Rewritten and extended: nD* Jail Guide
2 posters
Page 1 of 1
Rewritten and extended: nD* Jail Guide
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
Mati- Admin
- Number of posts : 876
Age : 33
Birthday : 1991-06-02
Location : Austria
Registration date : 2009-07-20
Re: Rewritten and extended: nD* Jail Guide
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:
Simon says
Simon says is the most played game on the jailbreak server, and therefore it’s important to know its rules. After the CTs have sent the Ts to a location, one CT can start the game by declaring himself simon (“simon says im simon”) or announcing the start of the game.
After that, only commands, that are prefixed with “simon says” are valid, and have to be followed by the terrorists. Any other commands are invalid, and fullfilling them results into loosing the game. The goal is to trick the terrorists by saying those invalid commands inbetween the valid ones, and confuse them that way.
The game itself has to be ended with the “simon says”-prefix as well (“simon says, simon says is over”), otherwise it’s still active.
Example:
Simon says, I’m simon.
Simon says, crouch and stay crouching.
Simon says go to a corner.
Ok, get back in the middle again, we’re going to do something else. --> people fullfilling this command fail at the game and gets killed.
Simon says make a line in the middle.
Crouch and follow me to the pool. --> People following fail as well
Simon says is over now. Crouch and follow me. --> People following fail as well, simon says is still active
Simon says simon says is over (or: simon says we are going to stop playing simon says now). --> Simon says has ended
Conditions:
- CTs can only start simon says if the majority (= more than the half) of Ts are together on a specified location (cage, line, pool, soccerfield), whereas cells are excluded. "Global simon says day" is an exception to that.
- A CT can start simon only once per round, but when he dies or simon was ended, someone else can declare himself simon under the mentioned conditions.
- A simon says command gets invalid when a new one isn't given in a reasonable time (~20 seconds) after finishing the command. Try to renew your command continously. (Reason: Preventing endless freezing times).
- Simon says can’t get combined with other games.
- CTs can't declare themselve simon when someone is already simon.
Global Simon says day
Simon says played globally on the whole map. Ts can move to any location (except the restricted ones) during the simon says command. The main goal is to trick them as well, CTs shall not abuse it by just using “simon says” on any command, not using the main game aspect.
Addup simon says
Addup simon says exactly works like simon says with the exception that every new Simon says command given has to get added to the old one. You can also remove added commands, by saying “simon says stop xyz”.
Example:
1. command: ‘Simon says crouch and keep on crouching.’ (every T crouches)
2. command: ‘Simon says jump and keep on jumping.’ (every T has to crouchjump because crouch+jump=crouchjump)
3. command: ‘Simon says slash and keep on slashing.’ (they still have to crouchjump all the time and add keep on slashing all the time)
4. command: ‘Simon says stop crouching.’ (every T jumps and keeps on slashing)
And so on. Don’t make up impossible commands, when the first command was lookup the second command can’t be look down, since they can’t do both at the same time. In that case you have to remove the “look up” command before you give the “look down” command.
Last/First reaction
Pretty much self-explainable game. Can only be played with a few Ts left, otherwise its hard to determine the last one. The CTs ask the Ts to make a line to have a better overlook and to do more fair commands. After that, the commanding CT announces a command, prefixed with “last reaction…”. The very last terrorist fullfilling this, gets killed.
First reaction is the opposite, and usually gets combined with last reaction.
Conditions:
- Last reaction has to be fair. If there are three people left, and you do a last reaction about making a 2ppl-tower, the middle one will always win. Also, when they're at different positions and you do a last reaction to a different place, it's often not really fair. Try to pay attention on that.
- Only the commander is able to kill the loosing T, however, he can ask a teammate for help on his decision.
Hide & Seek day
On a ‘Hide & Seek’ day all CT’s have to stay inside the gunroom at the beginning of the round. Only one CT gets out and opens the cells, after that he runs back to the gunroom without any detours.
The goal of the terrorist is to hide themselves within the given time limit. After the given time-limit has expired, the CTs turn off the lights (if possible), and start searching. Every terrorist which is found gets killed. The last remaining terrorist wins the game and can do his last request, or choose the next day.
Conditions:
- Hide and Seek can only be done on a large map with many hiding spots, and only once per map.
- CTs have to grant the Ts at least one minute hiding time
- Terrorists or dead CTs aren't allowed to give away any informations about a Ts location - even when it's fake
Lava game
The lava game should be played with a large amount of Ts. The commanding CT has to specify a destination (for example the pool), and on what the Ts are allowed to stand on (sprays, corpses, piss, blood). When the CT allows you to start, the Ts have to move to the specified destination as fast as they can, jumping only from spot to spot, not touching the normal ground.
If a terrorist touches the normal ground with *both feet*, the CT’s are allowed to kill him. T’s are also allowed to stay on ladders, railings, higher platforms, or benches, they are just not allowed to touch the “normal ground”.
If they reached the destination the game is over for them. The last X terrorists reaching the destination gets killed, whereas X is a proper amount of terrorist to eliminate during the game (if there are only 5 people, killing the last 3 is disproportional). 20-25% are suggestive (2-3 out of 10, 4-5 out of 20). Keep in mind that many people get killed as well before they reach the destination. The amount has to be announced before or at the beginning of the game.
Example: “We’re going to play the lava game now. You’ll have to go to the pool, by only using sprays, dead bodies, piss, or upper platforms. The last 3 people die. When I shoot with my deagle you can start.”
Spray contest
“Spray contest” usually gets played with the last remaining two terrorists, but could generally be played with 3-4 Ts as well. The commander chooses a certain wall where they spray contest is going to happen, and specifies, if the lowest, or highest spray wins.
Now both T’s go to the wall and start to spray as high (or low) as they can. The highest (or if announced before, the lowest) spray wins. If they’re on the same height, the spray contest has to be done again (ideally with “lowest spray wins”), or another game needs to be played.
The judgement should be based on the central point of the sprays.
Spelling bee/math/trivia
This group of games are similar to each other, and support a great range of playing modes. “Spelling bee” is about typing a pronounced word, “Math” is about solving a given math problem, and “trivia” is about answering a given question. The first one doing that correctly, wins.
Those games can get played in different “playing modes”, such as:
Determining a “winner”, who gets do decide something
The winner can, for example, choose a day, when one of those games get played before the cells open, or choose a number which leads into the death of another terrorist (“Saw game”). Keep in mind, that terrorists can’t directly choose other Ts to die (by knifing them or telling someone’s name), so ensure, that this procedure is random. The most common way to play this, is asking the Ts to make a line with their faces against a wall. The CTs give each of them a unique a number from left to right, or right to left. The chosen number leads into the death of the terrorist with that number, except when the winner picks himself.
Competition
This mode allows multiple possibilities, such as:
- 2-3 people left, only the winner survives
- Making up groups, and letting each of the group compete against someone from the other group
- Allowing the winner to go to the “winning place”, after X winners passed, the rest die
Example: The CT is making up two groups of four people. One group have to make a line on the left side of the cage, the other group on the right side, each of them have to stand still. The CT is ordering the first one of the left group, and the first one of the right group to the entrance of the cage. Now he’s doing a spelling bee, the fastest one wins, the other dies. The winner goes to the back of the cage, and the procedure continues with the next Ts.
Quiz
Usually played together with trivia. A CT is asking a question, and give them at least two answer possibilities, which can be just “yes” or “no” as well. Before the CT starts the game, he has to declare specific places, each of them representing an answer. Example: “Green table is Answer A, Red Table is Answer B” or “My right side is “Yes”, and my left side is “No”. A time limit should be given as well.
After the question is asked, the terrorist have to go to the previously mentioned placed within the given time limit. When the time limit is over, the correct answer gets announced, and Ts who have chosen the wrong answer, get killed.
Conditions:
- The pronounced word in “spelling bee” has to be a single, non-offensive word.
- Math problems have to be solvable in the head
- Trivia’s need to be answerable with general knowledge, expert-specific or nonsense questions (what color are my pants?) can’t get asked
Copy-Cat
A CT declares himself or a T as copycat by playing a minigame like spelling bee. The copycat goes infront of the other terrorists, and start doing multiple actions. Every T has to mimic the exact same actions, this includes going to another location. If they don’t or make a mistake, they loose the game. Should be played with not too many T’s to have a better overview.
Example: Copycat stands in front of the Ts, and starts: Crouch, Jump, Jump, Slash. The Ts have to do the exact same, if they jump three times in this example, or jump only once and slash, they loose the game.
“Normal” races
Races are usually done with just a bunch of Ts, so the CTs can determine the last ones. Once the CTs brought the Ts to the specified location, the CTs ask them to make a line, so everyone has the same starting position. After that, the commander specifies the racing track (through the pool, slashing the wall, swimming back, crouching on the starting position, or something longer and more advanced), and starts the game by giving a starting sign (e.g. shooting the deagle). The last X people die.
Teamrace
Same as “normal races”, just with two or more teams of 2/3/4 people. Every group makes a line in front of each other. When the game starts, the first one in the group does the specified race, and slash his second teammate when he comes back. After every teammate finished the racing track, the team is done. The last team(s) die. Usually played with 2 teams of 2 people, to have a better overview.
Towerrace
After bringing the Ts to a proper location, CTs have to make up teams of 2 people each. After that, one teammate is going on top of the others teammate head. Every team have to have the same starting position. The CTs specify the destination, and the racing guidelines (what happens if they fall of each other? Do they have to start all over again, or can they continue from the position they fell off?). After that, a starting sign is given, and the last X teams reaching the given destination, die.
Moonwalkrace
The ‘Moonwalkrace’ game can get played with an arbitrarily large amount of terrorists but should get played with less T’s. The commander has to make the T’s lining up at a wall. Now he sets the goal for the race (for example the opposite wall), how many T’s are going to die (the last 3 for example), tells the T’s to turn around to the wall so they face the wall and specify when the race starts (when he says go, shoots his deagle e.g.).
When he releases the race the T’s have to silentwalk backwards the whole way until they reached the goal (cheating in general like turning around, jumping or running isn’t allowed). This process can be repeated as often as needed/wanted.
Snake game
This game is very useful when the commander wants to get the T’s to a special place over a long distance without risking rebelling. First he has to tell them to make a straight line (inside the cage or on the line for example) and to crouch.
After that happened the commander starts the snake game in telling them to follow him crouched without breaking the line, if they move out of the line the CT’s can warnshoot this guy or kill him instantly (depends on what the commander said before and if it is ment to be rebelling).
When something is in the commanders way (obstacle) and he has to jump over it, the T’s have to jump over it too obviously, because they can’t pass it otherwise.
Tablegame
The ‘Tablegame’ can get played with an arbitrarily large amount of terrorists. The commander has to find 2-4 tables which are at the same place in a map and make the T’s moving onto them. When every T is distributed on the tables the commander has to tell them not to leave their table from now on or they will get warnshot/killed.
After that, he gives each table a number (e.g. table 1, table 2,…) and starts to give table-related commands (e.g. table 1: crouch and freeze, table 2: jump and keep on jumping, …).
When terrorists on a specific table don’t obey or doing any other command than specified for their table, they loose. The commander can order them to switch the table as well (e.g. table 2 go to table 3 and table 3 go to table 2). The numbers of the tables stay the same throughout the whole game nevertheless.
The commander can trick them by using invalid table names (e.g. “first table”), or switching their places and confuse them that way.
Conditions:
- The whole game is restricted to tables. You can't send Ts to other locations than the specified tables.
Odd man out game
The ‘Odd man out’ game should only get played with three T’s who should stay shoulder to shoulder. When the commander shoots his deagle (or any other announced weapon) all 3 T’s have to type “1” or “2” within *one second* (otherwise, it wouldn’t be fair).
Now the CT’s have to check if two T’s wrote the same number (1 for example), then the third one who didn’t write the same number (2 in this case) will get killed. When all three terrorists typed the same number, the last T who wrote the number gets killed.
Seek the deagle day
Before the CT’s open the cells the commander determines 3 other CT’s out of his team who empty their deagles with him, and hide it somewhere in the map (the hiding place shouldn’t be too difficult to find). After that, the CTs get back into their spawning area. When the cells open, the Ts have to find those hidden deagles. Once a T has found a deagle, he has to go to the CTs, and show him their deagle by slowly moving in. If a T enters that CT area without a deagle, or rebels, he can get instantly killed.
After all deagles are found, and every T is inside the CT area with their deagle, the rest of the CTs are going to kill the remaining terrorists.
This game may be problematical – on the one hand not every deagle can get found (therefore, use easy places, and if really needed a time limit), and on the other hand, it can be hard and take a long time to kill all the remaining terrorists. Consider that.
Red, yellow and green light game
The ‘Red, yellow and green light’ game works like a normal race with one exception: The T’s have to follow the the corresponding command of a light the commander determines while running.
After the commander made the T lined up at a certain wall and does the standard racing procedures (defining destination and how many people die), he defines 3 colors (red, yellow and green). Every color represents a command, for example:
Red light = Freeze
Yellow light = Only silent walk
Green light = Run
When the commander says the first color (“yellow light”) the race starts and the T’s have to follow the corresponding command. “Go!” isn’t a valid way to start the race.
When the commander says a new color the old color gets void.
Invalid colors doesn’t affect the current color – if a T moves when the light is red, after the CT is saying “white light”, the T looses the game.
Days
A “day” is a global game or command, which usually stays active throughout the whole round, and defines the basic task the terrorists have to do. There are four different type of “days”:
“Standard” days (cage/poolday)
Standard days define the location the terrorists have to go after the cells open – on a cageday for example the Ts have to move to the cage before continueing with further commands or executing games.
“Global game” days
Consists of a game playing throughout the whole round. Global simon says day or HnS day for example. These days are mentioned under the game section.
Freedays
A round without any given command, where Ts can go and do whatever they want, except rebelling or going into CT areas.
Custom days
Custom days consists of one or more commands (for example: crouch and slash the whole time), which are active the whole round, and not restricted to a specific place. For some of them there are synonyms (“Emo day” for slashing the whole time), however, the command itself have to get announced as well. Just saying “We’re going to have an xyz day now” isn’t a proper way to start a round.
Warning usage for custom days: In the beginning, disobeying Ts have to be warned a few times. After that, disobeying Ts can get killed.
Conditions: Freedays or custom days can only get played three times per map.
Last edited by Mati on Thu Jun 17, 2010 10:26 am; edited 3 times in total
Mati- Admin
- Number of posts : 876
Age : 33
Birthday : 1991-06-02
Location : Austria
Registration date : 2009-07-20
Re: Rewritten and extended: nD* Jail Guide
4. FAQ
General
- Spoiler:
Do I need a microphone to join the CT team and why?
It is preferred to have one. You don’t need to be the main commander, but in case some CTs died, you need to be able to command, else you risk getting switched. See the last paragraph in chapter 2 ("Rules and Gameplay").
Can I cheat at /lr?
Only if the CTs can do it as well, it gets announced before, and the chosen game is spray contest.
Can the last alive T who earned the last request choose the next day?
If the CTs agree to it, and the T disclaims his /lr this is possible.
Can the CT’s kill me if I picked up a weapon but have my knife equipped?
Yes, because they can see your weapon on your back. There are some exceptions like secondary weapons or tmp’s/mac10’s.
Can CT’s kill me if I have an empty weapon?
Of course, because they can’t see the amount of ammo a T has. Dropping an empty gun and waiting for someone to pick it up, or even throw it on someone is forbidden though, and counts as gun feeding.
Can I teamkill?
No. This goes for CTs and Ts. If someone is *massively* breaking the rules, and there is no admin/member/vip ingame try to reach one to join the game AND take demos to report him on the forums. If no one is reachable and the rulebreaker continues, you might teamkill him in the beginning of each round since there is no possible other way to continue the game. That is a total exception and almost all of the time somewhere will be there to handle it.
Why can a last reaction be unfair?
Some terrorists can have an advantage based on their position. Terrorist in front of the cage are obviously faster on top of the cage, for example. Therefore, CTs have to consider everyone that everyone has the same chances.
Are grenades and shields considered as weapons?
HE-Grenades are considered as weapons since they can do damage. Flash-Grenades and shields aren’t. The CTs are allowed to order them to drop them in any case. If a CT can’t see what a T is holding he has to warn him to drop it, and can not automatically assume that it’s a HE grenade.
I can’t hear the commander talking, what shall I do?
Try to set voice_maxgain to somewhere around 25, and/or use (better) headphones.
I have proofs that someone broke the rules(freekilling for example) and deserves a ban, what can i do?
You can report them on the forums, in the ban section. Don’t forget to read the sticky there, to make sure you make a proper ban request.
Why can’t members/admins just kick/ban rulebreakers when i tell them to?
Members can’t see everything. There are 8 CTs, each of them on different locations, and therefore it’s impossible to see every conflict with the rules. Furthermore, not every incident is worth an instant-punishment. You can let them know to take an eye on someone, but do NOT spam what they should do against someone (“omg wtf pelxen damn freekiller BAN”, all over again).
Who is member/admin and how can i recognize them?
Members can get recognized by their nD*-Tag, for example “nD* Jail |” for a jailmember. Admins are just wearing |nD| as a tag. The goal of the members is to moderate the servers – that contains handling rule-conflicts, clearing questions, and therefore preventing chaos. In order to join, there have to be good arguments why you would be an enrichment. Also you have to be capable of moderating the servers.
Can i join the nD-team and how?
If we think that new members are needed, and you fit into the team, you get contacted/invited. Begging members/admins about that is not wanted and decreases the chance of getting invited.
What happens if a CT walks in the aim of a T while the T is slashing?
If the T is standing still and just slashing, and the CT walks into him, it’s his own fault, and the T can’t be shot. If the T is blocking him that way, the CT can order him to move away.
What does ‘spawnbug’ means and what do I need to do when I spawnbugged?
If you join the game alive (spawn) after the roundtime reaches 0:00, it is considered as spawnbug. The easiest way to see that, is looking on the player list – if most of the Ts are dead but you just spawned, you spawnbugged and should suicide (kill in console). Otherwise you’ll get slain by a member. If that gets done multiple times on purpose, further punishments will be made.
What can I do if the current map has a few bugs which makes it unplayable?
Report it on the forums on the “Bug topic” in the jailbreak section. Ask a member to do a changemap vote.
I broke the rules once hardly and got banned for it, what will happen now and how many chances will I get to keep playing on the nD-servers?
After your ban has expired you will be able to play on the servers again. However, you’re Steam-ID was given on a list, which keeps track of rule-breakers. After two more bans, your ban will remain permanent, so you effectively have two more chances after a ban to follow the rules.
I saw that a few guys have the word “VIP” next to their name after I looked at the scoreboard, what does that mean?
VIPs are people who donated to the nD-Servers. They get some basic powers ingame, for a list of them type “ndmenu” ingame and choose the VIP-menu. For informations how to get VIP, visit http://neondragon.forumotion.co.uk/vip-donation-forums-f22/.
How can I contact a member/admin when I want to talk with them about a few things?
The most common way is via Steamfriends. See http://neondragon.forumotion.co.uk/news-f1/neondragon-s-admin-member-list-t206.htm for a list of names. You can also try to contact someone via private message on forums.
T-related questions
- Spoiler:
I didn’t follow the current command and got killed without any warningshots although the CT was supposed to give those, what can I do? I got killed without any reason, what can I do?
Notice the CT, or a member to keep an eye on him. Do NOT spam or request any punishment (“omg ban him”). That applies for any freekill in general.
Why do I get killed when I hid the whole round?
Because you didn’t participate in the round – why should someone winning all the games and staying alive should be on the same level like someone who was hiding the whole round?
I’m low HP, can I heal?
Usually no, because CTs can’t make an exception just for you. However, if it’s a freeday and you can reach healing boxes without entering any restricted area, you can heal.
If the current command is jump and keep on jumping or crouch and keep on crouching, can I crouchjump then?
Yes, except when the CT restrict that (crouch and keep on crouching and do not jump).
Why can’t I stay inside a vent after the time passed 0:00?
Because CTs can’t enter them, and the round would last forever otherwise.
CT-related Questions
- Spoiler:
What do i need as CT?
A working microphone, the knowledge of the rules, and ideally commanding-knowledge.
Why are CT’s not allowed to go in vents/cage/pool?
It’s advantageous to have some CT-free areas where the T can freely move. Another aspect is the realism behind the game, those places aren’t places officers are remaining in a jail.
If it’s 0:00 and one or more Ts are still camping in vents, can I go in and kill them?
Only if there is no admin/member ingame.
Can I give commands while a freeday?
No. However, you can demand on some things like moving away when you get blocked or more distance if Ts are very close to you and you are about to get knife.
How many freedays can get played each map?
Three. Be aware that also “custom days” like crouching freeday and similar stuff also counts.
Can I change a freeday to a lineday for example later because the freeday already took too much time?
Yes, when the time is past 0:00 or all remaining Ts agree.
Can I end a global simon says day?
Yes.
Can I restrict special places where the T’s are not allowed to go (for example on a freeday) but only CT’s and can kill T’s who go there?
No.
Can I give regular commands over the chat?
No.
Do I have to explain every single game before I start playing them?
No, if there are self-explainable and clear to everyone, because they get played multiple times per map.
Am I allowed to start simon/smith says whenever I want to?
No, see “conditions” for simon says in the game chapter.
Can I play games where the winning T chooses another T to die?
No. As an alternative, you can play games where the winning T chooses a number which leads to the death of a terrorist.
Why am I supposed to give warningshots and how many do I have to give each T and in which situations?
Ts should receive the possibility to change their behavior and obey to the officers. Warnings should be at least given once, depending on the situation. If a terrorist is on his way to escape, enter a restricted area, or rebel, one warning is enough, since more are time-critical.
If a terrorist is in the cage for example, and the situation is not critical, more warnings have to be given (2-3).
Note, that warnings only have to be given within commands, and not for people failing in a game.
Can I kill T’s who run away although they should follow the commands?
Warn him as fast as you can, and if he’s continue running and already about to escape, kill him.
Can I kill a T who is away from his keyboard?
Yes, if you’re sure that he’s AFK. Standing still for some seconds doesn’t ensure that he’s AFK.
Why is at the ‘last reaction’-game for example only the commander allowed to shoot although I see the last one every time, too?
Everyone might see the “last one” a bit different. Two CTs might kill two different peoples at the same time then, therefore, only the executing commander should kill the last terrorist. If he doesn’t know, he can ask others though.
Can I have a shield and a primary weapon at the same time?
No, that’s a bug and can’t be used.
Last edited by Mati on Sun Jun 20, 2010 2:35 pm; edited 4 times in total
Mati- Admin
- Number of posts : 876
Age : 33
Birthday : 1991-06-02
Location : Austria
Registration date : 2009-07-20
Re: Rewritten and extended: nD* Jail Guide
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
Mati- Admin
- Number of posts : 876
Age : 33
Birthday : 1991-06-02
Location : Austria
Registration date : 2009-07-20
Re: Rewritten and extended: nD* Jail Guide
- Placeholder -
Mati- Admin
- Number of posts : 876
Age : 33
Birthday : 1991-06-02
Location : Austria
Registration date : 2009-07-20
Re: Rewritten and extended: nD* Jail Guide
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
- 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
Mati- Admin
- Number of posts : 876
Age : 33
Birthday : 1991-06-02
Location : Austria
Registration date : 2009-07-20
Re: Rewritten and extended: nD* Jail Guide
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
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
QuickSilver- Admin
- Number of posts : 2691
Age : 67
Birthday : 1957-02-06
Registration date : 2009-09-23
Re: Rewritten and extended: nD* Jail Guide
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
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
QuickSilver- Admin
- Number of posts : 2691
Age : 67
Birthday : 1957-02-06
Registration date : 2009-09-23
Similar topics
» Jail Mod Guide - Public Version
» [JAIL] Lagg, fps drop, only jail!?
» Youtube project: Jailbreak guide
» Sentry Mod: Guide
» Guide: Reporting
» [JAIL] Lagg, fps drop, only jail!?
» Youtube project: Jailbreak guide
» Sentry Mod: Guide
» Guide: Reporting
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum