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Messages - ThaMarine

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16
The Ghoul's Forest / Re: GVHv2 beta 7 released - No more expansions
« on: January 16, 2010, 11:53:52 AM »
I tried the new Ghostbuster. He seems to pwn, I'm worried he might be overpowered. Still, I played only with bots.

17
The Ghoul's Forest / Re: GVHv2 beta 7 released - No more expansions
« on: January 16, 2010, 11:21:13 AM »
I have a suggestion for the map GvH 21 - The Other Side (I hope it's that map).


If someone spawns outside he/she is alot likely to stay there, as there is only one entrance. Both Ghouls and Humans get raped there because it's a really tight passage. My suggestion is: make another passage.

18
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 31, 2009, 08:38:15 PM »
Lil' bit 'o feedback:

GvH30 should:

- either be renamed to Human Slaughterhouse

- or either should be radically changed. Maps usally don't lag on my PC (despite I got Pentium 4), but I get 7-10 FPS on this map. There's too much various decoration and way too many dynamic lights. I tried both disabling dynamic lights and disabling textures, but it still lags like hell. The map is dominated by Sjases and Jitterskulls, because there are too may obstackles they don't have to cross over and the passages are way too tight. I try to get out of the "danger" zone, but I soon get buttraped by a Jitter or a Sjas who doesn't have to jump over a zilliion of benches, steps, torches and various other shit.

The spawns are too close, so I suggest the Human spawns should be moved to the woods.

19
The Ghoul's Forest / Re: MERRY CHRISTMAS TO ALL GHOULS AND HUMANS!
« on: December 31, 2009, 04:46:50 PM »
I know it's a lil' bit too late for writing a letter to Santa, but a Sjas speed limitation would be nice.

A Sjas player using SR50 is almost untouchable for anything by Marine shotgun and if he/she's also got skil, it's almost impossible. It's really too fast for anything that's not hitscan - cyborg plasma, normal, fire and lightning arrows (okay, lightning is hitscan, but we all know it's kind of tricky to use, and you can hit 'em with ice if you're lucky), ghostbuster proton pack, santa snowballs...

It's honestly a pain in the ass to take out an SR50 Sjas with cyborg plasma.

20
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 10, 2009, 06:03:43 PM »
Quote from: "Frits"
Yes! I used to be able to hear the creeper sneaking up on me, now if you don't see him closing in on you you're dead.

That's what I'm talking about the whole fucking time.

21
I get an urge to execute someone each time I even think of that thing.

22
The Ghoul's Forest / Re: Sjas - The flying slaughtering machine
« on: December 09, 2009, 01:14:34 PM »
The best weapon against multiple Sjases is Cyborg plasma, but as every human weapon (except MAYBE shotgun), it got weaker as of Beta 5.

23
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 08, 2009, 10:47:14 AM »
Hey, Arctic. I got a solution for you (PM 4 moar info).

P.S: Cutman, you should test that in 2b3 in 97dBeta5 and the current beta in 98A and you will hear the difference, I promise.

24
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 05, 2009, 06:43:43 PM »
I know this is off topic, but: I've found a way to do something that makes the Creeper being too silent a lot less unfair.

25
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 04, 2009, 09:33:24 AM »
Quote from: "Robjoe"
Quote from: "Frits"
Why are sjas's so fast, i got out runned as a sr50-ing hunter. nonononono
Yesyesyesyesyes. If The hunter was faster than Sjas, then Sjas would never be able to catch up to him. And besides, if you're good at the game, you'll have a fair chance of beating Sjas if you stay back and fight. What is it with you and the Hunter anyway, you always want him to be the most broken class in the game...

Late response, but... Sjas is supposed to outsmart the Human not outrun him.

26
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 03, 2009, 12:14:05 PM »
Frits, welcome to my world.

27
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 03, 2009, 07:55:59 AM »
Yeah, except on Hell Froze Over. But that is really an ice, not a snow map. I have dislikes for that map.

28
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: December 02, 2009, 08:01:25 PM »
Oh, my sorries. I know the difference between over and underpowered, but my fingers obviously don't.

29
The Ghoul's Forest / Re: The Hunter: My thoughts on him in V2B5
« on: December 02, 2009, 10:48:15 AM »
Quote from: "BloodRaven"
I think that the normal arrows make a litle bit too much damage.

(click to show/hide)

Did you just say that normal arrow are overpowered? It has the cons of all other arrows: the damage of a single ice arrow, the speed of the fire arrow and the accuracy of the lightning arrow. We can only run fast with it.

30
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 02, 2009, 07:34:33 AM »
Quote from: "Wartorn"
Quote from: "r_rr"
It's the rain.  One big mistake I made with this map is not considering people running slower GPU's, non openGL and so on.  Because it's raining in such a large open area, it lags when playing outside.  
You sure as hell didn't consider people with newer computers either. GTX 260 OC'd, Dual-Core, 6 FPS average.

Yeah, I have seen that before. Doom engine in OpenGL mode can act tricky whether your PC is new or old.

My rig:

Pentium 4 2.8 GhZ
2 Gb Kingmax DDR400 RAM
ATI Radeon 9600 XT
Western Digital 120 GB

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