
Originally Posted by
Bane of Soldiers
A uniform crouch spot limit has long been given up in-server; it has fractured into three components: the original 2 per tube/pipe (for non zm-ers, this refers to those round concrete pipes), the uniform "accepted by everyone" limit, and the non-uniform "depends which admin" limit. The difference between the second and third, is that I have not seen all admins (specifically, older generation of zm admins) acknowledge such a limit. This is strictly my observation, and there are, most definitely, exceptions.
Also not set in stone: many have come to set a limit on the basis of what is favorable to the survival of the first humans in the crouch spot. Such limits are not to make it "fair" for the zombies, but to reward and protect the humans that make it to the holdout before the spot is considered "full." Once it goes past the generally accepted "full" limit, the chances of survival are effectively destroyed. Reason is that there just isn't enough practical space. Thus, any humans "past the limit" are an immediate liability: they are too close to danger, no matter how many guns you have. Once the liability turns into a threat, it becomes a chain zombification effect. Which leads to much deserved whining, which leads to the formation of practical rules.
The limit for that specific area on zm_roy_the_ship is 4. It has long been that way, and falls under the category of limits I call "uniform, accepted by everyone." This is perfectly legal; it was the same way with zm_pulse_templeofdoom_final, where there was an unwritten limit for three humans per platform, until aNex finally wrote it into the v2.4 revision of the ZM rules. Every ZMOD regular knows of this limit.
I was trying to find this, but I ended up doing so before I typed up that huge ass paragraph above....
Those of us from ZMOD have only followed the first portion of this.... Probably should have remembered the second part. Oh the irony in the last three sentences!!!
I say no abuse