| The Concept
-
'Hardfought' as it's come to be was actually over a year in the making and
planning. I had started with a dual P3-500 box that I built that was to be
a Quake3 server only... months had passed before I had finally found a
place to co-locate my server at... ocxi.net in Fort Worth, TX. They had a
point of presence with Digex's network. I kept my server there a total of
two weeks due to Digex's traffic shaping schema... absolutely awful.
People from an hours drive from the server would have their data packets
sent all the way up to Chicago or Detroit and back, making many players
experience very high pings. Another month had passed when I spoke to a
friend of mine who worked as a network engineer for a Dallas-based
company known as ArcDSL (formerly known as Directlink.net, now out of business) and he was able
to get my server into their co-location facility (for a monthly fee of
course), which had points of presence with several major high-end network
communication backbones, such as UUNET, Sprint and SouthWestern Bell
locally. This all happened back in November of 2000, and the Hardfought
server was reborn again, still touting itself as a Quake3 server. This
same person who worked for ArcDSL had asked that I bring up a Half-Life:
CounterStrike port as well sometime soon, and a few weeks later I did. The
player base for Hardfought shifted from that point on from Quake3 to
CounterStrike almost a hundred-fold... the rest is history. Hardfought's primary theme is CounterStrike but it has and will evolve
into anything that I might find enjoyable for myself and others to play
online. There are plans to expand Hardfought's influence into the RPG
scene when Bioware releases Neverwinter Nights later this year. Halo is
another game that has serious potential to find it's way into the
Hardfought scene once it's released. Time will tell...
See below for updates...
The Hardware
- The Hardfought web/email
server is currently being hosted by
HostRocket.
The game servers are currently hosted by Boomhauer at his place of work in Dallas, TX, at no cost to Hardfought (many thanks, Boomhauer!!). Both rack mount servers are owned solely by Hardfought. The specs - server #1 is an HP Proliant DL360 G3: dual Intel Xeon 3.2GHz processors, 4GB of ECC DDR-SDRAM, and two Ultra320 SCSI hard drives configured in a RAID 0 array. Server #2 is a custom-built rack mount server, featuring dual AMD Opteron 246 processors, 2GB of ECC DDR-SDRAM, and two Western Digital 10k rpm SATA 'Raptor' hard drives, also in a RAID 0 array. Both servers have a 1Gbps feed to their main switch. Points of presence are with AlterNet, Time Warner, and Level3.
The Rules - When playing
on any Hardfought gaming servers, there are certain rules and guidelines
which everyone is expected to follow. Some of these rules and guidelines
are all-encompassing while others are game platform-specific. Any and all
of these rules are subject to change at a moments notice -
- Cheating - any player
caught cheating or *severely*
exploiting a bug/feature during game
play will be permanently banned without warning. Forms of cheating are
(but are not limited to) the following: aimbots, auto-shooters, wall
hacks, invisibility cheats, teleportation hacks, speed cheats, IP
spoofing, denial of service or other related attacks, ping flooding,
using hacked and/or modified game executables/dll's and player models.
- Racism - while profanity is not censored, racism in any form or
fashion (racist aliases, phrases, binds, etc) will not be tolerated,
and will result in a permanent ban of the offending player from the
server without warning.
- Behavior - during gameplay tempers can flare and sometimes things
are said and comments made that shouldn't have been made... that is
understandable. However, any excessive severe derogatory behavior
exhibited towards anyone on the server, whether it be another player,
an admin or a spectator, will not be tolerated, and can result in the
offending player being kicked, temporarily banned or permanently
banned from the server.
- Team Killing/Team Wounding - Hardfought has hosted games from time to time that allow members of the same team to be damaged and/or killed by their own teammates. This is not to promote team killing or wounding, but to heighten the realism and skill required to play and to win. Therefore, intentionally team wounding and/or killing your own teammates on a game server hosted by Hardfought that was configured in this way is not permitted, and can result in the offending player being kicked, temporarily banned, and if done repeatedly, permanently banned from the server.
- Server Admins - Hardfought tries to employ as game admins those people who are fair, level-headed and professional to ensure that yours and theirs gaming expereince is a fun one. Server admins are not exempt from the rules however; in fact they must abide by them implicitly. Over the years it has very rarely been an issue, but should you as a player see an admin abuse their privileges in an adverse way, report it to our admin staff - if your claim is valid, it will be dealt with swiftly.
Update, 12/15/2001
- the Hardfought server has since moved to a different location, still
within the DFW area. I have since dropped support for Quake3 and
CounterStrike, and am now hosting Return to Castle Wolfenstein at the
moment. I still have plans to support Halo and Neverwinter Nights once those
games are released.
Update, 6/19/2002
- a very long overdue update indeed... the Hardfought RtCW had to be taken
down just a couple months after it went up. Many of the regulars from both
CS and RtCW joined together to form a Dark Age of Camelot guild on the
Guinevere server/Midgard realm. That guild is no more however, and has
since dissolved just a couple days before this update. Why? Because
Neverwinter Nights has finally gone gold and is being shipped here as I
type this. I'll be running two NWN servers starting out, one public as a
PvP arena, the other one private (at first) and will be the stage for a
full-blown multi-level campaign. And so begins Chapter Three in the
Hardfought saga...
Update,
10/28/2002 - at this moment there are no game servers at all
associated with Hardfought. The DAoC guild that had formed around
Hardfought has also disbanded and it's members have gone elsewhere. I have
since discontinued running the Hardfought web/email server from home and
am now using HostRocket as a web/email-hosting service. I have since
enlisted in the United States Army (infantry) and will be shipping off in a few weeks
time from this update, so for the time being things will just have to
coast along, for possibly quite awhile.
Update,
9/18/2003 - the Hardfought game server has been brought back into existence, with hosting provided by theplanet.com, who are based out of Dallas, TX. Put up a CS port on it for a few weeks, but will be dropping it and instead will be hosting a Halo port very soon and possibly a port for HL2/CS2 when those titles are released. I'm currently stationed with the 25th ID in Hawai'i, and will be leaving for Afghanistan in Febuary 2004 for 6-9 months to help Americas fight against terrorism. Hoping to bring Hardfought back to its glory days with Halo and HL2 before I ship out.
Update,
5/3/2004 - Plans changed, turns out my unit (1-27 Wolfhounds) has been deployed to Iraq instead for a year long tour, we'll be here until Febuary 2005, already three months in as of this update. The Hardfought Halo servers were a huge success, however I took them down right before the new year (2004) because of my upcoming deployment, and also because of the blantant lack of server admin backend support for Halo from the company who ported it to the PC (gearboxsoftware.com). Still waiting patiently for HL2/CS2 to make its debut, no other games out really stand out as being 'Hardfought server-worthy'. Will be interesting to see what's out and about once I return home.
Update,
10/7/2006 - Oh snap... over two years since the last info update. Quite a bit has happened between now and then. CS: Source made its debut in November of 2004, with Hardfought being the very first to offer public servers for that title, other than those hosted by Valve themselves. For a good solid year, we had two to three public CS:S servers up and running, that were populated most of the time. We also hosted Day of Defeat: Source for a short period of time while that title was fresh and new. Battlefield 2 made its debut in June of 2005, and we hosted two ranked servers for the game, with one of them being one of the most popular urban-only map servers for a few months. For a stretch of about three months, there were over one hundred users playing either CS:S or BF2 on Hardfought at any given time. We also saw an official Hardfought clan for CS:S come to life - we competed at the CPL 2005 summer tournament, and our CAL team made it to CAL-M twice. For the year 2006, we've seen a decline - BF2 all but faded away along with a significant amount of other BF2 servers. CS: Source is still offered, but it has also declined over the past few months, as we're down to just one server, which gets minimal play at best... mostly because we've had to play 'musical IP's', having had the server go down/come up/go down/come up again too many times in one timespan. The Hardfought CS:S clan was hijacked by the majority of the remaining core players who wanted to take the team into a different direction a couple months ago, and founded 'TeamHF'.
So, looking forward to 2007 - there are three titles we're currently looking at to host, with Team Fortress 2 being at the forefront. Neverwinter Nights 2, and Unreal Tournament 2007, are also strong contenders for us to host. CS: Source will probably be retired for good at this point - the community just isn't what it once was. However, we're looking forward to the possibilities that await in the months and years ahead. As stated once before almost six years ago, time will tell...
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