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Rewritten and extended: nD* Jail Guide

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Rewritten and extended: nD* Jail Guide Empty Rewritten and extended: nD* Jail Guide

Post by Mati Thu May 06, 2010 12:07 pm

nD* Jail Guide

Since the old jail guide is already over six months old, it was needed to rewrite the old jail guide and add recent rule adjustments, to have an updated resource for all informations regarding jailbreak. /rules will be updated as well.

I hope that most of the questions can be cleared through this, and if you have additions and suggestions, let one of the jailbreak team leaders know, or post it into the appropriate forum section.

INDEX

1. Intro
2. Rules and Gameplay
3. Games
4. FAQ
5. Glossary
6. Epilogue



1. Intro


Jailbreak is a coop-game based on the leadership of the officers (CTs), and the sneakiness of the prisoners (Ts). The officers are trying to gain control over their prisoners by commanding them and playing games, not wanting them to escape or rebel. The prisoners are trying to find a way around them by managing to rebel, or staying alive as the last one, in order to receive a “last request” where they can compete against the remaining officers.

To keep the whole game somehow realistic and fair on both sides, there are several rules which have to be followed. These will be explained in the chapter below.

Keep in mind that global server rules and the standard etiquette is active as well.


2. Rules and Gameplay


The job of the CTs is to command the Ts through the round, until only one of them is left. CTs can either give normal commands (“crouch”, “keep on slashing with your knife”) or announce and execute a game.

When the round starts, CTs have to announce what their prisoners have to do after the cells open. This either has to be a normal command, or the announcement of a day. When the cells open without any given command, or the time is past 3:30, it is an automatic freeday.

CTs can ask the Ts what they want to do before they open the cells, or play a quick minigame to determine a single terrorist who gets to decide this. In that case, the 3:30-rule is void, when the CTs announced it before that time.

In case the CTs needs to prepare something for a day (e.g. hiding the deagles on “seek the deagle day”), the 3:30 rule is void as well, if the day got announced before.

When the cells open, the Ts are supposed to obey to the given command. If they don’t they have to get warned, so they have a chance to stay alive. Depending on the situation, at least one warning has to be given, except when the situation is critical. If Ts continue disobeying, didn’t participate in progress of the round (for example: hiding the whole round), or rebel against CT, they can get killed.

The commands and played games have to be clear to everyone, and need to get explained, except when they are common, self-explainable, and without modifications (like simon says or standard last reaction), in that case, announcing it is enough.

Officers are not allowed to enter vents, swimming pool and cages. If they do, they can get knifed by the Ts without consequences, except when the CT fall into it by accident and moves out as fast as possible.

The officers are not allowed to give weapons to prisoners or favor some of them (special treatment).

The last remaining terrorist earns his last request. He can compete against the other remaining CTs with several games. Every game which can be found under /lr is valid. See /lrhelp for further description of the games. If no further conditions, which have to be fair on both sides, gets announced by the T, the game is played under default conditions (for example in spray contest: highest wins, no cheating).

Terrorists can’t teamkill each other on purpose (with grenades), or give away informations of their teammates when they’re dead (ghosting). Same goes for dead CTs and talking into their microphone or attacking teammates in general.

If the roundtime reaches 0:00 CTs can’t camp in CT-areas anymore, same goes for vent-camping terrorists.

At least half of the CT team has to have a working microphone. Furthermore, it's desired to have at least 2 to 3 CT's that are able to command. CT's without a microphone may get switched to the terrorist team for the benefit of the game. CT's that have a microphone but don't command when all commanders are dead risk getting switched to the terrorist team aswell if the game requires it.

A summary of the active rules can be found ingame by typing /rules.


Last edited by Mati on Fri Sep 03, 2010 11:44 am; edited 7 times in total
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Rewritten and extended: nD* Jail Guide Empty Re: Rewritten and extended: nD* Jail Guide

Post by Mati Thu May 06, 2010 12:07 pm


3. Games and days

Games are either played globally throughout the round or at least a longer time span (global simon says, hide and seek, lava game) or at a specific place. Below, several common games will be mentioned. All this games are valid, and some of them an exception to parts of the rules or general conditions (like Hide’n’Seek).

Terrorists who loose inside a game, can get instantly killed.

Games can get adjusted or combined (for example first reaction instead of last reaction, or confusion game combined with last reaction). Simon says is the only game which can’t get adjusted or combined with other games.

In order to play a new game, or a variation of another game, there has to be no conflicts with existing rules or the general game-conditions. In case it does, it needs to get approved by an admin.

General conditions:
- Games need to be fair and doable for the Ts
- Games need to be understandable, the Ts have to know its rules
- The “elimination” of Ts inside a game have to be proportional – a T winning a small game can’t eliminate 10 others at once
- The game itself must be doable for the CTs and doesn’t end in chaos. The amount of Ts have to be considered, last reaction with 20 Ts isn’t doable
- Ts cannot directly choose other Ts to die

List of common games
Spoiler:


Last edited by Mati on Thu Jun 17, 2010 10:26 am; edited 3 times in total
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Rewritten and extended: nD* Jail Guide Empty Re: Rewritten and extended: nD* Jail Guide

Post by Mati Thu May 06, 2010 12:07 pm


4. FAQ


General

Spoiler:

T-related questions

Spoiler:

CT-related Questions

Spoiler:


Last edited by Mati on Sun Jun 20, 2010 2:35 pm; edited 4 times in total
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Rewritten and extended: nD* Jail Guide Empty Re: Rewritten and extended: nD* Jail Guide

Post by Mati Thu May 06, 2010 12:07 pm


5. Glossary


CT Area: A weapon/healing room, and if connected/part of them also the spawnpoint of the CTs, as well as specially marked areas (“security”) in the map, which are restricted for terrorists. On some maps not obvious, that has to be asked on forums then or a jail leader

Day: A global game or command, which usually stays active throughout the whole round, and isn’t restricted to a specific place

Vent: Tunnels with a particular length. Small holes in the walls are no vents

Freekill: Killing a terrorist without a proper reason (disobeying, rebelling, failing in a game)

Freeshoot: Shooting a terrorist without a proper reason (warnings)

Rebel: Terrorists (on their way of) attacking CTs or having weapons.

Warnings: Verbal warnings to disobeying Ts, which can include warning shots. Has to be given at least once, when the situation is not critical. Also, the warning itself should be more verbally, than with multiple shots.



6. Epilogue

The author of the original jail guide was Agito. Thanks to nase and Quicksilver for helping me on a few things on this guide.

Rule changes can only be done by the responsible admin, and have to get announced, and should represent the opinion of most of the jail members.

If you have any questions/suggestions/additions contact me via steamfriends (mycs2146) or private message.


Last edited by Mati on Fri Sep 03, 2010 11:43 am; edited 2 times in total
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Rewritten and extended: nD* Jail Guide Empty Re: Rewritten and extended: nD* Jail Guide

Post by Mati Thu May 06, 2010 1:52 pm

- Placeholder -
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Rewritten and extended: nD* Jail Guide Empty Re: Rewritten and extended: nD* Jail Guide

Post by Mati Sun May 16, 2010 3:06 pm

Changelog:

- 6th May 2010: Initial release
- 16th May 2010: Added clarification about CTs and microphones (chapter 2 -> last paragraph, general FAQs -> first question)
- 25th May 2010: Added condition to HnS: No Ts/dead CTs can give away infos about Ts location
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Rewritten and extended: nD* Jail Guide Empty Re: Rewritten and extended: nD* Jail Guide

Post by QuickSilver Thu Jun 10, 2010 5:03 pm

Mati and I made an overview of all the CT Area's per map:

1. ba_tamama_v2 | Everything behind the 2nd gate + Control Room (+ Roof)
2. jail_204jailbreak_v1 | Spawn-/Gunroom + Control Room
3. jail_advancedprison_night | Everything behind the security doors + behind the outside fence (near cage)
4. jail_andaman | Spawn-/Gunroom
5. jail_arctic_rese_v2 | Everything downstairs
6. jail_arizona | Spawn-/Gunroom + Healing Room
7. jail_aztec_escape2 | Gunroom
8. jail_chaos_v4 | Spawn-/Gunroom + Control Tower
9. jail_color_full | Spawn-/Gunroom + Blue Room (tower) Outside
10. jail_color_full2 | Gunroom (starts at restricted sign) + Control Room + Blue office with the desks/chairs
11. jail_czone | Spawn-/Gunroom
12. jail_desert | Spawn-/Gunroom
13. jail_eternity_beta2 | Spawn-/Gunroom + downstairs + upstairs. (NOTE: not the tower in the far
right corner)
14. jail_facility | Spawn-/Gunroom + Controll room + Little room next to stairs at heal room.
15. jail_greytown | Spawn-/Gunroom
16. jail_master_final | Gunroom + Control room
17. jail_midday_v2 | Spawn-/Gunroom
18. jail_ms_shawshank | Spawn-/Gunroom
19. jail_neondragon | Spawn-/Gunroom + downstairs spawnarea
20. jail_rehab_b4 | Spawn-/Gunroom + The hallway behind the red security door (except top of cage)
21. jail_revolution | Spawn-/Gunroom
22. jail_sanctuary2 | Spawn-/Gunroom (until the vertical lights in the hallway to the spawn-/gunroom)
23. jail_secure | Spawn-/Gunroom (whole are above the cage)
24. jail_smith_v5 | Spawn-/Gunroom
25. jail_suncity | Spawn-/Gunroom (until the vertical lights in the hallway to the spawn-/gunroom)
26. jail_xmf | Spawn-/Gunroom
27. jail_yakumo_f | Gunroom + Control Tower + Observation Area at Trampoline
28. jail_zow_2towers | Gunroom
29. jail_zow_bootcamp | Spawn-/Gunroom + Healing Room + Control Room
30. jailbreak_final_1 | Spawn-/Gunroom + Control Tower (border of cage/stones)
31. jailbreak_recharged_remake2 | Spawn-/Gunroom
32. jailbreak_rikers_island_v5 | Gunroom + Control Room
33. jailbreak_sneakpeek_v1d | Spawn-/Gunroom
34. jb_desert_v1 | Spawn-/Gunroom
35. jb_ekmekciktiv69 | Spawn-/Gunroom
36. jb_point_blank | Gunroom
37. jb_revo_complex_v3e | Spawn-/Gunroom + Control Room + Everything Above
38. jb_russia | Spawn-/Gunroom
39. jb_vbd_season1 | Spawn-/Gunroom + both Control Rooms
40. some1s_slovens_b2 | Gunroom + Control area
41. vc__jail_electric_large-b3 | Spawn-/Gunroom
42. vc__jail1_final | Gunroom + Control Room
43. vc__jail_nexus-b2 | Spawn-/Gunroom + Control Room

Last update: 29 september 2010


Last edited by QuickSilver on Wed Sep 29, 2010 4:53 am; edited 19 times in total
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Rewritten and extended: nD* Jail Guide Empty Re: Rewritten and extended: nD* Jail Guide

Post by QuickSilver Sun Jul 04, 2010 2:56 pm

An overview of the maps where you can play HnS:

1. ba_tamama_v2 | No
2. jail_204jailbreak_v1 | Yes
3. jail_advancedprison_night | Yes
4. jail_andaman | No
5. jail_arctic_rese_v2 | No
6. jail_arizona | Yes
7. jail_aztec_escape2 | No
8. jail_chaos_v4 | Yes
9. jail_color_full | No
10. jail_color_full2 | No
11. jail_czone | No
12. jail_desert | Yes
13. jail_eternity_beta2 | Yes
14. jail_facility | Yes
15. jail_greytown | No
16. jail_master_final | No
17. jail_midday_v2 | Yes
18. jail_ms_shawshank | Yes
19. jail_neondragon | No
20. jail_rehab_b4 | No
21. jail_revolution | Yes
22. jail_sanctuary2 | Yes
23. jail_secure | Yes
24. jail_smith_v5 | Yes
25. jail_suncity | Yes
26. jail_xmf | No
27. jail_yakumo_f | Yes
28. jail_zow_2towers | Yes
29. jail_zow_bootcamp | No
30. jailbreak_final_1 | Yes
31. jailbreak_recharged_remake2 | No
32. jailbreak_rikers_island_v5 | Yes
33. jailbreak_sneakpeek_v1d | Yes
34. jb_desert_v1 | Yes
35. jb_ekmekciktiv69 | No
36. jb_point_blank | Yes
37. jb_revo_complex_v3e | Yes
38. jb_russia | Yes
39. jb_vbd_season1 | Yes
40. some1s_slovens_b2 | Yes
41. vc__jail_electric_large-b3 | No
42. vc__jail_nexus-b2 | No
43. vc__jail1_final | No

Last update: 29 september 2010
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