There is a new update for the BF2: =SGAZ= mod. With the advent of BF2 Patch 1.5, I have included the 6 expansion pack maps from Armored Fury and Euro Forces. There is a map pack and a core patch posted to the gaming page.
Unzip the map pack folders to your ../mods/=SGAZ=/Levels folder. Replace any existing files copies from earlier EU/AF map pack.
Unzip the contents of the core to your ../mods/=SGAZ= folder. Replace all existing files with the new ones (keep the two booster_x.zip files zipped up).
The core update will bring your version to 4.7b (not compatible with 4.7) and includes some necessary content for the map pack to function as well as all the EU weapons brought up to =SGAZ= spec.
Any questions feel free to get me on Skype: SupahG33K
Wednesday, September 23, 2009
Thursday, September 17, 2009
Maps for Tonight!
Craniums up folks, there are a couple maps you'll need to get for Gamenight.
L4D
BF2:=SGAZ=
L4D
BF2:=SGAZ=
- EU/AF Map Pack - =SGAZ= DL Site
Wednesday, August 19, 2009
=SGAZ= 4.7 (Final) and news
Cranium's up SuperGeeks!! The BF2:=SGAZ= mod version 4.7 is available for download. This is pretty much mature to the point where I'm happy with it and think it's as good as it's going to get. As such I'm placing the Final tag on it (pending any bugfixes). Follow the link for the changelog and download.
I think I'm stating the obvious amongst the clan in that we've taken the COOP/Bot War thing as far as we can and need something new and interesting. With that, I'm pleased to announce that with the end of major development on =SGAZ= COOP, we are officially beginning development of =SGAZ= Versus (PvP).
=SGAZ= Versus will be an entirely new mod based strictly on human gameplay. There will be no bots or SinglePlayer support. The goal of this mod is to place higher priority on mission success than kill count. There will be no flags to capture and, given the size of the clan, very few players to kill. Each team will have specific mission criteria that will determine success or failure. Examples of that would be destruction of critical structures or assets; and for the opposite team, protection of those assets. Other mission styles will be available as well.
There will be more information on =SGAZ= Versus as development progresses; however the clan will be much more involved in this development cycle than previous mods. This one man modding team is taking up a LOT of my time and I think there are skills within the clan that can be put to use.
Cheerz!
=SGAZ= SupahG33K
I think I'm stating the obvious amongst the clan in that we've taken the COOP/Bot War thing as far as we can and need something new and interesting. With that, I'm pleased to announce that with the end of major development on =SGAZ= COOP, we are officially beginning development of =SGAZ= Versus (PvP).
=SGAZ= Versus will be an entirely new mod based strictly on human gameplay. There will be no bots or SinglePlayer support. The goal of this mod is to place higher priority on mission success than kill count. There will be no flags to capture and, given the size of the clan, very few players to kill. Each team will have specific mission criteria that will determine success or failure. Examples of that would be destruction of critical structures or assets; and for the opposite team, protection of those assets. Other mission styles will be available as well.
There will be more information on =SGAZ= Versus as development progresses; however the clan will be much more involved in this development cycle than previous mods. This one man modding team is taking up a LOT of my time and I think there are skills within the clan that can be put to use.
Cheerz!
=SGAZ= SupahG33K
Wednesday, July 15, 2009
Tuesday, July 14, 2009
=SGAZ= v4.5
Long ago we created a BF2 mod specifically for our clan to play humans vs. bots. We played it for quite some time across a fairly large range of revisions. With the advent of AIX 2.0, we pretty much shelved the =SGAZ= mod. Having just about played out AIX, I felt it prudent to revisit the joy of modding for the good of the clan.
As such, I present =SGAZ= v4.5 to you. Yes, I know the last rev was 4.2...so perhaps that might indicate to a sharp eyed player that this is not an insignificant upgrade. In fact it's been several weeks of very long, very late nights to get it polished enough to release straight into a Thursday night Game Night.
I'm not going to go into great detail about what to expect, I'll leave that to the players to discover...it's more fun that way. Suffice it to say, there are changes that are very subtle yet add greatly to the gameplay; and there are the obvious things like 2 new jets, all the weapons have been "tweaked", new skins, new abilities, and, of course, 5 new maps.
I'm starting the FTP now and will make another post when the link is active to download the latest =SGAZ= Battlefield 2 mod. It's not huge (about 400MB), but my upstream bandwidth is not as stellar as my downstream.
As such, I present =SGAZ= v4.5 to you. Yes, I know the last rev was 4.2...so perhaps that might indicate to a sharp eyed player that this is not an insignificant upgrade. In fact it's been several weeks of very long, very late nights to get it polished enough to release straight into a Thursday night Game Night.
I'm not going to go into great detail about what to expect, I'll leave that to the players to discover...it's more fun that way. Suffice it to say, there are changes that are very subtle yet add greatly to the gameplay; and there are the obvious things like 2 new jets, all the weapons have been "tweaked", new skins, new abilities, and, of course, 5 new maps.
I'm starting the FTP now and will make another post when the link is active to download the latest =SGAZ= Battlefield 2 mod. It's not huge (about 400MB), but my upstream bandwidth is not as stellar as my downstream.
Thursday, April 23, 2009
BF2 1.50 Beta Patch
Get it while it's hot. In fact, you'll have to have it for tonight!
Grab it from File Front
We'll likely be using the new map Operation Blue Pearl in rotation tonight.
Cheerz!
Grab it from File Front
We'll likely be using the new map Operation Blue Pearl in rotation tonight.
Cheerz!
Saturday, April 18, 2009
New Logo Options
Greetings all, I've got some new stuff to share. I last came to you with a request for ideas regarding a new mod. A diligent few (very few actually, but very diligent) shared some great ideas and I'm working hard to put those ideas into code. Unfortunately, it's just not as easy as I'd hoped it would be. Lately, as most of you know we've been playing some excellent rounds of Versus style play using the generic conquest maps. It has most certainly netted some very exciting gameplay and has a been a very welcome change of pace for Thursday Gamenights.
So in the process of slogging through converting these great ideas into a truly playable mod I found that I'm a bit tired of our current logo. It was a very amateur hack at some burning text. What do you expect from a code-monkey with no visual skills...sheesh. However, I have 10 brand spankin' new variations of a logo that I'd like everyone to see.
So in the process of slogging through converting these great ideas into a truly playable mod I found that I'm a bit tired of our current logo. It was a very amateur hack at some burning text. What do you expect from a code-monkey with no visual skills...sheesh. However, I have 10 brand spankin' new variations of a logo that I'd like everyone to see.
Saturday, April 4, 2009
Urgent Request to =SGAZ= Clan
A'ight guys, I've got a new mod in full development and need your help. The new mod, =SGAZ=X, is naturally an extension of the mods we've been playing recently. Gamenight has been stagnating a bit so I felt the best way to shake things up was to put an =SGAZ= spin on things.
And that's where I ran into...well, issues. See, I'm a programmer with gearhead tendencies. I'm not a designer by any stretch. I'm usually pretty good at taking existing things apart and making them bigger, better, faster, stronger, etc; but I'm not an idea guy.
That's where y'all come in. I know we have a lot of chatter during gamenight and there are a lot of good ideas (admittedly, some corny ones too) rattling around in everyone's heads like BB's in a canteen. So read this post and then either leave comments or drop an email to the clan mailbox (appropriately masked here for botware) sgazclan at "gee" mail dot c o m.
Don't filter your thoughts, just send them all; I'll do what I can get most of the good ideas in there. I do however reserve the right to either take creative liberties with the ideas or leave them out completely if they don't jive with the rest of the mod.
But do it FAST, cuz I have a short attention span and might get bored and move on to something else. Oh and if it wasn't clear, this is a BF2 mod, not L4D.
Cheerz!!
And that's where I ran into...well, issues. See, I'm a programmer with gearhead tendencies. I'm not a designer by any stretch. I'm usually pretty good at taking existing things apart and making them bigger, better, faster, stronger, etc; but I'm not an idea guy.
That's where y'all come in. I know we have a lot of chatter during gamenight and there are a lot of good ideas (admittedly, some corny ones too) rattling around in everyone's heads like BB's in a canteen. So read this post and then either leave comments or drop an email to the clan mailbox (appropriately masked here for botware) sgazclan at "gee" mail dot c o m.
Don't filter your thoughts, just send them all; I'll do what I can get most of the good ideas in there. I do however reserve the right to either take creative liberties with the ideas or leave them out completely if they don't jive with the rest of the mod.
But do it FAST, cuz I have a short attention span and might get bored and move on to something else. Oh and if it wasn't clear, this is a BF2 mod, not L4D.
Cheerz!!
Monday, March 16, 2009
Coop Expert strategies
In an effort to up our game play level, here are some tips:
1) In expert mode, friendly fire is your worst enemy. Make one person the established leader (and point man). Where the leader goes, the other 3 follow. Know where your friends are at all times so that you are less likely to shoot them in the face.
2) Travel in a consistent formation. This will reduce friendly fire incidents a great deal, because you have an expectation of where your teammates are, even when you have to turn to shoot at a charging zombie. A commonly suggested formation is this:
The leader and a buddy travel crouched up front with assault rifles and/or shotguns. The other two travel standing with assault rifles and/or scoped rifles. This will allow the standing players to fire over the heads of the crouched, and the crouched can melee incoming hordes. Others suggest an offset diamond, with the point man crouched. Still others don't recommend a formation at all, but just to stay close. Either way, consistency of team member placement in relation to one another does seem to help a great deal.
3) If a teammate gets incapacitated, he should be close if you are doing your job. Friendly fire damage appears to be disabled when a teammate is incapacitated by a hunter or smoker, so blast away. But fire in short bursts so you don't damage your teammate when they are released.
4) If you are getting mobbed by the horde, crouch down so an assault rifle teammate can headshot the infected's heads around you. If your teammate is getting mobbed and you are close, jump in and start meleeing, shooting away from your teammate. 3 players can stand over a downed teammate, melee the horde off while shooting away from the center.
5) Follow a wall so you are not out in the open. You have less time to prepare for a horde in expert. The trick is to fall into an easily defenable location when the horde hits.
6) If you are indoors and a horde is building, let the leader (pointman) pick a place where your backs aren't vulnerable. If in a hallway or up against a wall, 2 crouch and 2 stand with the wall at your back, each set has a 90 degree arc of responsibility. If in a corner, each player has a 45 degree arc of responsibility. (Again, assuming no tank is around.) The best place to be (if there is no tank around) is a small room or closet. This strategy is frowned upon in versus, but used often in expert coop if the goal is to be slow-and-careful as opposed to speed runs.
7) If you see a hunter that is far away, gun him down. If the hunter is close, melee him away and then shoot while he is stunned. If you start to shoot a close and crouched hunter, he can pounce on you before you get enough shots in him.
8) TANKS - like the intro movie says "run or shoot?" - "both". The mass consensus seems to be this: If you have room to maneuver, every player has > 40 health and you are in a location where there are attractive places for the tank to climb (NM final, DA final, barn area on BH final), light the tank up with a molotov and run. Let the fire do its damage over time. Run around obstacles so the tank takes time to climb or throw. He will be faster when on fire, but again, if you have the space to offer him distractions, this is the way. If a teammate goes down from a tank fist, they are dead - don't try to save them (as much as it may pain you). Get distance on the tank with options for exit in case he comes after you and blast away. If your maneuverability options are not optimal for this or you can not run due to low health, do NOT light the tank on fire. The consensus is to run to a location where you can offer him distractions (like the rooftop crane area on DA). This seems to be the most debated strategy.
9) In each group, there should always be one person with a molotov (for strategy 8) and one with a pipe bomb (for surprise hordes in locations that are not optimal). Do not waste these assets in easy areas.
10) Don't burn through your health packs and pain pills. 20% or lower for health packs - some people will argue that you should be in the "black-n-white" before using a health pack. Since pain pills can be administered quickly, save them for when you need them - when a tank shows up or for a final sprint to the safe room.
11) Don't take a health pack if you have teammates there that need it more - or take it and heal them yourself when they get less than 20%. That means DO NOT heal up when you reach the safe room, then take another when the next round starts. Remember that keeping your friends alive keeps you alive.
12) Some experienced players asked to be team-killed near an exit safe room if their health is below 50%. They would prefer to die and be respawned with 50% health for the next section, as opposed to starting the next section with a low health and possibly needing to burn through a health pack. I myself think of this as an exploit of sorts (this wouldn't happen in real life, since there are no respawns), but others argue that there wouldn't be a zombie apocalypse in real life. If you are ok with this strategy, it can help your team be more successful.
from: http://forums.steampowered.com/forums/showthread.php?t=809871
1) In expert mode, friendly fire is your worst enemy. Make one person the established leader (and point man). Where the leader goes, the other 3 follow. Know where your friends are at all times so that you are less likely to shoot them in the face.
2) Travel in a consistent formation. This will reduce friendly fire incidents a great deal, because you have an expectation of where your teammates are, even when you have to turn to shoot at a charging zombie. A commonly suggested formation is this:
The leader and a buddy travel crouched up front with assault rifles and/or shotguns. The other two travel standing with assault rifles and/or scoped rifles. This will allow the standing players to fire over the heads of the crouched, and the crouched can melee incoming hordes. Others suggest an offset diamond, with the point man crouched. Still others don't recommend a formation at all, but just to stay close. Either way, consistency of team member placement in relation to one another does seem to help a great deal.
3) If a teammate gets incapacitated, he should be close if you are doing your job. Friendly fire damage appears to be disabled when a teammate is incapacitated by a hunter or smoker, so blast away. But fire in short bursts so you don't damage your teammate when they are released.
4) If you are getting mobbed by the horde, crouch down so an assault rifle teammate can headshot the infected's heads around you. If your teammate is getting mobbed and you are close, jump in and start meleeing, shooting away from your teammate. 3 players can stand over a downed teammate, melee the horde off while shooting away from the center.
5) Follow a wall so you are not out in the open. You have less time to prepare for a horde in expert. The trick is to fall into an easily defenable location when the horde hits.
6) If you are indoors and a horde is building, let the leader (pointman) pick a place where your backs aren't vulnerable. If in a hallway or up against a wall, 2 crouch and 2 stand with the wall at your back, each set has a 90 degree arc of responsibility. If in a corner, each player has a 45 degree arc of responsibility. (Again, assuming no tank is around.) The best place to be (if there is no tank around) is a small room or closet. This strategy is frowned upon in versus, but used often in expert coop if the goal is to be slow-and-careful as opposed to speed runs.
7) If you see a hunter that is far away, gun him down. If the hunter is close, melee him away and then shoot while he is stunned. If you start to shoot a close and crouched hunter, he can pounce on you before you get enough shots in him.
8) TANKS - like the intro movie says "run or shoot?" - "both". The mass consensus seems to be this: If you have room to maneuver, every player has > 40 health and you are in a location where there are attractive places for the tank to climb (NM final, DA final, barn area on BH final), light the tank up with a molotov and run. Let the fire do its damage over time. Run around obstacles so the tank takes time to climb or throw. He will be faster when on fire, but again, if you have the space to offer him distractions, this is the way. If a teammate goes down from a tank fist, they are dead - don't try to save them (as much as it may pain you). Get distance on the tank with options for exit in case he comes after you and blast away. If your maneuverability options are not optimal for this or you can not run due to low health, do NOT light the tank on fire. The consensus is to run to a location where you can offer him distractions (like the rooftop crane area on DA). This seems to be the most debated strategy.
9) In each group, there should always be one person with a molotov (for strategy 8) and one with a pipe bomb (for surprise hordes in locations that are not optimal). Do not waste these assets in easy areas.
10) Don't burn through your health packs and pain pills. 20% or lower for health packs - some people will argue that you should be in the "black-n-white" before using a health pack. Since pain pills can be administered quickly, save them for when you need them - when a tank shows up or for a final sprint to the safe room.
11) Don't take a health pack if you have teammates there that need it more - or take it and heal them yourself when they get less than 20%. That means DO NOT heal up when you reach the safe room, then take another when the next round starts. Remember that keeping your friends alive keeps you alive.
12) Some experienced players asked to be team-killed near an exit safe room if their health is below 50%. They would prefer to die and be respawned with 50% health for the next section, as opposed to starting the next section with a low health and possibly needing to burn through a health pack. I myself think of this as an exploit of sorts (this wouldn't happen in real life, since there are no respawns), but others argue that there wouldn't be a zombie apocalypse in real life. If you are ok with this strategy, it can help your team be more successful.
from: http://forums.steampowered.com/forums/showthread.php?t=809871
Thursday, March 12, 2009
L4D - 3/12/09 patch
Updates to Left 4 Dead have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Versus Mode Changes
* Tank melee attack can now hit multiple Survivors in one swing
* Fixed Tank punch being able to hit targets behind walls
* Fixes to 'Tank parking'. The Tank will now run back and attack the Survivors if he becomes AI due to two players expiring the frustration meter
* Fixed a case where a Tank frustration meter could run out right as he was in his death animation and he would come back to life
* Fixed a case where the Tank was moving too slowly while crouching and being shot
* Tanks now have the possibility of spawning in a slightly different position for the first and second teams
* The order that the teams play as Survivors is now determined by which team has the higher overall score. The winning team will play as Survivors first
* The Smoker tongue can now target and grab victims through common infected
* Increased the cone in which a Smoker can grab a target
* The Witch no longer cuts Smoker tongues in a radius around her
* Boomers that explode in mid-air will now hit Survivors directly below them with Bile
* Reduced the damage that burning Hunters do to pounced victims
* Adjusted the time at which players take over from bots to avoid 5 seconds of the bot standing idle while the player finishes connecting.
* Fixed some cases where versus score was not being recalculated properly. It is no longer beneficial to pass pills between players at the end of the round or heal other players and then shoot them
* Fixed a case where it was possible to spectate an AI infected and hit +use to take them over
Server Changes
* Added convar sv_gametype that allows server operators to limit the types of games that will start on their server. Default value is 'coop,versus'. Can be changed to just 'coop' or just 'versus' to limit to those game types
General changes
* Fixed a case where players would join as a dead Survivor when a living Survivor was still available
* Fixed a case where restarting a level due to the team dying would give more than the max primary ammo on restart
* Fixed the speaking icon showing up on the local player during level transition if voice_vox was set to 1
* The scoreboard now shows the numeric value of a player's ping
GameUI
* Quick match will now try to match to any campaign. Removed the preference to match to games according to the player progressing through all campaigns
* Games in a finale are now joinable via the Friends and Steam Group games list
Versus Mode Changes
* Tank melee attack can now hit multiple Survivors in one swing
* Fixed Tank punch being able to hit targets behind walls
* Fixes to 'Tank parking'. The Tank will now run back and attack the Survivors if he becomes AI due to two players expiring the frustration meter
* Fixed a case where a Tank frustration meter could run out right as he was in his death animation and he would come back to life
* Fixed a case where the Tank was moving too slowly while crouching and being shot
* Tanks now have the possibility of spawning in a slightly different position for the first and second teams
* The order that the teams play as Survivors is now determined by which team has the higher overall score. The winning team will play as Survivors first
* The Smoker tongue can now target and grab victims through common infected
* Increased the cone in which a Smoker can grab a target
* The Witch no longer cuts Smoker tongues in a radius around her
* Boomers that explode in mid-air will now hit Survivors directly below them with Bile
* Reduced the damage that burning Hunters do to pounced victims
* Adjusted the time at which players take over from bots to avoid 5 seconds of the bot standing idle while the player finishes connecting.
* Fixed some cases where versus score was not being recalculated properly. It is no longer beneficial to pass pills between players at the end of the round or heal other players and then shoot them
* Fixed a case where it was possible to spectate an AI infected and hit +use to take them over
Server Changes
* Added convar sv_gametype that allows server operators to limit the types of games that will start on their server. Default value is 'coop,versus'. Can be changed to just 'coop' or just 'versus' to limit to those game types
General changes
* Fixed a case where players would join as a dead Survivor when a living Survivor was still available
* Fixed a case where restarting a level due to the team dying would give more than the max primary ammo on restart
* Fixed the speaking icon showing up on the local player during level transition if voice_vox was set to 1
* The scoreboard now shows the numeric value of a player's ping
GameUI
* Quick match will now try to match to any campaign. Removed the preference to match to games according to the player progressing through all campaigns
* Games in a finale are now joinable via the Friends and Steam Group games list
Monday, March 9, 2009
Friday, March 6, 2009
Day 6
Been away from a computer for a while up on the North Shore. We're back in Waikiki today and it's been a great day. Last couple days we were snorkeling in Shark's Cove, I played golf at Turtle Beach on the Palmer Course yesterday morning and then we went up to Waimea Falls yesterday afternoon. This has been such a great week. I'm a bit behind on pics but will try to get some up tonight or tomorrow morning. Today, Heather and I went back to Diamond Head and hiked up and down...twice. We then walked back thru Waikiki where we're staying. After second breakfast at IHOP, we walked up the 14 stories to Mom's flat; awesome workout!!
Wednesday, March 4, 2009
Day 3
Tuesday, March 3, 2009
Day 2




We had grand plans for some snorkeling in Hanauma Bay today but were thwarted by a rather large crowd. By the time we got out there it was closed out, and we were told we could keep driving back and forth till the parking lot opened. Instead we continued up the road and had a nice picnic on Waimanalo Beach. Water was still pretty cold and 20-30 mph winds were really pushing up the waves. After the picnic we went back to the house and got changed out for the Luau. We took Alaynah to a luau when she was 5 months old and thought she'd like it again. She loved it! She met the king early in the evening and when he saw her much later he addressed her by name. She was soooo excited! Couple pics for now, Tuesday will see the Sealife Park and Diamond Head, then hoping to get wet Wednesday at Shark's Cove then some golf at Turtle Bay on Thursday...hope the winds die down!
Cheerz!
Sunday, March 1, 2009
Checking in from beautiful Hawaii
Greetz all,
SupahG33K checking in from my Mum's flat in fantastic Waikiki. We're a few minutes walk from the beach here so I'll get some more pics out as the week progresses. Lot's to do and we're so excited to be here.
Cheerz!
Thursday, February 26, 2009
Gamenight - MOTD
Greetz all! Tonight we'll be serving up a healthy dose of AIX 2.0, most likely from the =SGAZ= AIX 2.0 server. Check the Skype tags for either SupahG33K or Zambam for an IP addy.
Fight's On occurs as fragged at 2000hrs AZ time.
It's likely, as some of the younger crowd (and one or two old-timers) filter out over the progression of the wee hours of night, that we'll switch at some point to Left 4 Dead.
See you all online,
CHEERZ!!
Fight's On occurs as fragged at 2000hrs AZ time.
It's likely, as some of the younger crowd (and one or two old-timers) filter out over the progression of the wee hours of night, that we'll switch at some point to Left 4 Dead.
See you all online,
CHEERZ!!
Tuesday, February 24, 2009
Low Violence/Normal Screenies
For those wondering what the difference is here's a pair of screenies. The first taken from inside the closet of the Second Kitchen on No Mercy with normal violence settings. Note the stack of bodies.
The second, taken seconds later from a participant running the -lv setting. Note the lack of bodies littering the floor.
This appears to be the main difference. You still get the blood on the walls, though not on your screen, but there are no left over bodies.
Cheerz!
Tuesday, February 17, 2009
Friday, February 13, 2009
Left4Dead on the cheap
This weekend only you can pick up L4D for $25 on Steam:
http://store.steampowered.com/app/500/
http://store.steampowered.com/app/500/
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