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chin.democ.
chinny!
Posts: 2859 Joined: 10 Aug 2006, 17:19 Location: London Nationality:
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If you could do some textures that would be great ideally I'm looking for about 3-4 different styles to plaster around my maps would be epic. My ideas below. Sharpshooter Map Preparation Ideas Sharpshooter maps will be edited specifically for the Sharpshooter gametype and will have Sharpshooter prefix i.e. DXSS_CS-Office. Maps will have player starts that are scattered around the map (seeing as the player spawns with weapons in hand there's no need for weapon racks, also having playerstarts spaced out the players don't spawn near each other as this is a deathmatch gametype), maps will also have at least one "free" medbot (Sharpshooter has no medkits and so I think it will give the maps a good point of interest - fighting over the medbot etc). Maps will have the following items edited out (As they are useless); Biobots and housings Cabinets Lockpicks Medkits Multitools biocells Weapon racks and weapons gas grenades emp grenades he 20mm lams Any rooms that look empty after the above is edited out will be good areas to insert custom Sharpshooter textures.
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jager774
THIS IS SPARTAAA!!!
Posts: 358 Joined: 02 Dec 2011, 22:07 Nationality:
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jager774
THIS IS SPARTAAA!!!
Posts: 358 Joined: 02 Dec 2011, 22:07 Nationality:
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chin.democ. wrote:That above is a major ass bug that needs addressing, calling all coders!!!
I dont know how will that look in code but, its obvious that it stays there because the 'countdown' for the weapons rotation is ocassionally colliding with the map time countdown, and the wep. rot. doesnt end, so i think the engine gets it like the map is still running and the time didnt expire. Somehow you guys have to set the weapon rotation's countdown have the same amount of time the map does have.
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atrey65789
Virtue/4E
Posts: 512 Joined: 21 Jan 2012, 15:27
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RedDynasty wrote:Its either that or you folks didnt properly extend the classes right. I suggest calling the weapon rotation line off when either the time limit ends or when the kill limit is reached, depending on the occasion.
I will do that.
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Tidus
OWNAGE
Posts: 431 Joined: 20 Aug 2006, 18:39
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Just had an epic fight with 7 ppl and it was fun as hell. Especially when you just respawned with all the explosive things like LAW, epic. One thing you should change though: Railgun is a too buggy weapon and can shooth trough walls, not nice. Gravity Gun is basicly the same, can shoot trough walls. Scramble Grenade is useless, it doesnt deal damage, there are no bots around and it is buggy in MP anyways, sometimes you throw an invisble grenade :P I know, that this is a testserver right now, but it would be cool if the limit wasnt 999 but 50~ and then switch maps, because one map the entire time is boring even in a testserver Other then that, its an epic little mod which deserves its own few maps Edit: Oh and btw, when you have 2 sets of weaponmods already (Tnag and regular weapon), cant we add Tactical aswell?
"JC! JC! the net's going, the nets going black! JC! No more youtube, no more facebooks of any kind, we will start over, use command lines, if you get this then FIND US! FIND US!"
Albert Einstein once said: "Technical progress is like an ax in the hands of a pathological criminal."
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jager774
THIS IS SPARTAAA!!!
Posts: 358 Joined: 02 Dec 2011, 22:07 Nationality:
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Tidus wrote:deserves its own few maps
I can 'provide' some maps like that if needed, maps a little like a battlefield map or similiar stuff, i made something like that, use it if you guys like it MiniWar3.rar
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Cozmo
Power/3D
Posts: 276 Joined: 08 Apr 2010, 22:00
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Got a chance to look at this earlier, plays pretty well; some really nice stuff. Some feedback: I'd recommend removing the auto-sniper and beretta (very broken, OP as hell) along with the peppergun and stun prod. There were some other useless weapons but I can't remember them off the top of my head. (at one point I spawned with scramble grenades, a PS20 and stun prod earlier XD) I'd also advise not changing player's weapons after they've spawned; it massively increases the chance of getting GPFs but is mainly just annoying when you're about to fire and it gets yanked out of your hands but ye it's good
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Tidus
OWNAGE
Posts: 431 Joined: 20 Aug 2006, 18:39
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Cozmo wrote:Got a chance to look at this earlier, plays pretty well; some really nice stuff. Some feedback: I'd recommend removing the auto-sniper and beretta (very broken, OP as hell) along with the peppergun and stun prod. There were some other useless weapons but I can't remember them off the top of my head. (at one point I spawned with scramble grenades, a PS20 and stun prod earlier XD) I'd also advise not changing player's weapons after they've spawned; it massively increases the chance of getting GPFs but is mainly just annoying when you're about to fire and it gets yanked out of your hands but ye it's good
That, sir is the point in getting useless weapons which kind of can kill people, had some epic fights with a crowbar there. Why not, gets you in trouble or gives the lowbies a free shot. Also about the "OP" weapons, no i dont think they are too op here, because you only have them by luck and you consider Beretta OP but a LAW is perfectly fine? Also switching weapons every 45 seconds is fine, very fun to play even when weapons got switched in a fight
"JC! JC! the net's going, the nets going black! JC! No more youtube, no more facebooks of any kind, we will start over, use command lines, if you get this then FIND US! FIND US!"
Albert Einstein once said: "Technical progress is like an ax in the hands of a pathological criminal."
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jager774
THIS IS SPARTAAA!!!
Posts: 358 Joined: 02 Dec 2011, 22:07 Nationality:
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Ok chin i will do the textures tomorrow maybe, im too tired to do that now, if you really need it right now they would look ugly:$ ill do one of them tho, just as a test subject^^
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jager774
THIS IS SPARTAAA!!!
Posts: 358 Joined: 02 Dec 2011, 22:07 Nationality:
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thats just a test which i quickly made with one eye open, give me feedback please. i know its shitty:\ test.pcx.rar
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Cozmo
Power/3D
Posts: 276 Joined: 08 Apr 2010, 22:00
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Tidus wrote:Cozmo wrote:Got a chance to look at this earlier, plays pretty well; some really nice stuff. Some feedback: I'd recommend removing the auto-sniper and beretta (very broken, OP as hell) along with the peppergun and stun prod. There were some other useless weapons but I can't remember them off the top of my head. (at one point I spawned with scramble grenades, a PS20 and stun prod earlier XD) I'd also advise not changing player's weapons after they've spawned; it massively increases the chance of getting GPFs but is mainly just annoying when you're about to fire and it gets yanked out of your hands but ye it's good
That, sir is the point in getting useless weapons which kind of can kill people, had some epic fights with a crowbar there. Why not, gets you in trouble or gives the lowbies a free shot. Also about the "OP" weapons, no i dont think they are too op here, because you only have them by luck and you consider Beretta OP but a LAW is perfectly fine? Also switching weapons every 45 seconds is fine, very fun to play even when weapons got switched in a fight
I never classified the crowbar as useless I was pretty careful not to. I always use weaker weapons to balance it out, but things like the PS20 are a bit too silly. I don't mind scrambles that much because I can at least nade jump away with them The LAW is OP, but hilarious, cumbersome, only has one shot and takes some skill not to kill yourself with it in close quarters the beretta on the other hand is the epitome of cheap. The rifle is the epitome of bad design. I take back what I said about the forced weapon changing though, considering that all players have to deal with it at the same time. Maybe a 3 second warning would work well?
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