Category: Games

Tiger Valley 4-Man Team 3-Gun

It’s been a couple weeks, and I finally got all the videos uploaded.

The PA Team

Here were the weather conditions in Waco, TX the morning of the event:

Yeah, not pretty. But we competed like champs nonetheless, and here are the videos.

  • Stage 1 -Shotgun Jungle Run – On the timer teams will start in the start/stop box located by the tower with unloaded shotguns and 16 rounds of shotgun ammunition. On the timer, shooters will move to the pepper popper station and load (4) rounds each (max) and engage 4 pepper poppers from fault line. Once engaged, shooters will show clear to RO’s and move down trail stopping at each fault line station and engaging skeet at each of (3) fault lines, showing clear before moving out of position. Once all 4 arrays of targets are hit, time stops on the last shot. Five minutes max time.
  • Stage 2 - Tower Scramble – Four shooters will be on the first floor of the tower. On the timer one or all shooters will engage the land mine with fire for a total of 10 seconds or until the mine explodes. Other targets cannot be engaged for 10 seconds or until mine detonates. Once mine or ten seconds have elapsed, shooters will engage other targets at their discretion. Each target must have two hits to neutralize.
  • Stage 3 - Helicopter Assault – All teams begin stage in the start box. Each shooter will have their rifle and one magazine staged at one of the three barricades and one in the tower. Pistols will be holstered. On the timer one shooter will enter the helicopter and engage the pistol target until hit. After hitting the steel pistol target, the shooter will holster down range and exit the same side. Once that shooter has exited the next shooter moves into the helicopter until all four have engaged the pistol target. Upon exiting the helo, the shooters, either individually or as a team, will move through the obstacles (tunnel/window/wall) to their rifle station, where they will engage a steel target with six rounds each. Once the steel is hit, they will clear, safety and ground their weapons, moving to the tower, entering through the scuttle hole. Once all team members are in the tower, one of the shooters will act as a spotter and retrieve the target notebook and call out the steel box target for the tower shooter to engage. When the shooter hits the designated steel target, the spotter will use binoculars to identify the designated colored paper target in each box then call the paper target in the opened box for the shooter to engage with one round and one round only. Once all three boxes are opened and three shots fired time will stop. Five minutes max time.
  • Stage 5 Zombieland - On timer shooters will move from the start box to shooting positions and engage all targets with head shots for a total of one round in each head. Once all head shots are made on paper, shooters will unload and show clear and move into north 1 bay and engage all steel with pistols with one hit in each head from shooting box. All Zombies must be hit before any team member can move into next bay. All steel targets must be shot with pistol and all paper must be hit with rifle. Rifles must be cleared before moving. Pistols must be holstered. Once all Zombies are hit, shooters must move back to start box.
  • Stage 8Hostage Rescue – Shooters will start in start box at the entrance to the North bays. On timer, shooters will move and engage all targets from shooting boxes. From the shooting positions in each bay, paper will be engaged with rifle and steel with pistol. Rifles must be cleared before moving. Pistols must be holstered. Once shooters arrive at North bay three, team will split in half, two moving to shoot house bay and two engaging targets in bay three. As shooters move to the shoot house, one will breach the door and one will move into house and engage targets. Once he calls that the building is clear, other team members will help remove downed person to stop box located outside building.

Shotgun Jungle Run

On the timer teams will start in the start/stop box located by the tower with unloaded shotguns and 16 rounds of shotgun ammunition. On the timer, shooters will move to the pepper popper station and load (4) rounds each (max) and engage 4 pepper poppers from fault line. Once engaged, shooters will show clear to RO’s and move down trail stopping at each fault line station and engaging skeet at each of (3) fault lines, showing clear before moving out of position. Once all 4 arrays of targets are hit, time stops on the last shot. Five minutes max time.

Paranoia! at GAPS

Friday night I ran an open game of Paranoia! at Late Night with GAPS. We had about 10 players, which turned out to be just over the limit of manageability. Probably will have to put a cap on future games.

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More video game reviews

There are two weeks this semester that are conspiring to bring down my GPA, specifically the week Crysis: Warhead came out and the week FarCry2 will come out. Here’s my thoughts on the latest batch of games:

STALKER: Clear Sky

The last STALKER left me a bit confused as to whether there was any plot, and this version seems to follow suit. There seemed to be some sort of mysterious goings-on happening that threatened to end life as they knew it, but as the game progressed, the entirety of the plot boiled down to “go kill Strelok because he’s bad.” However, the implied plotlines involving the various factions and thir wars was pretty interesting, and the ability to lead a faction of my choice to victory was pretty fun.

But, as with the last STALKER, the gameplay wasn’t smooth. I remember one part in particular where, as soon as I walked out of a tunnel, an MG nest opened up on me and killed me almost instantly. Again, and again, and again. It took a good hour to go about 20 yards in the game. Other times, however, it seemed like I could just run though the level with a knife and come out unscathed.

But in general, despite the bugs and gameplay issues, the majority of the game was pretty awesome.

Crysis: Warhead

As awesome as Crysis was, Crysis: Warhead is even more awesome. Explosions are bigger, the guns look better, and the storyline is pretty good too. I have to admit, I had a lot more fun playing Warhead than the original Crysis, and I look forward to more of this kind of gameplay in the future.

Brothers in Arms: Hell’s Highway

Take a “long hallway” level from Call of Duty 1, add in some Rainbow Six combat style, the equivalent AI of Doom, a little of FEAR’s creepiness, add it all into a blender with the UT3 engine, and you’ve got the basic idea of how BiA:HH runs.

In a year jam-packed with “open-world” games, this game is just a throwback to the simpler times, when all you needed to design was the immediate surroundings. This becomes painfully obvious especially in the last level, where you’re running a tank through a “town”, which basically consists of a few houses placed between two long, unbreakable fences on either side, surrounded by green fields. Nothing in those fields, just the fields themselves.

And as if the AI didn’t make the game easy enough, the computer puts little circles above the enemy’s heads, intended to show how “suppressed” they are by your fire, but in reality, are used more often to find Nazis hiding behind walls, making the game insanely easier.

Not a “bad game” per se, but definitely not the shinig start of the year.

Paranoia! At GAPS!

I just wrapped up GM’ing a game of Paranoia! that I found online here, and it seems like the best scenario I’ve played yet. Everything works really well, and the entire team was red-faced with laughter by the end.

I edited it and put it in PDF form to make it a little easier to do locally, rather than from a blog. Here’s the PDF version. And may I suggest that one of the characters be allowed to find the eleventy-three billion little ball bearings in a crate somewhere? It comes in handy at the end.

Interview with Freeverse

Just as I was getting settled back into the swing of things at home, I had my interview with Freeverse, a video game company in Brooklyn that I applied to through SA. With the Bear Stearns option looking less and less appealing, beta testing video games all summer doesn’t look too bad.

I took the train into the city in the morning, not wanting to be late because of traffic or parking issues. It took about an hour and a half to get from my front door to theirs, which isn’t too bad. Their offices are in a rather trendy part of Brooklyn, next to the old Navy yard and right near the water. They’ve set up shop in a stereotypical “hip” place; metal doors, unfinished floors, Starbucks right around the corner. The office was three rooms, a large area lined with Mac desktops, a smaller work area with more computers and a TV with some consoles, and a carpeted meeting room to the side. The setup was fairly spartan, mostly because it had been less than a week since they moved in.

The interview went surprisingly fast. They asked about my preferences for video games, wanted to know more about me, and I think we got along pretty well. They seemed like a great bunch of guys. And apparently, out of 20 applicants, they were only interviewing three, of which I was number 2. I’ll know by the end of the week if I made the cut.

Until then, I’ll be trying to configure that old Dimension 2100 to be a Snort IDS. Not working too well so far, but things are looking up.