I want this to be a productive thread. Please post when you have something to contribute., only.
I will edit this post over when new stuff comes up.
Organisation:
- Do not swap maps last minute.
- Explain stuff in detail and have someone at hand that can translate to Russian.
- Advertise rules long before the start of the DFWC.
- Order maps by skill level. Get serveral opinions about the skill level of a map.
- Fixed ruleset for all rounds.
- Suggest legit and useful command and cvars like killobs to players.
- Get a russian translator.
- Rules should be persistent. And if ever only changed between rounds.
Preventing problems
- AC should check the cvars and print which are violating the ruleset.
Anti-Cheating Measures:
- Prepare software long before the start of the 1st Round. There will always come up something in your day job or you may be hit by a bus.
- Link everything static so people don't blame you for the windows library mess with zillions of different C-Runtimes.
- Keep in mind that Anti-Virus software may silently delete files like .DLLs
- make sure defrag doesn't overwrite AC-markers in the demo.
Rules that keep the grinding out of the comp
- Limit pre-runs(time from spawn to timer start) to 5 seconds or some other abitrary constant. To keep players from hurting them self over a start timer skip pre-run.
Mapping:
- Nice Checkpoints on maps.
- No trigger_give/trigger_init mid-run.
- No Overbounces that occur through falling onto a slope
- No Overbounces that occur through jumping down onto a level surface from a slope. (not random put plain grinding)
- Do not place the player_start onto the ground to prevent kill-sticky obs.
- Get .map files to check on clips, slopes and hidden items.
- No invisible trigger.
- Make sure people can't avoid trigger(strip/kill/init) by doing weird CPM stuff.
Refine Overbounce rules:
- Allow players get fire themself sticky
- Explicit allow Ground Boosting
- Overbounces created by touching the ceiling are not allowed