despite the number of people playing and the staff seem to be saying ‘If the bot can’t do anything about it then what do you expect us to do?”.

I think we’re at a crossroads for PB right now. The staff can either go the whole way and make SmallPub the only pub. Set a max freq size of somewhere between seven and eight, then spawn new pubs. Something like Hockey Zone was pre-ASSS. Or they have to step in and enforce the change of maps more effectively. The main problem is that it’s easy to kill a large map game by speccing and faking out the bot to keep the small map in with large freqs, while it’s next to impossible to keep a large map game going under this kind of sabotage.

Meanwhile the real loser is going to be what used to be the strength of the zone; it’s leagues. SmallPub league failed. CashBall and Classic league are still going strong, but if public play PB and league play PB continue to drift away from each other eventually the league pop his going to be hurt.

The zone is going to go through a lot of changes in the coming months with the switch to ASSS. First on the staff’s to do list must be to finally sort out how pub is run and which map is the real Powerball pub.


Tuesday, March 21, 2006 

Odin's Pro League Round 7 Recap

Filed under: Premier League

I'm not going to C&P Odin's thoughts this week as he no longer posts them on the Premier Forums. He now posts them on the Pro League blog. You can read them by clicking here.

Notice they don't have a link to us, even though we link to them and this blog was obviously the inspiration for Savage to start his own. Not that I'm bitter or anything.


 

Premier League Week 7 Unofficial Results

Filed under: Premier League

Right now MasterRater is down and looks like it's going to be down for most of the week while new hosting is sorted out.

So here's all the results from last Sunday that I could dig up from the Premier Forums. I'll update this post as I get more, feel free to use the comments if you have scores not up here yet.


Pro League Round 7

The Dark bt Stalkers 12-7

Intinsic bt Joke 12-8

Assassins bt lkdsjgdslgas

Starseed bt Unhallowed 12-2

BIA bt RaDaR

Nightbane bt Gods


IML Round 7

Disavowed bt Llamasery 8-4

StarFire Elite ElementalForces 12-3

Prospect bt Secret 12-4

Invidium bt Alcoholism 12-2

Typhoon bt Warlords 12-2

CR Virgins bt OUTLAWS 12-7

EForces bt Nightwatch 12-3

Hitlist bt Externals 12-4


AML Round 7

ReDS-AML bt Fly-NDeath

Chokage vs StarFire Academy n/a

SkyRakers vs Warlords n/a


Monday, March 20, 2006 

WZL Round 6 Results

Filed under: Warzone

Not all the bots are back up in the zone since the server move so there's no game stats again this week, just the results:


DAMN_Yankees vs Nightbane vs ReDS
Tie

Unionville vs Gust vs elderslayers
Gust wins

BLaCK STaR vs DOMINATION vs Kindred Spirit
Tie


Here's how the standings look:


 Squad Name    Points
----------------------
elderslayers 16
BLaCK STaR 8
ReDS 8
DOMINATION 8
DAMN_Yankees 8
Gust 4
Revenge 0
Kindred Spirit 0
Nightbane 0
Unionville -3



*Edit*

When I made this post, the league section of the WZ website didn't have the result of the BS/Dom/KS game. As I had been told on Sunday evening that BS had won I went ahead and posted the result.

Turns out there was no result in that match and it ended in a tie. I've made the change to the league table and results. You should never trust anything you read in a blog anyway, what's wrong with you?


 

MSHL Week 16 Schedule

Filed under: Hockey Zone

Here's all the MSHL games due to be played this week in SSCE Hockey Zone. All times are in EST:


Wednesday March 22nd

Nub Factor @ Baby Seal Killers (8pm)

Mazer @ Dirtybirds (9pm)


Thursday March 23rd

Synergy @ Baby Seal Killers (8pm)


Saturday March 25th

Puck That @ Chindi (5pm)


Sunday March 26th

Fusions @ Admirals (5pm)


For all the latest league and zone news check out Center Ice, the HZ website.


 

Powerball Back

Filed under: Powerball

The last of the SVS SSCX zones is now back. Remove any dead powerball zones you may have listed on cont, then refresh your zones list and look for SSCX Powerball.

Despite the problems HZ have had PB is running ASSS on the new server without any problems so far.


 

Playing Guides

I've just moved all the playing guides I used to host on Vic's old website to here. I've added a link to the about us section, so click that to check them out.


 

Best Subspace Site Ever

Filed under: Random Crap

My favourite SS squad website was always the Japanese DZA pub squad who's name escapes me right now, but now this has taken over.

About as close as you get to designing a website with crayon.


 

Hockey Zone Moves Back

Filed under: Hockey Zone

More server shenanigans in two dimentional hockey land. From BlueGoku:


Due to the new server being incompatible with ASSS and constantly causing crashes, we're back on our old server. Refresh your zone list to register the new (or old, rather =p) IP.

My apologies for the crashes we experienced these past couple of days, I had no idea the server would react this way.


For all the latest HZ news, check out Center Ice. If there's a problem with ASSS on PrittK's server then this will also probably effect PB's planned switch to ASSS. Any news about this I'll post here as I get it.


Saturday, March 18, 2006 

Premier League Week 7 Schedule

Filed under: Premier League

Most of you were expecting the return of the Vorbometer this week, but with the problems the blog has had over the last few days I didn't have time to get them up. MasterRater has also had some problems this week. For some reason the Pro schedule was never updated so that means there's no point spread for those games, there is for IML and AML though.

Here's how the round looks. All times are in EST and all games will be played on Sunday 19th March unless stated otherwise:


Pro League Round 7

BIA vs RaDaR @ 1pm

Stalkers vs The Dark @ 1pm

Starseed vs Unhallowed @ 4pm

Gods vs Nightbane @ 5pm

Assassins vs lkdsjgdslgas @ 6pm

Intrinsic vs Joke @ 8pm



IML Round 7

Disavowed vs Llamasery @ 3pm (llamas by 2.5)

ElementalForces vs StarFire Elite @ 4pm (sfa by 3.5)

CR Virgins vs OUTLAW's @ 4pm (crv by 7.5)

EForces vs Nightwatch @ 5pm (ef by 8.0)

Prospect vs Secret @ 5pm (pros by 7.5)

Externals vs Hitlist @ 6pm (ext by 3.0)

Alchoholism vs Invidium @ 7pm (inv by 6.0)

Typhoon vs Warlords @ 7pm (typh by 10.0)


AML Round 7

Chokage vs StarFire Academy @ 3pm (sfa by 4.5)

Fly-NDeath vs ReDS-AML @ 4pm (fnd by 6.0)

SkyRakers vs Warlords @ 6pm (wl by 5.5)


For all the latest league news check out the Premier League website


 

Hockey Zone Moved

Filed under: Hockey Zone

Posted by BlueGoku:


The new server is up! Refresh your zone list for the new IP to register. If that doesn't work, edit the zone.dat file in your continuum directory with wordpad and replace the lines pertinent to HZ with

SSCE Hockey Zone,66.235.184.102,7501,,1
#Subspace Hockey Zone. Home of the coolest game in Subspace. (Center Ice)http://www.rshl.org (DNS)ss://zone.rshl.org

The old server is still available and will be used for testing purposes, so if anything goes wrong with this server, we can pretty much switch back right away.

If anyone has any lag issues with the server, let me know, but from what I've been seeing, this server is much, much better than our last ones.


For all the latest HZ news, check out Center Ice


Thursday, March 16, 2006 

Trixter: The Verdict

Filed under: Random Crap

This started before the Subspace Blog was born when Life posted on the Premier Forums about the legal troubles of former ONE captain Trixter.

We had an update on the thread today with the verdict. I won't spoil the surprise for you. Go here and read the thread for yourselves.


 

Hockey Zone News

Filed under: Hockey Zone

This was posted today by HZ sysop BlueGoku:


It has become evident that our current server has certain bandwidth limitations, and can't handle a decent amount of players. This was seen in pretty much all of the playoff games, as the server was experiencing some spiking. Because of this, we are in the process of changing servers, in the very least until the playoffs are over and we can figure out if we want to go with a new server or stick with Priitk's. He has been kind enough to offer us a spot on the servers he hosts TW, EG, and pretty much the rest of SS on (minus a few zones like MG and DSB). The servers have more than enough bandwidth to host HZ, and you can check out your lag by tracing TW.

I'm not sure exactly when the switch will happen, but it will most likely happen before Sunday's playoff game. If you see HZ offline in the next couple of days, refresh your zone list and you should automatically download the new IP info.

I'll keep you guys updated by posting news and/or posting on the boards. If you have any questions don't hesitate to use the boards or contact me in gam


For all the latest HZ news, check out Center Ice


 

RSHL Playoff Result

Filed under: Hockey Zone

Creasers bt BlueLiners 5-3

1st Period:


3:51 CR goal by Jumper

2nd Period:

5:14 CR goal by Ellis D. Assists: Jumper
7:46 CR goal by Ellis D.

3rd Period:

1:32 BL goal by PartyMan Assists: Bopmem2, Pac.Man
5:47 CR goal by Jumper Assists: Ellis D., Violence
6:28 BL goal by Bopmem2 Assists: Kula Shaker
6:40 BL goal by PartyMan Assists: Bopmem2, Kula Shaker
10:28 CR goal by Ellis D. Assists: Jumper

Stars:

1st star: Jumper (2g 2a)
2nd star: Ellis D (3g 1a)
3rd star: PartyMan (2g)


Creasers win the series 2-1 and go on to the Western Conference finals where they will face either MI or SPC, who's own game 3 decider has yet to be scheduled. You can read a full match report and get all the stats here.

The most noticeable thing about this game was the debut of the instant replay module. During the game every goal scored was replayed and then there was highlights after the game was over. It proved to be very popular.


 

Subspace Anniversary Thoughts

Filed under: General News

Moving on from the post below about the events to be held to celebrate the 10th anniversary of Subspace, I’m disappointed to see the lack of SVS involvement. I’ve just returned from a spamming mission on SVS forums to try and get us included. Here’s a few suggestions:


Alpha West

It’s a crime that the first event is going to be held in Trench Wars and not Alpha, the original Subspace zone. Alpha’s most famous event is Zombies, which is held every Halloween, but personally I’d like to see a T20 Wars held in ?go x. There should be some nostalgia about these celebrations.


Premier League

Probably squeezed out due to Chaos’ involvement. Prem is the oldest league in Subspace and should be represented. Maybe we could have another Ragnorok event. It was a few years since the first one, but it was a success when we did it (you can do it aiti!).


Powerball

Lots of sub arenas to choose from to run an event, or maybe play two ball or bees in the main pub spawn. This would also be a great way to launch the new ASSS Powerball if the zone is ready.


Warzone

There’s been a lot of talk on the WZ forums about running events lately and this would be an ideal opportunity for us to do it. Something like KoTH or Jackpot.


I’m not sure if it’s apathy on the part of the zones, or that the people running these events just didn’t contact the SVS syops, but it would be an outrage if these events go ahead with zones like Mystic Kingdom (and wtf is that?) getting recognised while SVS zones like Alpha, Premier, Powerball, DZA (a dueling tourney anyone?) and Warzone are overlooked.


 

10 Year Anniversary Events

Filed under: General News

This was posted today on the Chaos website by Bearded Dragon, although I don't think that this is the final list of events:


• Schedule Saturday March 25th :
1. Trenchwars: 3pm EST (8pm GMT)
2. Metal Gear CTF : 4 :30pm EST (9 :30pm GMT)
3. Chaos Zone 6pm EST (11pm GMT)

• Schedule Saturday April 1st :
4. 17th Parallel: 1pm EST (6pm GMT)
5. Mystic Kingdom: 3pm EST (8pm GMT)

• Schedule Sunday April 2nd:
6. Hockey Zone : 2pm EST (7pm GMT)
7. Death Star Battle: 4pm EST (9pm GMT)


1. Trench Wars

Players choose the country they want to defend. USA vs Europe vs Canada vs Mexico/South America vs Asia vs Australia. Everyone is in a warbird or a lancaster and will be specced at 15 deaths. The part of the world that is left at the end wins. Happens at ?go ww3.

2. Metal Gear CTF

Two teams will engage in fierce competition and strategic manuevering where the first team to capture the flag three times (must win by 2) will be prized points/specials. A five minute team setup will be in place to allow players to move to either the red or blue team. Happens in the pub arena!

3. Chaos

Master of chaos! This will be a Royal Rumble style tournament, meaning each
pilot will be on their own frequency, from there on out, anything
goes. The killing will be divided into seperate rounds, each with a
time limit. If you fail to kill anything within that time limit, you
are eliminated. If you die, you are eliminated. The winner of each
tourney will get their name up in lights above, with a pilot profile
page. Game takes place at ?go moc

4. 17th Parallel

JWL, the javelin wars league map. Teams of 5 to 10 deaths! Funky settings with a slow powerful bomb and fast bullets shooting. It will take place at ?go jwl.

5. Mystic Kingdom

War Miestica Versus Altela war with a twist, there will be 6 or 8 gods, 3 or 4 on each side in the fry that must be destroyed, at the end of the 45minutes, whoever has killed more gods becomes the victorious side. Using the whole map it'll be a strategic and skill-based war of offense and deffense. You can start leveling up your character whenever. Joining of the squad Miestica and Altela will not be required, just gotta pick a side and stay with it. Happens in the pub map.

6. Hockey Zone

Dodgeball! If you touch the ball while it’s in movement you are eliminated! Take the ball when it doesn’t move and shoot the ball to others to eliminate them! Last player left wins! Happens at ?go dodgeball

7. Death Star Battle

Around The World: Basically it is like normal elimination match except that after every death your ship is changed, so that you go through all 8 ships before you're out. Takes place at ?go atw


 

WZL Round 6 Schedule

Filed under: Warzone

Here's the match up's in WZL this Sunday. All game times are in EST and will be played in SSCX Warzone CTF:


DAMN_Yankees vs Nightbane vs ReDS @ 2pm

Unionville vs Gust vs elderslayers @ 2pm

BLaCK STaR vs DOMINATION vs Kindred Spirit @ 4pm


For more information check out the Warzone website


Wednesday, March 15, 2006 

Powerball News

Filed under: Powerball

Mr Ekted has just posted this on the PB forums:


Sorry for the delay. A lot has been happening.

We have hosting. PriitK has given us direct access to a box on SSCU. I believe the box is somewhere on the east coast. It's a very powerful system (dual Xeon) with a lot of bandwidth.

We will be using ASSS, a new open-source server written from scratch by grelminar that is compatible with Continuum. The internal design is very cool. Once the official site is back up, you can check it out for yourself.

The zone will show up as SSCX Powerball when it is up. All your old files will still work, so you shouldn't have to redownload all the LVZ.

ASSS is not perfect. Since we started looking into it, we have found 5 bugs just trying to get PB pub working. Fortunately, we are able to fix them and recompile. There are likely many more subtle ones. PB will be in a state of flux for a while as we work this out. There may be unexpected recycles or shutdowns. If you do notice something wrong, please post it here. Note that ASSS cannot "fix" client issues like the prox bug.

We may not have all the old PB arenas operational right off. We need to test each one, make sure all the old settings work normally, etc.

While ASSS allows bots (sysop VIE clients), it is designed to have all its functionality implemented as in-server modules. We will be using our exitsing bots to start with, but expect to go mostly/fully with modules. Modules are conceptually very different from bots. We can't simply "port" the code. Some stuff will be easier to implement with modules than they were with bots, some more difficult.

The command system for ASSS is completely different from Subgame, and many of the responses are different as well. There is a module called sgcompat that creates several of the old favorites and maps them into the ASSS equivalent. You will notice that ?lag now shows 2-way latency, packetloss, and timer sync stats. You can even send /?lag to another player to get their lag info (if we allow it). All of the common player commands should work fine: ?lag, ?chat, ?find, ?usage, ?message, etc.

It looks like it may be possible to create arbitrary access levels. For example, we may be able to give specific people the rights to upload specific files. So people like ithor (and previously Narf!, thank you) might be able to upload the high score LVZ directly. Hopefully, lots of cool stuff like this will happen.

Stag Shot is our server guy right now. He is the one with access to the host and who is building ASSS when we make changes.

We should be up and running in a couple of days. When we do move, please thank HZ for giving us a temporary home.


You can read the whole thread by clicking here.


 

Powerballzone Returns

Filed under: Powerball

The Powerball website, which had been down since the beginning of the week, returned last night. Check it out to find out the latest news from the zone, how the switch to ASSS is shaping up and the status of Smallpb3h League since SSCX went down.

You can find a link to it on the sidebar, or if you're too lazy to do that click here.


Tuesday, March 14, 2006 

RSHL Playoff Schedule

Filed under: Hockey Zone

The deciding game 3 of the Western Conference semi between Creasers and BlueLiners will be played tonight at 10pm EST in SSCE Hockey Zone. The winners will then go on to face the winner of the game 3 match-up between defending champions Money Inc. and South Park Cows. This has yet to be scheduled.

Things are a little more clearer over in the east. Misconduct (2-0 over Illuminati) and the surprising Phasers (2-0 over Breakaway) have already made the conference finals and are waiting for their best of five series to start.


 

The Pro League Blog

Filed under: Premier League

Pro pilot Savage has just started his own blog, the Pro League Blog. As the name suggests it's for Pro League content only and will feature his live audio predictions - The Premier Studio.

I've added it to our links. Go check it out.


 

Odin's Round 6 Recap

Filed under: Premier League

This season Odin has been posting a recap of each Pro League round on the Premier Forums. here's what he said about last Sunday's games:

I was unable to watch most of the games this round because I was driving back home at the time. I barely made it online before the start of my match.

Gods vs Joke

Prior to this match most people (including me) predicted Gods would win. I thought that since this was one of their closest matched opponents they would get their best players to this game. This didn't happen, most notably Inde was missing and I think this was the single biggest cause for their dramatic loss to Joke. On the plus side for Gods it appears Fatal Error is rostered with them and showed up to this match. For Joke Bunnies pulled the biggest MVP of the round going 6-1 and was blowing people up left and right... no idea who that dude is, never seen him in my life before... do you concur life?

Anyways, I saw most of this game, it was very sloppy. Mr. Penguin contributed to many deaths of Gods folks but did not get credit with the final kills. He also died out but by this point the game was already decided in favor of his team. Joke could've had some hope of coming back after Penguin died out as it was 3v3 but with little time and Fog dying out just minutes later it was sealed for Joke.

B.I.A. vs Nightbane

I didn't see this game but the final score of 12-3 by BIA is very convincing. According to masterrater BIA started aw0n, Slimster, Jinxi and Masterlord. Masterlord pulled out the MVP. Nightbane had most of their notable players there, I really thought they would put together a better fight especially vs what I consider the weaker BIA lineup (with Taifun and Tunahead and bhang not being there.)

Starseed vs Stalkers

Stalkers is continuing to struggle this season and Starseed defeated them rather soundly this round with a final score of 12-3. Megaman got the 4-0 MVP, Rage apparently did not play even though he is now eligible. Rumor on the street is that Reaem is going to be the next Pro League champion. Life subbed late in the game hoping to mop up some kills but appears that his forward arrow skills have declined since he played against Spell.

Assassins vs Radar

Well, I didn't get to see this game and it was another match where I thought the score should've been closer this round. However, Mop, Travis and Three all played and with aiti refusing to use bullets the entire game it was a sealed victory for the Asses. Ultimately Radar did not show up their best lineup to this game and apparently Benji had a problem with his monitor dying midgame. Hopefully Radar can rebound after this, they play vs BIA next round and I honestly think they can win vs anyone if they get their best 4 there.

Intrinsic vs Unhallowed

This was upset of the week in terms of good play and an underdog taking down the top seed in the league. Unhallowed had a flawless season up to this point and actually started the game strongly but it degraded and by the end they were trading kills with Intrinsic always seemingly remaining a point ahead. I saw a bit of this game towards the end, one of the big problems for Unhallowed was the absence of Grifter and the fact that Chrono could not stay in the game by the end. Despite winning Intrinsic still managed to make this look sloppy, given all the circumstances they really could've had a better result here. Clocker died twice early into the game and coasted for most of it. The big change to the Intrinsic game was Develop playing a spider for his first two lives and getting a 5-2 MVP. After the game Savage was talking and saying how his team can put it together for the big games but seems to suck and choke vs weaker teams. This was evident in their game vs Assassins a few rounds ago but I'm not so convinced it really applied to this game. From the little I saw it was more a case of Unhallowed defeating themselves this time around.

Well, Unhallowed will have a good chance to regroup next week when they play Starseed. If they can get their best players there and don't have lag problems it will be a good indication of how well they might hold up vs Assassins.

Spell vs The Dark

Oddly after the fiasco with the zone going down a week ago and masterrater being reset most folks were predicting for TD to win. I still think this win was a huge upset and may have disqualified Spell from playoffs. Most of the blame could be laid straight on them, they didn't even show 4 for this game and played most of the game backarrowing 3v4. The backarrowing did not work out for them as well as it did vs Starseed though. Dantos, despite doing the most damage, won the MVP award for The Dark by going 0-3. I shouldn't have played this game at all, was gone for most of the week and barely made it online 15 minutes prior to the match. Overall I rate my performance as F- because I died vs these backarrow specialists.

It really looks terrible for Spell since they have to play Assassins next round. I think they should work on getting 4 people to show up to their games.

You can read the full thread by clicking here.


Monday, March 13, 2006 

MSHL Week 15 Schedule

Filed under: Hockey Zone

Here's the weeks minor league two dimentional space hockey games. All times are in EST.


Wednesday March 15th

Fusions @ Dirtybirds (8pm)


Thursday March 16th

Dirtybirds @ Synergy (8pm)

Chindi @ Mazer (9pm)


Sunday March 19th

Baby Seal Killers @ Puck That (5pm)

Fusions @ Nub Factor (5pm)


Admirals have a bye.


 

Premier League Week 6 Results

Filed under: Premier League

Actually, that's not quite true. For some reason there's no results for AML on MasterRater, just for Pro and IML. So here's the results, stats and standings for their games and I'll do a seperate post for AML once they're updated manually sometime during the week.


Pro League Round 6


Joke bt Gods 12-5

bunnies (joke) 6-1 - box score - log

B.I.A. bt Nightbane 12-3
Masterlord (bia) 3-1 - box score - log

Starseed bt Stalkers 12-3
Megaman (ss) 4-0 - box score - log

Assassins bt RaDaR 12-4
three (ass) 4-1 - box score - log

Intrinsic bt Unhallowed 9-7
develop (int) 5-2 - box score - log

The Dark bt lkdsjgdslgas 12-4
Da_monkk (td) 5-2 - box score - log


Standings


 #    Squad       W    L    T    K    D    Diff
------------------------------------------------
1 The Dark 6 0 0 69 29 +40
2 Unhallowed 5 1 0 66 26 +40
3 Starseed 5 1 0 50 26 +24
4 Assassins 4 1 0 54 28 +26
5 B.I.A. 4 1 0 52 27 +25
6 Intrinsic 3 3 0 43 60 -17
7 lkdsjgdslgas 2 4 0 40 42 -2
8 Joke 2 4 0 46 56 -10
9 RaDaR 2 4 0 32 53 -21
10 Nightbane 2 4 0 32 58 -26
11 Gods 0 6 0 33 71 -38
12 Stalkers 0 6 0 28 69 -41

IML Round 6


Externals bt ElementalForces 12-3

A-Soul (ext) 3-0 - box score - log

Typhoon bt StarFire Elite 5-4 (after OT)
Nel (typh) 2-1 - box score - log

Alcoholism bt Massacre 12-2
Joe Bane (alc) 3-1 - box score n/a - log

EForces bt OUTLAW's 12-5
DeathKnight (ef) 3-0 - box score - log

Hitlist bt Secret 12-4
9-Volt (hl) 5-1 - box score - log

Disavowed bt Nightwatch 12-2
Plareplane (dis) 3-0 - box score - log

Warlords bt IMLlamasery 7-6 (after OT)
Aeris (llamas) 2-0 - box score - log n/a


Standings


Omicron

 #    Squad          W    L    T    K    D    Diff
---------------------------------------------------
1 Llamasery 5 0 0 33 10 +23
2 EForces 5 1 0 65 25 +40
3 Disavowed 5 1 0 52 29 +23
4 CR Virgins 3 2 0 40 29 +11
5 Alcoholism 3 3 0 49 44 +5
6 Invidium 2 2 0 19 21 -2
7 Nightwatch 2 3 0 28 41 -13
8 Massacre 1 4 0 23 32 -9
9 OUTLAW'S 1 5 0 25 57 -32
10 SkyRaker X 0 5 0 2 38 -36


Persei

# Squad W L T K D Diff
---------------------------------------------------
1 Typhoon 6 0 0 56 21 +35
2 Externals 5 1 0 64 29 +35
3 Hitlist 4 0 0 37 7 +30
4 StarFire Elite 4 2 0 53 26 +27
5 Prospect 3 1 0 34 19 +15
6 Warlords 2 3 0 20 41 -21
7 ElementalForces 2 4 0 28 53 -25
8 Secret 1 5 0 31 63 -32
9 Opulence 0 5 0 8 38 -30
10 IMLlamasery 0 6 0 25 59 -34


 

The Week in Pictures

Filed under: Random Crap

There's not much content for this one this week as I only had the idea to do this today. At the end of every week I'll post the best, funniest or strangest screenshots. If you've got anything you think is worth putting up here then feel free to email them to me, just make sure you convert them to .jpg's first. Anyone who fills up my mailbox with 3.5mb .bmp's will find themselves subscribed to as many gay porn mailing lists as I can find. And I know a lot.

A better option is for you to host them yourself (on ImageShack, or another free picture hoster) then just send me the link. So here's the piss-poor gallery for this week:


elderslayers take NightBane's base in WZL ...

WZL
... then Nightbane take it right back:

WZL
P-Mav wishes tak good luck before the RaDaR/Assassins match:

P-Mav and tak

Like I said, piss-poor. I should have a lot more stuff to post for next week.


 

A Special Request

Filed under: Random Crap

For mush a photo of Subspace's favourite cancer victim Katrina:


Katrina


arr.


Sunday, March 12, 2006 

WZL Round 5 Results

Filed under: Warzone

Normally I would post the match stats to each game, but the the WZ bots were down so it's just the results for this week:


DAMN_Yankkes vs DOMINATION vs Gust
DY win

Unionville vs ReDS vs Kidred Spirit
ReDS win

BLaCK STaR vs elderslayers vs Nightbane
es win


So with 5 rounds of the regular season left to go, here's how the standings look:

 Squad        Points
---------------------

elderslayers 16
BLaCK STaR 8
DOMINATION 8
ReDS 8
DAMN_Yankees 8
Revenge 0
Kindred Spirit 0
Nightbane 0
Gust 0
Unionville -3


Saturday, March 11, 2006 

Dueling League

Filed under: Dueling Arizona

2v2 is finally waking up from it's coma and dueling league is starting up again. The staff are currently signing up squads.

The league has a good chance of getting back on it's feet. For a start SimonSays is no longer involved, which can't do them any harm.

You have until the end of next week to get your squad registered. You can find all the details here. Looks like they're going to run the whole league, including roster mangement, on the forums. Should be interesting.

For a little taster of what 2v2 is like, I've dug out a few pics of Vic and DoubleZero (two old squads I ran) in action. Well ... I say action. The action was mostly us running, getting trapped in a corner then knocked out:


Dueling League Dueling League
Dueling League


If you do decide to sign up good luck, but you'll have aways to go to match up to the greatest squad in 2v2 history. I speak of none other than the legendary FAT FUCK.


 

Subspace 10 Years

Filed under: Warzone




Ten years of Subspace, ten years of lagging South Americans. Was nice to see clips of the old ss intro in there. Props to DieAll for making the vid.


 

Warzone Evolution

Filed under: Warzone

An interesting thread has been started on the Warzone forums by 9-Volt about getting Running Zone and Jackpot back up:

"Adding Running Zone and Jackpot zone sub arenas
with a bot very similiar to warzones bot. Very few features
would have to be changed. Since those SVS zones are no
longer active or have a zone. Maybe we can get more people
interested in the zone in general by providing more.

Ideally just making this a Capture the Flag zone not only warzone.
Combining Running and Jackpot zone arenas may spark some more
interest in all the old flagging zones. But since people are so spoiled
with bots there needs to be a bot! Of course having Warzone the main
zone will make some people just play there instead. Kinda like Chaos being premier's host. Some people still play chaos instead of practicing.
Each week rotate events from each arena to try to drive up the playerbase."

I’ve made a couple of posts on the thread with my own views and suggestions. I’m in favour of reviving the old zones, but then again I’ve always supported the underdog in Subspace. I’ve never had (or never really wanted) powers or to be staff in the main ss zones, except for a brief stint as an event-hosting mod in Alpha along with The Underlord, but I have been:

  • An smod in Gladiator League
  • A mod, then an smod in two different attempts to get Turf Arizona back up and running
  • A ref in RZJPL
  • The owner of the tragic Invasion SVS - my own pathetic attempt to get a SVS turf zone off the ground - which never got further than being hosted on my own PC

I think the only way that this will happen, and have any chance of being successful, is if WZ switches to ASSS. During the Premier League merger with DZA and then with Chaos I was deadest against it. The main reason for my opposition was that in a merged zone running on Subgame the public spawn is king. With ASSS that is no longer the case as sub-arenas can appear on the zones list.

Hockey Zone and Powerball are well on their way to doing this. Maybe one of positives to come out of the death of SSCX is the merger of HZ and PB. There’s still a few kinks to be ironed out. The PB bots need to be converted to ASSS modules and for some reason when I enter the zone through PB then go to a HZ arena my zone specific ships don’t show up. They do show up if I enter through HZ though .

So in a couple of months we could see all SVS ball games (HZ, PB, Proball, Basketball, Football) in a single zone and all SVS flag games (WZ, RZ, JP, Turf) in a single zone too.

That just leaves Chaos/League (and maybe Alpha as well) to get their act together and finally have Premier League back where it belongs. On the list of zones.


 

WZL Schedule

Filed under: Warzone

Here's all of Sunday's WZL matchups and starting times (in EST):


WZL Round 5

DAMN_Yankees vs DOMINATION vs Gust @ 2:00 pm

Unionville vs ReDS vs Kindred Spirit @ 2:00 pm

BLaCK STaR vs elderslayers vs Nightbane @ 4:00 pm


 

Premier League Schedule

Filed under: Premier League

Here's all of this weekend's game times, along with the MR point spread. All games will be played on Sunday unless stated otherwise. All times are in EST.


Pro League Round 6

BIA vs Nightbane @ 1pm (bia by 6)

Stalkers vs Starseed @ 4pm (ss by 7.5)

Assassins vs RaDaR @ 6pm (ass by 7)

Unhallowed vs Intrinsic @ 6pm (unh by 4.0)

lkdsjgdslgas vs The Dark @ 7pm (td by 1.0)

Gods vs Joke @ 10pm (joke by 2.0)


IML Round 6

CR Vrigins vs Invidium (postponed by CRV)

Typhoon vs StarFire Elite @ 4pm (typ by 7.0)

Elemental Forces vs Externals @ 4pm (ext by 3.0)

Hitlist vs Secret @ 5pm (hl by 9.0)

EForces vs OUTLAW'S @ 5pm (ef by 10.0)

Alcoholism vs Massacre @ 5pm (alc by 4.0)

Disavowed vs Nightwatch @ 6pm (dis by 3.5)

IMLlamasery vs Warlords @ 6pm (wl by 3.0)


AML Round 6

Fly-NDeath vs Liquid Inc. @ 3pm (fnd by 1.0)

Chokage vs SkyRakers @ 4pm (chk by 1.5)

Fly-NDie vs ReDS-AML @ 4pm (reds by 5.5)

StarFire Academy vs Warlords AML @ 5pm (even)


Friday, March 10, 2006 

WALLS IN SPACE!!!!!111ONE

Filed under: Extreme Games



Thursday, March 09, 2006 

Coming Soon

Honest.


Wednesday, March 08, 2006 

Playing Guides

Subspace Manual

SubspaceDownloads.com have scanned and uploaded a copy of the original SS manual that came with the CD. Now finally when someone spams the classic "%tickname has read the Rincewind manual, but didn't understand it" macro at you, you now have proof that you have.


SS Playing Guide

The link above will take you to the SubspaceHQ playing guide. This is an excellent way to learn the basics of SVS game play. Once you have learned to play SVS zones then other settings will come more easier to you.


Tritoch's 4v4 Guide

Once you've played the game for a while and moved on from the basics you might want to join a squad and play in the Premier League. This is an excellent guide written by long time ss vet Tritoch. it will teach you all the skills you need to know to be a successful league pilot.


DPM's 4v4 Strategy Guide

A second 4v4 guide, this one written by DPM who was captain of Devil, a long time Pro squad. This guide looks more at the tactics and strategy a squad needs to be successful in league play. Ideal if you're a new captain or squad.


Sir Xazm's Warzone League Guide

This guide is written by a former WZL vet and zone sysop and is an excellent introduction into the offensive and defensive tactics of CTF (Capture the Flag) play. Also a lot of the stuff in here can be applied to any SVS zone.


Rak'kar's Dueling Guide

Whatever league or zone you're playing you always need good dueling skills. This guide, written by a legendary dueler from the early days of Subspace, is packed full of hints, tips and techniques to give you the edge over your opponent.


FlyByNight's Powerball Guide

Everything you wanted to know about Powerball, but were afraid to ask is in this playing guide. It will take you through all the offense and defense techniques you need to be successful in 8v8 league and scrim play, all of which can be used in the public spawn too.


Underlord's Powerball Warping and Ball Positioning Guide

One of the biggest problems new players to Powerball find when playing on the full map is ending up in space, screens away from where the action is. Underlord, the cap of three-time league champs Fearless, has written this excellent guide to get you thinking more about how to play proper Powerball and not that small map crap.


 

The Posters

A list of people you may see posting their ideas and rants here.


VorbisVorbis

Started playing in late 2001 in Alpha West, then two months later started Victimise, an AML Squad. Moved on to Warzone and Powerball where he now spends most of his time, although he does still pop up aliased on the odd Premier League squad or two. Only plays SVS zones, except for a brief stint in DSB in his never-ending search for a decent turf zone. A serial blog starter.

total time spent banned: 6 months and 1 week.




The UnderlordThe Underlord

Started in summer 1996 playing as DNA, created the name The Underlord in fall of 1996. Took a break in 1998 lasting until January of 2001. Can be found spectating in Alpha West. Sometimes actually plays if the lag Gods are smiling upon him. Not to be confused with Underlord. Van lover. Is also Evil. (note period). The Underlord does not play Pro.

total time spent banned: 2 hours (unjustly).


 

The Blog

A few years ago, during AML Season 6, I felt like doing some Premier League predictions. Supremacist had just taken over SS Impact and was looking for content, so I offered to cover AML for him. He agreed and the Vorbometer was born.

People seemed to enjoy reading them, so when SS Impact inevitably shut down again I opened up my own crappy Geocites site and continued to write my predictions. I moved on from that to start the Premier League Blog, which allowed myself and other people to post predictions, rankings, articles and rants. For a short time it was very popular.

Unfortunately I had made a mistake in choosing a shitty blog host in the shape of eBloggy. They were not the most reliable of hosts, had a lot of downtime which culminated in their server completely crashing and all their blogs were deleted. I moved the PremBlog to Blogger, but lost all the archives. By that time I was starting to play less and less Subspace. I’d started another general blog, Sick Sad World, and was posting more on there and eventually the Premblog died

Now I’m back playing SS more I thought about bringing the PremBlog back. In the end I decided to start this new blog which covers Subspace in general, rather than just concentrating on a single zone/league.

It’s still early days for us, but I hope as we go along more Subspace players will join us and we’ll be just as popular as the old PremBlog was.

Either that, or I’ll get bored again in a couple of months and junk the whole thing.


 

The Game

Subspace came out in 1995, made by Virgin Interactive Entertainment (VIE) and was one of the earliest multiplayer online games. Depending on who you listen to it might actually of been the first. It was immediately very popular basically for two reasons. First of all more or less anyone could play it even on the most dodgy of connections, remember this was in the days before broadband connections became widespread. Secondly was the deceptively simple gameplay. It was very easy to start and once you got into it and realised the depth of the gameplay it was incredibly addictive.

For two years the game was in open beta and several zones were hosted by the VIE servers.The problems started when the game went retail. The servers were still free, but you had to buy the game CD to play on them. The game wasn't advertised well and with the game having been free to play for so long it didn't sell in big amounts. VIE pulled out in 1997 and a year later closed their servers down.

This wasn't the end though. The Subspace client had been cracked and the retail CD included the server software so user made zones were springing up all the time, but without VIE there was no central control and cheating was rampant Slowly the community came together. Starting their own servers and regaining control of the game. The Subspace Council (SSC) was formed by sysops from the major zones. This gave the game the central billing it had lost when VIE pulled out.

Then in 2001 a new client was made to replace Subspace. This new client was programmed from the ground up without any access to the original Subspace code by Mr Ekted and PriitK (aka Priit Kasesalu, one of the creators of Kazaa). It was called Continuum and allowed SSC to get rid of the cheaters and continue the development of the game.

Although now nearly ten years old Subspace is as popular as it's ever been. The gameplay is as addictive as it was in 1995. The old VIE zones are still there, now known as SVS zones (Standard VIE Settings), but there's now all kinds of different zones and settings to play. It's best to think of Continuum as a multi-game platform rather than a single game client. You have all the old Subspace zones still hosted, then there's the 'Super zones' that have emerged since the end of VIE involvement such as Trench Wars, Death Star Battle and Extreme Games which are effectively different games although they all share the same client. Now with the recent updates to Continuum new zones are starting to appear that take advantage of the new graphics and sound options. The best examples of this new generation of zones are Metal Gear CTF and Desert Storm.

The next stage of development in the Subpace community is just starting to happen. Coded by Grelminar A Small Subspace Server (ASSS) will allow zones a lot more customisation of their server and game settings without relying on the use of bots or Continuum upgrades. How this will change current zones and what new zones will emerge using ASSS is not clear, but with Subspace approaching it's tenth birthday the game and it's community are still going strong and still developing.

You can read Subspace's Wikipedia entry by clicking here


Tuesday, March 07, 2006 

Rak'kar's Dueling Guide

For beginners, dueling is a matter of aim and timing. For pros, dueling is a matter of intimidation, confidence, and patience. You need to have the first before you can gain the second.
The basis of dueling is energy management. You want to have more energy than your opponent at all times. The lower energy you both have, the more important this becomes. If you have less you would normally take defensive tactics that conserve energy. This includes single fire gunning, running, and skimming bombs. If you have more you would normally take offensive tactics such as gunning, gun rushes, and offensive positioning. Something most people don't realize is that dueling is not a matter of who hits whom more often. It's all about who has more energy. You shooting at me with two bombs and missing twice is the same as if I shot you with a bomb myself. You hitting me with ten bombs in a row doesn't do any good if those bombs are so spread out that I charge faster than you hit me.

An equally important factor is mentality. If you think you are going to lose, you probably will. Intimidated opponents shoot less and are less likely to exploit mistakes. There are times when I've dueled opponents in the past where I had less energy than they did almost the whole time yet they were the ones running. If you have your opponent thinking only of his own survival you can keep shooting without regard to energy usage and do so in aggressive postures. This is the strongest type attack possible, usually gets the kill, and is purely based on mentality. Overconfidence is also bad however. Overconfidence leads you to take more vulnerable attack positions, to use energy more quickly than is wise, and to concentrate less. Overconfident opponents are especially susceptible to turning and gunning. When you duel, the best possible mentality is to neither expect to win nor lose. Simply concentrate on the situation. If you have to think one way or the other though, it's better to think you are going to win.


General Dueling Tactics:


Intimidation Tactics


  • Don't run. Dodge. This will give you the appearance of fearlessness.

  • Skim bombs whenever possible to give the appearance of invulnerablitiy.

  • Stay close to your opponent. If they start backing up, follow even closer. If they charge in smack them and stay close again.

  • Never let up. Keep firing single guns to keep your opponent off balance while they try to charge. Anticipate your opponent's moves and move there before them.

  • Anger your opponent. An angry, frusterated opponent has worse concentration and is more likely to take bad risks.

Advanced Tactics


  • Shoot where your opponent will dodge to, not where they will be if they kept the same velocity. You'll find with experience that people have a tendency to do the same types of dodges in the same general situation.

  • Likewise, do not be predictable in your dodging! Do the unexpected and you'll have the best opportunity to fully dodge and get a firing opportunity in.

  • Beginners generally dodge in one direction. Advanced duelers generally dodge in that direction, then immediately reverse (feint). With beginners, shoot normally. With advanced duelers, wait till they do the reverse for the feint before shooting. You'll hit 70% of the time if you learn this simple trick.

  • Remember the psychology aspect of the game. Don't fire bombs to keep your opponent away; fire bombs to kill your opponent. If you find yourself getting nervous and defensive, your opponent is probably also overconfident. Use this to your advantage.

  • Try to avoid flying past your opponent when you throw bombs. You'll be more likely to succeed in this and 'stick' to them if you fire bombs from a closer range and a closer velocity. The key to pulling this off is getting your opponent to be defensive and so more predictable.

  • If you are using a spider of a shark, hit cloak when you are both near 0 velocity and are going for the charge. You opponent will have to take 1/4 a second to hit X-Radar, during which time he/she will not be shooting. This is the same as a free firing opportunity for you and a lost one for him.

Beating runners and cowards


  • Let them come to you! Act hurt or otherwise occupied. When they charge in you get the chance for a good series of hits, and might be able to finish them if you are quick enough when they turn to run.

  • Don't chase them just because they run. If they don't come back to vulch stay in the general area and wait for them to make a mistake.

  • Turn and gun tactics is 90% of what you have to worry about. Keep an eye open for this.

  • Match their velocity, but not their path. They'll usually waste several mines while you do this.

  • The best way to beat pure runners is by surprise. If you lose the element of surprise, get two or three friends to help you. If you manage to lead them into a closed area you have a good chance of getting the kill also.

  • Purposely make 'mistakes' such as the lure tactic.

  • Use multifire at long ranges. Throwing bombs wastes too much energy. Singlefire is too easy to dodge. Mutlifire however, improves spread with range and can bounce off surroundings.

Beating agressive players and shaking pursuit


  • Run down narrow corridors laying mines.

  • Wait for a rush, and hit them hard. Act like you are going to run again, and when they take the bait kill them.

  • If you plan to fight, don't back up. Keep confident, if you start backing up you lose the ability to accelerate to dodge while you opponent has double the ability to do this. Your bombs are also very easy to dodge this way.

Killing Negkillers


  • Mine the safe zones. If know their general area maintain the element of surprise by mining first and attacking second.

  • Get a spectator to help you find them.

  • Be patient. Don't try for all out attacks. This is what they are waiting for. Think to yourself of it as any other duel and act accordingly.

  • Negkillers love to run. A leviathan is best for chasing runners.

  • Negkillers love to turn and gun. A weasel is best against this tactic.

  • As with any runner get friends if you can. Even the worst negkillers are hard to kill when they run after every hit.

  • Keep antiwarp on. This prevents regular warping and stops portals as well.

Killing Negs


  • he best method is with bombs at medium range. Maintain range, while accelerating your bombs to hit and deaccelerating to not overshoot. You don't have to worry much about gunrushes to counter this.

  • Some negs or runners go towards the nearest safe zone or doorway. Anticipate this before they turn that way and fire AT the doorway or safe zone. As often as not they wind up kiling themselves going in anyway.

  • If negs run into asteroid fields, maintain close range but don't fire unless you get a sure hit. The easiest way to lose the neg is to overshoot and bounce off a rock.

  • Use a leviathan, spider, or shark for best results.

Offensive Dueling Tactics:


3 Bomb/Bullet:

Speed: Slow

Vulnerability: High

Difficulty: Extremely High

Damage: 1800

Range: Variable, usually medium

Technique: Accelerate in a straight line from 1/2 maximum speed or less while firing bullets. After the third bullet shoot a bomb.

Counter: Fire single bomb and dodge then gun rush

This is a difficult to achieve type of fire that if successfully executed will result in 1800 damage, thus killing anybody instantly. This tactic takes superb aim and usually requires the element of surprise. Best done with the Warbird.


Doubled up Bullets:

Speed: Medium

Vulnerability: Medium

Difficulty: High

Damage: 600-1000

Range: Medium

Technique: Accelerate in a straight line shooting two or more bullets possibly until maximum velocity is reached.

Counter: Fire single bomb and dodge

Since the later bullets will have a higher velocity than those before they will eventually catch up. Because of this, the normal delay between bullet hits is negated and your opponent loses that second or so of recharge. For three bullets, if you can maneuver to the perfect range and hold your opponent for the second it takes this can do up to 1000 damage with only 200 overall energy cost. This can also be done with two bullets for a faster but less effective attack.


Doubled up Bombs:

Speed: Very Slow

Vulnerability: Very High

Difficulty: Medium to High

Damage: 400-2400

Range: Long to Extremely Long

Technique: Accelerate in a straight line shooting two or more bombs until maximum velocity is reached.

Counter: Dodge and gun rush

This is a common tactic in bases to get quick kills. It is easy to do as a random vulch as well although harder as a killing maneuver. Done perfectly, you will time all three bombs to reach the same area at the same time, which also happens to be where your opponent is located at the time. This is not usually done in dogfights except possibly as the opening fire. This is more effective with the Leviathan.


Non-linear Doubled up Bombs:

Speed: Very Slow

Vulnerability: High

Difficulty: Extremely High

Damage: 400-2400

Range: Extremely Long

Technique: Pick a spot from 1 to 45 degrees off your velocity vector to fire at. Shoot your bombs at this spot while modifying thrust if necessary to keep within firing range and ensure your bombs will hit this spot at the same time. Correctly done, your first bomb will be slower because of the arc of the fire but still slightly faster than your ship. Your second bomb should be slightly faster than your first bomb, and your arc should be less. The velocity vector of your last bomb should be very close to that of your ship and should be fastest of all. All bombs should overlap at the same spot at the same time at the spot you chose to fire at..
Counter: Dodge the bombs and try for a direct hit bomb yourself

This leaves you much less vulnerable than the standard method of doubling up bombs because you fly in a parabola. However, it is one of the hardest techniques in the game. It also requires your target be far away, near the edge of the large radar.


Turn and gun:

Speed: Very Fast

Vulnerability: Medium

Difficulty: Easy

Damage: 400-1500

Range: Extremely Close

Technique: When an opponent is following too closely while you are running, you quickly turn to face them and gun while accelerating through them.

Counter: Keep your concentration and bomb when your opponent attempts this. Afterwards gun rush if your opponent doesn't start running fast enough.

This is the favorite tactic of runners and negkillers. This takes so little time that you can usually get free hits. Done at longer range it will do more damage while making you more vulnerable. Done at closer range you will be less vulnerable but do less damage. Best done with the Warbird.

Gun Rush:

Speed: Medium-Fast

Vulnerability: Medium to high

Difficulty: High

Damage: 400-2000

Range: Close

Technique: Face your opponent and charge through them while firing guns. Doesn't work if your relative angular velocity is too high when initiated.

Counter: Quick positioning dodge, then counter rush

This move can kill if done correctly, but is unlikely to succeed. Works best against slow opponents or if you have much more energy than your opponent. The closer you are when you do this the better, and the better you manage to double up your bullets the more damage you will do. Done from medium range will certainly result in getting hit by a direct hit bomb. Done from long range will not only get you hit by a direct hit bomb but will also enable your opponent to counter rush and probably kill you. The most important secret is the lower your relative angular velocity the easier it will be to hit your opponent.


Single Bullet/Dodge:

Speed: Very Fast

Vulnerability: Very Low

Difficulty: Low

Damage: 200-300

Range: Medium

Technique: Fire a bullet to directly hit your opponent (usually with a small bit of acceleration first) and IMMEDIATELY dodge.
Counter: Gun rush at opponent's anticipated location.

This takes little energy and usually suffices to keep your opponent off balance long enough for you to charge. Can also be done to hold off aggressive opponents, or to make your opponent make a mistake.


Fencing: (Warbird only)

Speed: Fast

Vulnerability: Medium

Difficulty: Very High

Damage: 300-1400

Range: Close to very close

Technique: Stay at close range to your opponent firing doubled up bullets while dodging them yourself.

Counter: Fencing

This is the art of gunning/dodging at extremely close range. Only a Warbird can manage this. This is the perfect situation to take advantage of mistakes. Your opponent is too close to run without risk and too far to bomb or mine. This is the best way for the Warbird to kill non-Warbird ships.


Direct Hit Bombing:

Speed: Variable

Vulnerability: Usually High

Difficulty: Very Easy (if your opponent makes a mistake)

Damage: 800

Range: Medium

Technique: Fire a bomb when your opponent makes a mistake

Counter: Not making mistakes in the first place

This tactics usually involves your opponent making a mistake, such as charging of some sort as happens with gun rushes, or inattentiveness.


Bullet positioning with bombing:

Speed: Medium

Vulnerability: Medium

Difficulty: Extremely High

Damage: 400-500

Range: Medium

Technique: Fire one or two bullets with perfect accuracy. Immediately fire a bomb where your opponent would have to be if he/she turned to dodge the bullets.

Counter: Wait for charge then gun rush

This only works when your opponent is very low on energy (300 or less) and running at full speed. It is also inefficient and at best costs 1:1. If done right several times in a row you can get the kill even against an opponent openly running.


Lure: (Warbird Only)

Speed: Fast

Vulnerability: High

Difficulty: High

Damage: 1400 or more, usually death

Range: Close

Technique: Close Range/Skim a bomb and then fully turn around and run. Your opponent will chase you firing guns 90% of the time. Keep at close range, dodge the first one or two bullets, then either turn and gun or do a reverse fire.
Counter: Don't fall for it

This works best against aggressive gunners, especially negkillers. Since you have the element of surprise AND the positioning advantage at that point you'll win the gun fight. If your opponent does not react fast enough or is overly aggressive he/she will be dead before he/she knows what's happening.


Defensive Dueling Tactics


Reverse fire:

Vulnerability: Low

Difficulty: Medium

Damage: 1000 or more, usually death

Range: Close

Technique: When an opponent gun rushes you, reverse and turn so the back of your ship faces away from the opponent's movement vector while keeping your nose pointed at them and firing bullets.

Counter: Jerk to the side, then continue firing straight in or use a bomb.

With this move, for the first second or so, while your opponent's angular velocity is matching yours, your opponent will be shooting where you WERE while you will be shooting where your opponent IS. Because of this, and the element of surprise, you can get anywhere from three to all of the bullets into your opponent before you get hit yourself. This ONLY works at close range however. Done at very close range, you will only get two or three bullets in and your opponent will rush past you. Done at too far range and you will wind up moving parallel TOWARDS the opponent's initial bullets and be worse off than if you had done nothing.


Skimming: (Warbird Only - Positioning tactic)

Vulnerability: Low

Difficulty: High

Damage: One to one energy loss - Position advantage

Range: Medium

Technique: Dodge bombs at the extreme edges of the explosion maintaining a close/medium range to your opponent.

Counter: Don't be too trigger happy

With this move your opponent will spend as much energy shooting and you take in damage. Neither player will gain energy advantage, but the skimmer gains positional advantage. The player firing bombs can easily make a mistake (close range bombs or susceptibility to gun rushes) which the skimmer will be always ready to take advantage of.


Ducking:

Vulnerability: Medium

Difficulty: Medium

Damage: 600-1200

Range: Close/Medium

Technique: When you are not moving and somebody is trying to gun rush you from the side, thrust forward long enough to make your opponent turn to adjust. Immediately reverse thrust before the first shots hit you (ducking the bullets). If timed right, as you drop down your opponent will fly past you, with your nose right under their ship. Forward thrust and fire into them, doubling up bullets if possible.

Counter: Reverse fire when your opponent tries to shoot at you after the duck.

This move is most effective with the warbird since it relies on the quickness of the thrust. It highly depends on the aggressivness of your opponent so is best done when the rate of closure between your ships is high and your opponent is not trying to dodge.


Inside Slip:

Vulnerability: Low

Difficulty: Medium but opportunities are rare

Damage: Death

Range: Medium

Technique: This depends mainly on seeing the opportunity and taking advantage of it as it is hard to setup. The following conditions must exist: You are moving at medium speed, your opponent is moving at full speed in the same direction as you but with distance still decreasing, the minimum distance your opponents position will be is medium, and your opponent shoots a bomb at or behind. When these conditions exist, rather than back up behind the bomb or back away accelerate forward past the bomb (and match your opponent's velocity). Once you hit full speed do a gun rush at your opponent. He will only be able to slow down or maintain velocity and will be unable to immediately shoot guns. Even if your opponent does shoot guns he will be behind you in energy by the cost of a missed bomb. Either way, your opponent will be easy to hit and will most likely lose a direct gun battle. This technique results 75% of the time in a kill.

Counter: Back up as soon as your opponent slips the bomb.

This technique does two things at once: Dodges a bomb and sets up for a perfect gun rush. This sometimes happens in duels when your opponent tries to attack but is too nervous to close the distance. It also sometimes occurs near walls when your opponent who you are chasing will alternately slow down then speed up along the wall.


Close Range Bombs:

Vulnerability: Medium

Difficulty: Medium

Damage: Energy Advantage

Range: Close

Technique: Manipulate your opponent into firing bombs at close range

Counter: Don't be too trigger happy

Most people don't realize that if you shoot a bomb and your own ship registers damage AT ALL the total energy loss for yourself is greater than that of your opponent. Not only does your opponent lose that much less energy, but you lose that much more. This rarely happens at such a range as to cause instant death for the player firing, but it happens quite often close enough to gain an energy advantage for the player dodging.


Feint:

Vulnerability: Low

Difficulty: Low

Damage: Enemy loses energy by cost of a bomb

Range: Medium

Technique: When both you and your opponent are at near zero velocity facing each other, rather than firing a bomb as anticipated turn to a 90 degree angle and thrust in an anticipatory dodge.

Counter: Delayed Gun Rush

Your hopefully opponent will fire a bomb straight at you (as in counter to a gun rush or as the only possible move at that range) and miss. This situation happens most often after you charge past each other and both turn to face each other.


Weaving:

Vulnerability: Low

Difficulty: High

Damage: Usually none

Range: Medium

Technique: When chasing or closing in on an opponent rather than rushing at them head on weave the nose of your ship back and forth between 45 clockwise and counterclockwise relative to your opponent.. Every time your nose passes them fire a bullet..

Counter: Dodge the Bullets; No counter to defensive part

This is a defensive maneuver that gives you inherent dodging ability making it much harder for your opponent to guess where to shoot and providing automatic bomb skimming..


Preemptive bombing:

Vulnerability: Low

Difficulty: Easy

Damage: 500-600

Range: Medium

Technique: Shoot a bomb as soon as you guess your opponent will advance an attack. Shoot the bomb before the opponent starts to move and he'll charge into it.

Counter: Feint

This works best against agressive opponents. A miss results in the loss of energy cost of one bomb



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