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Messages - Mik57

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1
Anything Goes / Re: I hate...
« on: December 27, 2009, 01:57:05 AM »
Stairs
Vans
Small towns
Subways
Trains
Airports
Cops
Doctors
Lawyers
Metal Detectors
Boats
Elevators
Cities
Buses

2
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 23, 2009, 04:32:38 PM »
Making the ice breath go through teleporters might be a good idea, or just getting rid of the damn teleporters and connecting the two crypts. It can't be that hard, right?

3
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 21, 2009, 03:38:38 AM »
I'm going to remove the stumps and trees, and maybe add a crate or two. Crates can be used as cover, things can't.

4
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 20, 2009, 06:57:10 PM »
Not all of them, no. I'm keeping like 4 up, every other wall will be removed, and the existing ones will be raised so they can actually be used as cover.

5
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 19, 2009, 05:10:54 PM »
Well, that's how maps are perfected. So, I think I'll just get rid of the damn tower, remove the pointless scenery on the lower outside area, and raise the walls around the ring and get rid of a few. There will be obstructions, but they will be cover as well.

6
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 19, 2009, 01:18:23 AM »
Would making the walls around the bowl higher, then removing some of them help with cover? Like, a height of 128 or 96 would work good enough to give real cover.

7
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 18, 2009, 01:25:21 AM »
Quote from: "Frits"
nooooooooooooo, gvh29 was perfect as it was, you ruined it :(

Make up your minds, damn it.

8
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 04, 2009, 02:03:53 PM »
Be light with the snow, though. Remember what happened to the boat map.

9
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 02, 2009, 12:04:51 AM »
Maybe replacing the rain with a dark gray fog might work? It is the rain. It lags people with lower comps really bad. (My laptop gets about 2 fps on that map while outside.)

I say consider people with bad comps more. If you remove the rain, it just looks a bit worse. No big deal. If you keep the rain, it becomes unplayable to people who don't have a good computer. REALLY big deal. The cons for the rain outweigh the pros, I'd say remove it.

10
The Ghoul's Forest / Re: What class will u use first?
« on: December 01, 2009, 03:24:35 AM »
Hunter. Frostbite is lulz against him.

11
The Ghoul's Forest / Re: GVH:Cold Demise feedback
« on: December 01, 2009, 03:19:25 AM »
So, I hear that GvH29 has too little cover. I'm gonna try to fix some of those, if Cutman allows me.

*Make the big metal flat area under a roof, with supports on the roof. This should give cover for sjas.
*Make a guard-rail around the antenna. That should decrease human mobility a bit.
*Add some more crates and metal blocks everywhere. Less mobility for humans.
*probably just get rid of that sniper tower, or give it open windows. Give the lift greater speed, but it stays down for the same amount of time.

Hope these aren't too extreme. Tell me what you think.

12
The Ghoul's Forest / Re: Are Humans underpowered in the current Beta?
« on: November 28, 2009, 10:56:26 PM »
Quote from: "Mobius"
The only thing I can say, but it isn't really something I agree with, is that whenever there is a balanced map someone would say, "it's now a human map!"

Glad someone else sees it the same way. Any time there's a map that humans are winning on, the ghoul players bitch about it and it has to be changed to be tailored to the ghouls. But, when there's a ghoul rape map, It doesn't get changed for some reason. Probably cause whenever the humans complain, the ghoul players tell them to STFU and deal with it, and they aren't heard.

Quote from: "Qent"
I'm still going to stick by my opinion that GvH is balanced, just not in the way you think. "Jitter/sjasrape" only happens when a map is crowded. If a map is packed with 32 players, then it's obvious that on balance the Ghouls should be winning. Since they have powerful melee attacks, there is no other way this can play out. If you have been referring to uncrowded games, then all I can say is that I've seen Humans winning enough to say it's not grossly imbalanced.

The "Deathbox" theory. I've been saying this for quite a while now, around when GvH was released. I fully agree with you, that the more ghouls (or death boxes) there are in a map, the more the humans are gonna get owned. Don't know how to fix this though, other than larger maps.

13
The Ghoul's Forest / Re: Are Humans underpowered in the current Beta?
« on: November 27, 2009, 10:18:55 PM »
Ghouls don't need a buff. Why the hell would they need a buff? Most of their attacks are 1 hit kill. Most of them move faster than humans. They have more HP. One is stealth. Almost every GVH map is close quarters. WTF is there to tweak up? Give all of the ghouls guns? Hur, totally fair.

The teams are fairly balanced, no one needs too much buffing or nerfing. (It's never going to be perfect) The reason why the ghouls win more is because all of the maps have no running-around space. Some maps used to have lots of space to move around, but ghoul players complained and the maps were shrunk.

14
The Ghoul's Forest / Re: Eyesore's Class Power Vote
« on: August 18, 2009, 04:51:48 AM »
Maybe the poison would slow them down, or obscure their vision for a while?

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