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Author Topic: GVHv3b6 - Released!  (Read 43012 times)

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June 26, 2011, 10:15:45 PM
Reply #15

Online CutmanMike

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Re: GVHv3b2 Beta
« Reply #15 on: June 26, 2011, 10:15:45 PM »
The problem with Sjas is because of how he works. He can adjust his z height at his will, and aiming at targets flying up and down is incredibly difficult at that speed. Unfortunately he needs that speed to get close enough to his foes. I've always had a hard time maintaining a balance between sjas being too hard to hit or too easy to avoid.

June 26, 2011, 10:29:28 PM
Reply #16

Offline CarThief

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Re: GVHv3b2 Beta
« Reply #16 on: June 26, 2011, 10:29:28 PM »
Quite a problem indeed, at best perhaps i could reduce the scream range a tad more, so he still has all his fancy movement and instant kill but needs to use those to an larger extent to get kills. Though this might make it a tad hard for Sjas to combat a Cyborg, as he ussually has to attack straight above him to do it even half safely, hmm...

Perhaps such a thing would work... Some would suggest lower HP but he's a (fairly) large flying target and any good marine would gun him down in one or two shots if so. So thats probaly not an option...

Oh, any opinion on letting Jitter stay that lightning resistant, Cutman? I gave it a quick look and he has a measly FOUR HP left after two shots on full HP, i'd say it seems fine if any half-good hunter would throw a Fire Arrow or Ice Arrow at him as a finisher, if he's not hurt already by other Humans. That Lightning Bow can hit at any range anyway, especially when Jitterskull is busy with a Hunter's teammates.
And damn, she wasnt kidding about that addon being hard to fix with its current limitations.
Edit: Found some creative ways to get around the problem, hehe...

July 01, 2011, 07:31:28 PM
Reply #17

Offline southpark2010

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Re: GVHv3b2 Beta
« Reply #17 on: July 01, 2011, 07:31:28 PM »
I tried this out, and the only problem is that i cant select the other Engineer's weapons. I'm always stuck with the Nailgun. Is there any way where i can fix this.

July 02, 2011, 04:29:58 PM
Reply #18

Offline CarThief

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Re: GVHv3b2 Beta
« Reply #18 on: July 02, 2011, 04:29:58 PM »
Works just fine here on the beta! Tried selecting weapons by whatever you've set as next weapon or previous weapon? Either that or use the 1 2 or 3 buttons to switch weapons (below the F1 to F12 keys).

If that fails try setting your controls to include next and previous weapon, maybe there's controls for the 1 to 0 button weapon slots too. And if that fails well, i dont know.

July 07, 2011, 02:54:49 PM
Reply #19

Offline Zocker

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Re: GVHv3b2 Beta
« Reply #19 on: July 07, 2011, 02:54:49 PM »
Isn't the idea of the Sjas to have an all terrain-death-from-above-Ghoul which can be heard and avoided from distance?
Well, when I am playing human I have a hard time hearing him and when I do it's mostly too late and don't get a chance to prepare.

The first thing I would do is to increase the radius where you can hear him and turn up the sound of his movement-scream a bit.
It's not the final solution but a first step.

July 07, 2011, 03:11:54 PM
Reply #20

Offline CarThief

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Re: GVHv3b2 Beta
« Reply #20 on: July 07, 2011, 03:11:54 PM »
Well thats an interesting idea to try later, though currently its rather difficult to implement new things, as its now on to waiting on Cutman, i guess the lack of extra GVH pages since he updated the blog might be an obstacle.

July 07, 2011, 11:19:47 PM
Reply #21

Offline TERRORsphere

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Re: GVHv3b2 Beta
« Reply #21 on: July 07, 2011, 11:19:47 PM »
I'm working on a new map, should be finish in around 2 weeks, on and off. It's got a cave, a castle and a grassy outside.

July 08, 2011, 12:28:45 AM
Reply #22

Offline superMario123311

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Re: GVHv3b2 Beta
« Reply #22 on: July 08, 2011, 12:28:45 AM »
I'm making a map too


It's a bigger gvh01

July 08, 2011, 03:21:57 AM
Reply #23

Offline Meepy!-*Ivan!*

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Re: GVHv3b2 Beta
« Reply #23 on: July 08, 2011, 03:21:57 AM »
It's been a LONG time since I don't make any map. Maybe someday I'll get inspired and make one for GVH...I need to think about the best maps of GVH, get their pros and mix them in one map. lol I will never be able to do that D:!

July 08, 2011, 04:04:09 AM
Reply #24

Offline Ivory

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Re: GVHv3b2 Beta
« Reply #24 on: July 08, 2011, 04:04:09 AM »
I don't want to be mean but... GvH doesn't really need a BIGGER Ghouls Forest. There was a reason why Cutty shrunk that map size down to begin with.

July 08, 2011, 04:10:39 AM
Reply #25

Offline superMario123311

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Re: GVHv3b2 Beta
« Reply #25 on: July 08, 2011, 04:10:39 AM »
Well 2 variants medium and large


This is to be made because many people complain gvh01 being too small



I might also just retexture it and make it a little bit bigger and make campsite bigger reason is because there's not enough room for human spawns with the small one


Or perhaps just give it
Low red ghoul 3 textures from the lowresghoil.wad

July 08, 2011, 04:12:29 AM
Reply #26

Offline LlamaHombre

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Re: GVHv3b2 Beta
« Reply #26 on: July 08, 2011, 04:12:29 AM »
Bullshit complaints.


It takes me FOREVER to find people even in a small GvH01, adding more size will make it worse.

July 08, 2011, 04:14:52 AM
Reply #27

Offline superMario123311

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Re: GVHv3b2 Beta
« Reply #27 on: July 08, 2011, 04:14:52 AM »
Mabey just increase the size a tiny bit


Also I would like rules to be 1 type of ghoul at a time in tlms because it won't feel right that way

Also people say it has ugly textures so I think give it lowres ghoul 3 textures

July 08, 2011, 04:16:47 AM
Reply #28

Offline Ivory

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Re: GVHv3b2 Beta
« Reply #28 on: July 08, 2011, 04:16:47 AM »
Again, I don't think GvH needs a bigger version of the Ghouls Forest in the official roster.

July 08, 2011, 04:18:38 AM
Reply #29

Offline LlamaHombre

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Re: GVHv3b2 Beta
« Reply #29 on: July 08, 2011, 04:18:38 AM »
Where are you getting these complaints.


Increasing the size even a little will still murder the chances of people finding each other.

The textures look fine to me.

What if your Jitter, Creeper, Choke, and Sjas are all dead and there's a cyborg sitting on a high pillar.


 

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