freakshowSpe0
You are not going to accomplish this with the pick classes without completely reworking them. Explain how you can make spy and sniper, who can only achieve kills by very specific criteria and have little utility outside of that job, just as generally applicable and consistent as a soldier? Not to mention how you're gonna make them actually fun to play against on top of that. One shots in videogames are very notoriously hard to balance and very few games can pull them off without feeling unfun.
bringing it down to such specifics rn is missing the forest for the tress. Do you disagree with my premise? Is it not so that the competitive 6s community is fundamentally losing out on a massive playerbase because of its rigid class selection? I don't know the hows and whats, but if valve can turn demoman to demoknight then surely something can be done to sniper, you (or someone more creative) just need a little imagination.
[quote=freakshow][quote=Spe0][/quote]
You are not going to accomplish this with the pick classes without completely reworking them. Explain how you can make spy and sniper, who can only achieve kills by very specific criteria and have little utility outside of that job, just as generally applicable and consistent as a soldier? Not to mention how you're gonna make them actually fun to play against on top of that. One shots in videogames are very notoriously hard to balance and very few games can pull them off without feeling unfun.[/quote]
bringing it down to such specifics rn is missing the forest for the tress. Do you disagree with my premise? Is it not so that the competitive 6s community is fundamentally losing out on a massive playerbase because of its rigid class selection? I don't know the hows and whats, but if valve can turn demoman to demoknight then surely something can be done to sniper, you (or someone more creative) just need a little imagination.
I wonder if netcode could be improved. Lag-compensated projectiles would go a long way in making projectiles feel good on more than 40 ping.
I wonder if netcode could be improved. Lag-compensated projectiles would go a long way in making projectiles feel good on more than 40 ping.
Spe0I think its time for the competitive community (more specifically 6s) to take their blinders off and finally admit that the reason why there is a "bridge" to be built or that there is a gap between the casual and competitive community is entirely because the casual community is filled with people who main or primarily play pyro/spy/sniper and would like to play their main classes in 6s full time but are fundamentally barred from doing so.
My wish for a promod (if anyone wants to build a promod) is to take this reality into fact and aim to "generalise" the "specialist" classes so people who want to play these classes full time can do so without ruining the aspects of 6s that makes it so great. There is a fine line here, as the promod should aim to both keep the identity of these classes intact and also make them work in the core 6s gameplay loop without slowing or "hero shooter"-fying (i.e damage sponge galore) the game.
A 6s gamemode where 9 out of 9 classes can be ran full time opens the door for finally unifying the HL and 6s community as there would no need for a gamemode that specifically caters to offclass mains, adding in tons of players who are invested in the same game and the same scene. This would bring more life to this dying game that any "tutorial " or "QoL" change can ever hope to bring
It would definitely be tough. Would probably have to make new weapons for 4 of the 5 offclasses maybe less (cause sniper is already crazy as it is without movement) and if so what for what class to make them viable without making them OP or annoying which some by nature is already annoying?
[quote=Spe0]I think its time for the competitive community (more specifically 6s) to take their blinders off and finally admit that the reason why there is a "bridge" to be built or that there is a gap between the casual and competitive community is entirely because the casual community is filled with people who main or primarily play pyro/spy/sniper and would like to play their main classes in 6s full time but are fundamentally barred from doing so.
My wish for a promod (if anyone wants to build a promod) is to take this reality into fact and aim to "generalise" the "specialist" classes so people who want to play these classes full time can do so without ruining the aspects of 6s that makes it so great. There is a fine line here, as the promod should aim to both keep the identity of these classes intact and also make them work in the core 6s gameplay loop without slowing or "hero shooter"-fying (i.e damage sponge galore) the game.
A 6s gamemode where 9 out of 9 classes can be ran full time opens the door for finally unifying the HL and 6s community as there would no need for a gamemode that specifically caters to offclass mains, adding in tons of players who are invested in the same game and the same scene. This would bring more life to this dying game that any "tutorial " or "QoL" change can ever hope to bring[/quote]
It would definitely be tough. Would probably have to make new weapons for 4 of the 5 offclasses maybe less (cause sniper is already crazy as it is without movement) and if so what for what class to make them viable without making them OP or annoying which some by nature is already annoying?
I don't think that anything in this vein actually gets made for a multitude of reasons, but man the anticheat implications are exciting. You reduce scope enough and there may be a real argument for just treating this as a glorified league client.
I don't think that anything in this vein actually gets made for a multitude of reasons, but man the anticheat implications are exciting. You reduce scope enough and there may be a real argument for just treating this as a glorified league client.
capnnofapnIf there's going to be a promod, i want it to be worth the download. I'm not really interested in redownloading tf2 so that I can +15 fps and more air control during the 3 seconds per game I'm getting airblasted.
I don't think you need to download two tf2s. From the Team Fortress 2 Mods FAQ it says:
Q. Can my mod redistribute TF2 game files?
A. No. TF2 mods can only redistribute their own game files, and load TF2 content from a local install. Players will need TF2 installed to play any TF2 mod.
enthrowI don't think that anything in this vein actually gets made for a multitude of reasons, but man the anticheat implications are exciting. You reduce scope enough and there may be a real argument for just treating this as a glorified league client.
I think this is already a good enough reason for many people to download an additional mod (assuming the anti-cheat is of sufficient quality). But maybe I'm being too optimistic?
[quote=capnnofapn]If there's going to be a promod, i want it to be worth the download. I'm not really interested in redownloading tf2 so that I can +15 fps and more air control during the 3 seconds per game I'm getting airblasted.[/quote]
I don't think you need to download two tf2s. From the Team Fortress 2 Mods FAQ it says:
Q. Can my mod redistribute TF2 game files?
A. No. TF2 mods can only redistribute their own game files, and load TF2 content from a local install. Players will need TF2 installed to play any TF2 mod.
[quote=enthrow]I don't think that anything in this vein actually gets made for a multitude of reasons, but man the anticheat implications are exciting. You reduce scope enough and there may be a real argument for just treating this as a glorified league client.[/quote]
I think this is already a good enough reason for many people to download an additional mod (assuming the anti-cheat is of sufficient quality). But maybe I'm being too optimistic?
plumI think this is already a good enough reason for many people to download an additional mod (assuming the anti-cheat is of sufficient quality). But maybe I'm being too optimistic?
I definitely think its a good enough reason! The issue is the enormous dev effort.
You're stripping VAC from the equation and your solution needs to be much, much better before its worth it for leagues to even think about switching. There are people in the community with the skills and knowledge to do this pretty well it would just be a major lift. In fact my understanding is that people like steph have done some really cool anticheat work on similar standalone TF2 mods (not sure which one off the top of my head, but I've heard good things). The tech is possible, its just a wild amount of ongoing effort by people with very specialized knowledge and limited time. This is especially the case as leagues/ pugs switch over and the cat and mouse game with the cheat devs ramps up.
[quote=plum]
I think this is already a good enough reason for many people to download an additional mod (assuming the anti-cheat is of sufficient quality). But maybe I'm being too optimistic?[/quote]
I definitely think its a good enough reason! The issue is the enormous dev effort.
You're stripping VAC from the equation and your solution needs to be much, much better before its worth it for leagues to even think about switching. There are people in the community with the skills and knowledge to do this pretty well it would just be a major lift. In fact my understanding is that people like steph have done some really cool anticheat work on similar standalone TF2 mods (not sure which one off the top of my head, but I've heard good things). The tech is possible, its just a wild amount of ongoing effort by people with very specialized knowledge and limited time. This is especially the case as leagues/ pugs switch over and the cat and mouse game with the cheat devs ramps up.
enthrowplumI think this is already a good enough reason for many people to download an additional mod (assuming the anti-cheat is of sufficient quality). But maybe I'm being too optimistic?
I definitely think its a good enough reason! The issue is the enormous dev effort.
You're stripping VAC from the equation and your solution needs to be much, much better before its worth it for leagues to even think about switching. There are people in the community with the skills and knowledge to do this pretty well it would just be a major lift. In fact my understanding is that people like steph have done some really cool anticheat work on similar standalone TF2 mods (not sure which one off the top of my head, but I've heard good things). The tech is possible, its just a wild amount of ongoing effort by people with very specialized knowledge and limited time. This is especially the case as leagues/ pugs switch over and the cat and mouse game with the cheat devs ramps up.
What about megascatterbomb and his development through demos in matches? If not, why?
[quote=enthrow][quote=plum]
I think this is already a good enough reason for many people to download an additional mod (assuming the anti-cheat is of sufficient quality). But maybe I'm being too optimistic?[/quote]
I definitely think its a good enough reason! The issue is the enormous dev effort.
You're stripping VAC from the equation and your solution needs to be much, much better before its worth it for leagues to even think about switching. There are people in the community with the skills and knowledge to do this pretty well it would just be a major lift. In fact my understanding is that people like steph have done some really cool anticheat work on similar standalone TF2 mods (not sure which one off the top of my head, but I've heard good things). The tech is possible, its just a wild amount of ongoing effort by people with very specialized knowledge and limited time. This is especially the case as leagues/ pugs switch over and the cat and mouse game with the cheat devs ramps up.[/quote]
What about [url=https://youtu.be/tPfVW5m28Kc?si=xntWxIwmPLSOUTFo]megascatterbomb[/url] and his development through demos in matches? If not, why?
Spe0I think its time for the competitive community (more specifically 6s) to take their blinders off and finally admit that the reason why there is a "bridge" to be built or that there is a gap between the casual and competitive community is entirely because the casual community is filled with people who main or primarily play pyro/spy/sniper and would like to play their main classes in 6s full time but are fundamentally barred from doing so.
My wish for a promod (if anyone wants to build a promod) is to take this reality into fact and aim to "generalise" the "specialist" classes so people who want to play these classes full time can do so without ruining the aspects of 6s that makes it so great. There is a fine line here, as the promod should aim to both keep the identity of these classes intact and also make them work in the core 6s gameplay loop without slowing or "hero shooter"-fying (i.e damage sponge galore) the game.
A 6s gamemode where 9 out of 9 classes can be ran full time opens the door for finally unifying the HL and 6s community as there would no need for a gamemode that specifically caters to offclass mains, adding in tons of players who are invested in the same game and the same scene. This would bring more life to this dying game that any "tutorial " or "QoL" change can ever hope to bring
Making pyro, spy, and sniper more generalist means that they wouldn't be pyro, spy and sniper anymore.
Making the weak classes significantly more viable than they are for 6s would require fundamentally reworking how they're designed: you'd either have to (A) make them bad imitations of the fragging classes in order to retain their specialist niche, or (B) weaken their specialist side in order to strengthen their generalist side, which is the same as removing them from the game. You can't keep what's good about a specialist while making it on par with the generalists at the same time; that's like having a scout that can airblast. At the same time, if you try to "balance" this by reducing a specialist's advantage, the class literally no longer exists. It's like saying, "Americans can become more successful by acting more like South Koreans." Well, we wouldn't really be Americans if we acted like South Koreans, would we?
The reason the generalists are good is because they are effective at both offense and defense, and at both long and close range (or midrange). Soldier's ability to bomb and scout's speed make them stronger at long range than they first seem. A class is a generalist if it's good at these four things, and a class is a specialist if it's relatively bad at one or more of these, but particularly good at one or more of them. Heavy, for example, is weak on offense, strong on defense, weak at long range, and strong at close range. Now, imagine what you'd have to do to make heavy a generalist: you'd either have to make him better at offense (faster, more mobile, harder to hit) or better at long range (increase damage significantly at range, faster). If you did this, it would look like you're playing heavy, but you'd actually be playing scout. You'd have to make heavy light, which violates his design.
One thing that TF2 gets (almost) perfect is how attacking and pushing is generally stronger than defending and holding. Many other games get this wrong, and the best games (e.g. basketball) get this right. The new config for 5cp was an additional improvement in this area. If defending (or not attacking) is stronger than attacking, the game grinds to a halt and becomes boring to play and watch. In addition, attacking (in any game) is generally regarded as being more complex and having a higher skill-ceiling compared to defending. This is why "camping" has a bad reputation in some games; it's why the best Counter-Strike IGLs set themselves apart with their T-side calling rather than their CT-side calling (e.g., Karrigan on T-side Mirage); it's why the phrase "the best defense is good offense" exists in military strategy and basketball; and it's why the famous military theorist Carl von Clausewitz said,
"What is the object of defence? To preserve. To preserve is easier than to acquire; from which follows at once that the means on both sides being supposed equal, the defensive is easier than the offensive... as the defensive has a negative object, that of preserving, and the offensive a positive object, that of conquering, and as the latter increases our own means of carrying on war, but the preserving does not, therefore in order to express ourselves distinctly, we must say, that the defensive form of war is in itself stronger than the offensive."
The reason most of the specialists (Heavy, Pyro, Engineer) have to be worse than the generalists, in terms of good game design, is because defending is in and of itself stronger than attacking. Defenders get to sit back and let the enemies walk into their crosshairs, they get to hide in safe places, they get to focus fire a single chokepoint, and so on. In order to balance this natural advantage that defense has, and because defending is more boring and less skill-oriented than attacking, you make the defending classes worse than the attacking classes. Counter-Strike does this by giving Ts the AK-47, and TF2 does this, in part, by making the defending classes worse than the attacking classes in various ways. It's just good game design.
[quote=Spe0]I think its time for the competitive community (more specifically 6s) to take their blinders off and finally admit that the reason why there is a "bridge" to be built or that there is a gap between the casual and competitive community is entirely because the casual community is filled with people who main or primarily play pyro/spy/sniper and would like to play their main classes in 6s full time but are fundamentally barred from doing so.
My wish for a promod (if anyone wants to build a promod) is to take this reality into fact and aim to "generalise" the "specialist" classes so people who want to play these classes full time can do so without ruining the aspects of 6s that makes it so great. There is a fine line here, as the promod should aim to both keep the identity of these classes intact and also make them work in the core 6s gameplay loop without slowing or "hero shooter"-fying (i.e damage sponge galore) the game.
A 6s gamemode where 9 out of 9 classes can be ran full time opens the door for finally unifying the HL and 6s community as there would no need for a gamemode that specifically caters to offclass mains, adding in tons of players who are invested in the same game and the same scene. This would bring more life to this dying game that any "tutorial " or "QoL" change can ever hope to bring[/quote] Making pyro, spy, and sniper more generalist means that they wouldn't be pyro, spy and sniper anymore.
Making the weak classes significantly more viable than they are for 6s would require fundamentally reworking how they're designed: you'd either have to ([b]A[/b]) make them bad imitations of the fragging classes in order to retain their specialist niche, or ([b]B[/b]) weaken their specialist side in order to strengthen their generalist side, which is the same as removing them from the game. You can't keep what's good about a specialist while making it on par with the generalists at the same time; that's like having a scout that can airblast. At the same time, if you try to "balance" this by reducing a specialist's advantage, the class literally no longer exists. It's like saying, "Americans can become more successful by acting more like South Koreans." Well, we wouldn't really be Americans if we acted like South Koreans, would we?
The reason the generalists are good is because they are effective at both offense and defense, and at both long and close range (or midrange). Soldier's ability to bomb and scout's speed make them stronger at long range than they first seem. A class is a generalist if it's good at these four things, and a class is a specialist if it's relatively bad at one or more of these, but particularly good at one or more of them. Heavy, for example, is weak on offense, strong on defense, weak at long range, and strong at close range. Now, imagine what you'd have to do to make heavy a generalist: you'd either have to make him better at offense (faster, more mobile, harder to hit) or better at long range (increase damage significantly at range, faster). If you did this, it would [i]look like[/i] you're playing heavy, but you'd actually be playing scout. You'd have to make heavy light, which violates his design.
One thing that TF2 gets (almost) perfect is how attacking and pushing is generally stronger than defending and holding. Many other games get this wrong, and the best games (e.g. basketball) get this right. The new config for 5cp was an additional improvement in this area. If defending (or not attacking) is stronger than attacking, the game grinds to a halt and becomes boring to play and watch. In addition, attacking (in any game) is generally regarded as being more complex and having a higher skill-ceiling compared to defending. This is why "camping" has a bad reputation in some games; it's why the best Counter-Strike IGLs set themselves apart with their T-side calling rather than their CT-side calling (e.g., Karrigan on T-side Mirage); it's why the phrase "the best defense is good offense" exists in military strategy and basketball; and it's why the famous military theorist Carl von Clausewitz said,
"What is the object of defence? [i]To preserve[/i]. To preserve is easier than to acquire; from which follows at once that the means on both sides being supposed equal, the defensive is easier than the offensive... as the defensive has a negative object, that of preserving, and the offensive a positive object, that of [i]conquering[/i], and as the latter increases our own means of carrying on war, but the preserving does not, therefore in order to express ourselves distinctly, we must say, [i]that the defensive form of war is in itself stronger than the offensive[/i]."
The reason most of the specialists (Heavy, Pyro, Engineer) [i]have[/i] to be worse than the generalists, in terms of good game design, is because defending is in and of itself stronger than attacking. Defenders get to sit back and let the enemies walk into their crosshairs, they get to hide in safe places, they get to focus fire a single chokepoint, and so on. In order to balance this natural advantage that defense has, and because defending is more boring and less skill-oriented than attacking, you make the defending classes worse than the attacking classes. Counter-Strike does this by giving Ts the AK-47, and TF2 does this, in part, by making the defending classes worse than the attacking classes in various ways. It's just good game design.
What are the anticheat implications? I'm not a programmer but I'm interested to read about the potential here
What are the anticheat implications? I'm not a programmer but I'm interested to read about the potential here
I don't think we need to change 6s (or HL) to build bridges or close the gap with the casual community. The problem is simply that casual and competitive are different and they'll always be different. Even if you could play any class you wanted in 6s the strategy and mental would be completely different from casual.
Every successful competitive game allows you to play the exact same game mode as the pros, even if you're just playing casually. If a promod could allow people to play "casual 6s" in an unranked queue it would go a long way towards teaching how the gamemlde works. Then you could have a ranked queue for people who want to try a little more and get good. As players reach high ranks joining an organized league like RGL/ETF2L becomes the obvious next step. I know that was the hope for Valve competitive and that utterly failed, but I think the community could do better this time around.
I don't think we need to change 6s (or HL) to build bridges or close the gap with the casual community. The problem is simply that casual and competitive are different and they'll always be different. Even if you could play any class you wanted in 6s the strategy and mental would be completely different from casual.
Every successful competitive game allows you to play the exact same game mode as the pros, even if you're just playing casually. If a promod could allow people to play "casual 6s" in an unranked queue it would go a long way towards teaching how the gamemlde works. Then you could have a ranked queue for people who want to try a little more and get good. As players reach high ranks joining an organized league like RGL/ETF2L becomes the obvious next step. I know that was the hope for Valve competitive and that utterly failed, but I think the community could do better this time around.
i am fairly confident that there are already talks behind the scenes in the various competitive leagues about creating a promod. whether it happens or not is up in the air
from my understanding a lot of RGL's projects specifically are already decently ambitious, and im sure that there are motivated people willing to put in the work (and id like to think a project of this size would have money behind it)
using the promod as a balancing tool should be the last priority of whoever would take up the mantle of this project. QoL changes, potential anticheat improvements, baking dm server queues and maybe even pug services into the client, all seem very interesting and i think these are all more pressing matters than balancing
i also think using the promod to improve the viewing experience of competitive tf2 would be awesome. obviously there should be improvements to production tools, but beyond that, im personally imagining some kind of way to spectate matches live in STV, similar to how you could spectate CSGO major matches while having the caster's voice broadcasted through the STV.
also, in the same vein of CSGO, potentially having the demoui functions of CSGO/2 would be literally the greatest thing ever, and this feature should be like 50% of what would make a promod appealing to established competitive players
as for balancing changes (despite my belief that it should be the lowest priority), i used to believe that sniper and maybe even engi should be outright banned to improve the pace of tf2. but now, with the possibility of a promod, the idea of applying damage falloff to the sniper rifle and sentry and/or applying statistical nerfs to either of classes intrigues me a lot
i am fairly confident that there are already talks behind the scenes in the various competitive leagues about creating a promod. whether it happens or not is up in the air
from my understanding a lot of RGL's projects specifically are already decently ambitious, and im sure that there are motivated people willing to put in the work (and id like to think a project of this size would have money behind it)
using the promod as a balancing tool should be the last priority of whoever would take up the mantle of this project. QoL changes, potential anticheat improvements, baking dm server queues and maybe even pug services into the client, all seem very interesting and i think these are all more pressing matters than balancing
i also think using the promod to improve the viewing experience of competitive tf2 would be awesome. obviously there should be improvements to production tools, but beyond that, im personally imagining some kind of way to spectate matches live in STV, similar to how you could spectate CSGO major matches while having the caster's voice broadcasted through the STV.
also, in the same vein of CSGO, potentially having the demoui functions of CSGO/2 would be literally the greatest thing ever, and this feature should be like 50% of what would make a promod appealing to established competitive players
as for balancing changes (despite my belief that it should be the lowest priority), i used to believe that sniper and maybe even engi should be outright banned to improve the pace of tf2. but now, with the possibility of a promod, the idea of applying damage falloff to the sniper rifle and sentry and/or applying statistical nerfs to either of classes intrigues me a lot
So far from what I am gathering from this thread is:
- some want a tutorial for the basics of 6s to help people ease into the scene.
- a lot of balances for the generalists weapons but not a lot in favor for changing the specialists, keeping them specialists. (Besides allowing to air-strafe from pyro’s airblasts)
- a functioning anti cheat of some kind.
- Your med percentage on top of the statues board.
- some form of matchmaking systems or at least pug systems/ casual servers
- LOTS of QoL features and fixes.
Anything I’m missing? To try and simplify our thoughts about this promod idea.
So far from what I am gathering from this thread is:
- some want a tutorial for the basics of 6s to help people ease into the scene.
- a lot of balances for the generalists weapons but not a lot in favor for changing the specialists, keeping them specialists. (Besides allowing to air-strafe from pyro’s airblasts)
- a functioning anti cheat of some kind.
- Your med percentage on top of the statues board.
- some form of matchmaking systems or at least pug systems/ casual servers
- LOTS of QoL features and fixes.
Anything I’m missing? To try and simplify our thoughts about this promod idea.
call it something cool instead of "promod"
not to say promod isnt a cool name but i feel like we could do better
call it something cool instead of "promod"
not to say promod isnt a cool name but i feel like we could do better
my wishlist is a being able to rewind demos
my wishlist is a being able to rewind demos
Though it isn't going to expressly be a promod, I am working on https://mastercoms.itch.io/tc2 and hopefully it provides some degree of value to folks here
Though it isn't going to expressly be a promod, I am working on https://mastercoms.itch.io/tc2 and hopefully it provides some degree of value to folks here
MarioManzcall it something cool instead of "promod"
not to say promod isnt a cool name but i feel like we could do better
i say double down and call it Team Fortress Pro in big ol' letters
[quote=MarioManz]call it something cool instead of "promod"
not to say promod isnt a cool name but i feel like we could do better[/quote]
i say double down and call it [i]Team Fortress Pro[/i] in big ol' letters
what we really need is a mod that makes tf2 an e-sport
what we really need is a mod that makes tf2 an e-sport
Would be nice for a global and regional leaderboard of sorts
Would be nice for a global and regional leaderboard of sorts
mastercomsI am working on https://mastercoms.itch.io/tc2 and hopefully it provides some degree of value to folks here
Is there some kind of coordinated effort for this? If a bunch of different developers are already creating their own "promod" forks in parallel without getting in touch with league admins / playerbase / each other, it would seem counterproductive to not do that in a more organized manner. Especially if we ever intend to run something like that in competetive.
[quote=mastercoms]I am working on https://mastercoms.itch.io/tc2 and hopefully it provides some degree of value to folks here[/quote]
Is there some kind of coordinated effort for this? If a bunch of different developers are already creating their own "promod" forks in parallel without getting in touch with league admins / playerbase / each other, it would seem counterproductive to not do that in a more organized manner. Especially if we ever intend to run something like that in competetive.
mastercomsThough it isn't going to expressly be a promod, I am working on https://mastercoms.itch.io/tc2 and hopefully it provides some degree of value to folks here
imo, this should be the base for promod
but the issue is that it is based on the 2018 leak
so the question is how hard it would be to transfer all of it to the new SDK
[quote=mastercoms]Though it isn't going to expressly be a promod, I am working on https://mastercoms.itch.io/tc2 and hopefully it provides some degree of value to folks here[/quote]
imo, this should be the base for promod
but the issue is that it is based on the 2018 leak
so the question is how hard it would be to transfer all of it to the new SDK
rmimo, this should be the base for promod
but the issue is that it is based on the 2018 leak
so the question is how hard it would be to transfer all of it to the new SDK
This is based on the new SDK.
dqzIs there some kind of coordinated effort for this? If a bunch of different developers are already creating their own "promod" forks in parallel without getting in touch with league admins / playerbase / each other, it would seem counterproductive to not do that in a more organized manner. Especially if we ever intend to run something like that in competetive.
If leagues (or really anyone else) want to contact me with requests, I can do my best to fulfill them.
[quote=rm]imo, this should be the base for promod
but the issue is that it is based on the 2018 leak
so the question is how hard it would be to transfer all of it to the new SDK[/quote]
This is based on the new SDK.
[quote=dqz]Is there some kind of coordinated effort for this? If a bunch of different developers are already creating their own "promod" forks in parallel without getting in touch with league admins / playerbase / each other, it would seem counterproductive to not do that in a more organized manner. Especially if we ever intend to run something like that in competetive.[/quote]
If leagues (or really anyone else) want to contact me with requests, I can do my best to fulfill them.