Teeworlds does follow KISS
The aim of Teeworlds is to follow KISS and the official development does it really good. If you for example look into the source, there are many examples of excellent written code that solves problem in best possible way. It's not ultra-serious, and that's probably no the goal, but it's clean and easy to follow. DDRace can be very interesting with only the freeze-tile and a timer in the broadcast. All extra chat-commands and rcon features and entities are useless. I've played many DDRaces on a server that runs pure DDRace, in the way we, the real community, think it should be. Those games have been reallu fun and I've enjoyed it. Unfortunately people came up with this "blockwar" and started to disturb people on the server by hooking them down in the black zones, instead of helping the team finishing the race. That's a problem and the solution is not sv_cheats 1.
I never said I hated DDRace, stop incriminate me for expressions I haven't stated.
DDRace is not following KISS
What I don't like when it comes to DDRace are all those extra features, such as laser that comes from nowhere, making people freeze. The laser is a weapon and nothing else. To use the laser even as a door is almost to go too far away. The stars that is being plopped out around players when they're freezed are completely misused aswell. Those stars are meant to show damage, nothing else. To have the laser-gun as a "pulling"-weapon completely sucks and it goes straight against what it was meant to be used for. The laser is meant to kill, not to attract your friends and make them come closer to you. Why I'm not saying anything about having the ninja as an indicator for a frozen tee is simply because there is no other solution, and if you remove the freeze-part, it's not DDRace. People can, however, play DDRace without flying stars and laser-whateveritis in the whole map.
Another thing with DDRace I don't like is the way its being developed. New version of the mod is coming out constantly, makes it very hard for the hosters to keep in track and being up-to-date. Instead of releasing many versions with minor changes, try to find a lot of bugs and fix them in one big release. I don't mean that you should wait two years between every release, but at least three or four months. In this way, people don't need to check the website that often.
The main problem
Your (referring to GreYFoX), I really dislike (not hate, probably imporant to be clear in this part) your way of arguing. Just because you have "almost professional programmers" in your team, that doesn't mean it's good. The programmers may be good at what they're doing, but if they (the development team) keep on using Teeworlds features for wrong sakes, it'll still not be a good mod.
Futhermore, I didn't say that DDRace is only played by newbies (I prefer this word, because this discussion seems to be very serious, compared to most others). A lot of professional, high-skilled, vanilla and instagib players do play DDRaces from time to time. However, they do it on private servers that usually only have the freeze-tile and nothing more. One of the major problems with DDRace is the fact that there are a lot of "blockers", people who think that the main goal is to destroy and ruin the gameplay for others.
Cheats
They still suck more than a prawn sandwich with squish. They're so pointless and they're breaking the whole point of the gametype (not the mod, the gametype). If there's an abusive player in your team, contact the administrator (as there should be someone available) or try to votekick him/her. When (not if) the whole team get frozed, restart. Don't use any of the in-build cheats (that by the way take CPU) to melt yourself and then get thousand "<333333333" because you saved the team. If everyone keeps doing so, it's technically impossible to lose a DDRace, and there should be at least some resistance while playing. DDRace-maps are quite straight-forward, but they shouldn't be too straight forward. Cheats should never be used, regardless of reason. When the whole team is frozen, wait for another team to save you or restart. That's the whole point behind the gametype dummy-drag race, and I think the mod should follow that.
Unhookable tiles and map structure
I don't know who and I'm not interesting in knowing who said that people used the unhookable-time because it's only one block squared. That's a really bad reply. If you need it becuase you want to hook throw the corner, sure, have it, but don't use it throughout the whole map. I have met people who have only played DDRace and then failed miserably when they tried to play CTF5 and they hooked the unhookable tiles in the bottom-centre, several times, over and over again. The maps are also made up of different parts, which do have logical thinking and smart work-around behind, but they're used over and over again. Variations are good, but if you (as a mapper) haven't got anymore ideas, don't continue on the map. Set an end on it and release it (if you think it's worth being released, which you should be very careful with). An example of a good map is xyz_ddrace2. It uses both grass-tiles and unhookable tiles, on right places. Examples of maps with very good and different parts, thoughout the whole maps, are all hardcore-maps. They, however, lack in one way, because they are only using the unhookable tiles.
And yes, DDRaces does take a lot of more CPU than a vanilla Teeworlds server, so it has to be DDRace's fault. I assume that it's because of all bloated features, and especially the way they're coded. As I stated before, your programmers might be good, but if they don't code propertly, the result won't simply be good.
Conclusion
I haven't said that I hated DDRace, and I don't even dislike it. The gametype DDRace is fantastic and I love to play it with people that share the same opinions as me (regarding the DDRace mod and related maps). It's a great variation (yes, alias, variation) from CTF and iCTF, which I usually mostly play. DDRace is not one thing, but two. There is a mod named DDRace and a gametype, dummy-drag race. The thing I don't like that much is the mod DDRace and how it's being managed by the development team. Too many Teeworlds-features are remade in the mod DDRace, and most of them in a unacceptable way, according to what I think. The maps usually contain the same moments over and over again and they aren't that qualificated (read my previous post). However, that's not a problem caused by the DDRace development team (and I never said that).
In short: DDRace would have been a very good mod, if it wasn't for all extra "features".
EDIT: I dislike editing essays afterwards, because that doesn't reflect real life, but anyways. The reason to why I'm against different levels in the remote console is because I have experience of that (not in Teeworlds, but in bigger things, such as IRC). Many big IRC networks have a set of administrators with different levels. In almost all cases, there are internal "fights", that includes banning of innocent users and other pointless destroying, just because the administrators are tired of their low access levels. One leader with more access and the rest with equal access is ok, but no more levels than that.
Let's quote:
http://unreal.x-tab.org/faq wrote:It all comes down to: If you don't trust the oper, or the oper is attacking other opers, then why does he/she have an O:line?