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Damn cool idea
Pretty fun. Maps are a bit too long in my opinion (mapmakers tend to create harder maps for the good players, but currently there are mostly newcomers).One urgent suggestion: Why do you use the flamer as weapon? There's a bug connected with it, as shooter you see your bullet exploding in midair while it actually travels further. In some situations you need to aim very well, but this way you can't see your bullets' destination at all. Maybe use an other weapon, maybe even bow if you don't want it to be droppable.
Nice nice i search a long the script on forum and other shit but i found nothing... and today i see a he have now released the scripty<3I think i make next month a coop climb server...Thank a lot squiddy =)
So there's co-operative m79 climbing now? I thought M79 mode itself was tits, now this is just stirring my genitals with pleasure over the capacity it can withstand. Very nice. Soldat has never been this puzzle before.
No worries; it feels like I've written so many of these "reviews" lately that it's almost natural now. And since you appreciate my feedback so much, I'll make sure to send some more your way once I manage to play a bit more.As a side note, perhaps you could use hurt polys as well in your maps; they are more forgiving than kill polys, but also carry a sense of urgency with them. (Damn, just remembered that your script disables damage )
Quote from: AL on December 25, 2012, 04:01:03 pmNo worries; it feels like I've written so many of these "reviews" lately that it's almost natural now. And since you appreciate my feedback so much, I'll make sure to send some more your way once I manage to play a bit more.As a side note, perhaps you could use hurt polys as well in your maps; they are more forgiving than kill polys, but also carry a sense of urgency with them. (Damn, just remembered that your script disables damage )It disables all damage, except from the damage dealt by the script and the death polygons.Plus, hurt polys are nearly useless when you have flamers and grenades to jump above them
Two notes about the script: Everytime the map changes you're teamchanged so the map isn't loaded for you. Perhaps you can fix that, setting players to their teams a few seconds after the map was loaded, or something like that.
Second, I usually end up "dropping" and therefor losing my weapon for 10 seconds when I use !switch.
I suppose that means hurt polys which don't collide with bullets are not in existence yet...
A probably unintended "feature" of this gamemode is when the server is rather heavily populated, you can easily boost yourself off another partnership and basically skip a whole section of the map (which I've shamelessly done on a few occasions ). If you wanted to "fix" this from happening, I guess you could add a check in the OnPlayerDamage event to see whether you're shooting off your partner, and tp/kill/warn you if you aren't.