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Messages - CarThief

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751
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 29, 2010, 06:54:41 PM »
Normally i wouldnt double-post, but i kinda found a small bug (hey, its another reason to post then to nerf the Marine :P).

I was hosting GVH in TDM and once the score reached 4-4, the TLMS epic music started playing, regardless of being in TDM.
It pretty much occured in several maps, while trying some bot matches. I'm guessing the global code/script isnt checking for the game type?

(*Awaits- err, hopes for medal*, well, if small bugs count. :P)
(The power of medals eh? Though i would report it without medal too, really! :P)

752
MM8BDM Discussion / Re: Screenshots
« on: June 29, 2010, 03:44:15 PM »
That image gives me an idea. Maybe the wad should have that epic Pumpman poiting image as a sort of silly secret in a map (like the hissy in some Skulltag maps, i guess), or maybe something larger, though fine as a secret if it doesnt fit into the 8-bit theme, if it does fit, make it a funny large portrait/painting, perhaps, heh.

Or maybe other similar purposes. :P

753
The Ghoul's Forest / Re: Map submission thread
« on: June 29, 2010, 01:37:33 PM »
You seem to call everything a potential replacement for Wagi Caves, do you hate that map so badly? :P

Though i dont like it much either, cave and/or the tunnel area with pillars(that obstruct movement even more while not giving cover!), make for some dreadfully effecient camping spots, especially with cyborgs and some snipers, maybe even a ghostbuster/engineer to top it up with traps. And they say its a ghoul map! Maybe on large games...

754
MM8BDM Discussion / Re: Screenshots
« on: June 29, 2010, 01:34:01 PM »
Ah, the train largely reminds me of the train level some kind of zBlood wad, though, while the match was Survival Coop, it turned into a Last Man Standing (LMS) match instead! Due to the painless knockbacks from weapon impacts, caused alot of raging, griefing, fun, and random chaos.
What to learn; never trust online coop players with stage hazards (or similar things) that can optionally kill you (AKA be stupid enough to run into them). :P

Speaking of, IF falling off the train killed people, that would be serverely abused if there's any kind of knockback on this wad (see above). Of course it could be a creative way to eliminate opponents, like some maps have a few gimmicks, but atleast it wont yield frags, usefull in LMS matches perhaps though.
Teleporting (and perhaps damaging the player as a cost) might be a neat feature if one falls off the train? Hmm... if that can be pulled off.

755
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 24, 2010, 05:33:02 PM »
From observation i can say, aside it being map dependant of all the cover that's near the Creeper, the Creeper's slow speed makes him a prime target to die in one or two grenades depending on the Marine's throwing skill. Though the hitscan riotgun takes em out easily too... Meh. :P

And i hope the projectile idea will be used, for all i care it'll be stronger and act like ice arrows, but those are avoidable, atleast. Kinda like plasma, strong, but easily dodged. Then again, that wouldnt work out when they're camping in cramped spots if projectile shotgun had increased damage.

Maybe compensate it with far more machinegun ammo, people hardly ever use it, miss often, need to be very focused and that doesnt combine well with running away from impending doom, and generally weak, but good to pick off a dying ghoul. Assuming the projectile shotgun idea will not have extreme damage.
Guess the marine nerf probaly will need some testing, i'd happily apply if it's one of them private tests of the old days. Handy to see how super effecient it will be then against Jitter.

756
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 20, 2010, 12:38:36 PM »
Ah, marines arent a challange... They're blatantly overpowered! No matter how hard i may try, you fuck up one charge, you're one of three steps closer to waiting to respawn. And those three tries dont last long.
If you dont take the risk, you'll inevitably get hit by a combo of grenades and/or hitscan at some point, teleport dodging doesnt last forever if they're aware of the distance you travel per teleport or just throw in an area attack for good measure.

Well, i guess Jitter is the first or second worst choice to use against a marine, not that the others get it alot easier anyway.

Hmm... TDM is meant to work well, but if you ask me, it functions... differently. It all remains map related though. Reminds me of that one game with that marine in TDM... We never won... Ugh. Yeah, once the marine left/switched we started winning again.

As for the earlier mentioned class spam and abuse in TDM, nothing completely unfixable, maybe with some ACS, but that would be alot of work possibily. The ghouls and grenade spamming marines just tend to frag way more then any other person in TDM.

757
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 19, 2010, 08:24:05 PM »
Well i'd say choke probaly has some use for it, he'll certainly need it if approaching an enemy thats camped in a tight spot or simply aware of his presence. In any other situation he'll have no trouble sneaking up on people, even me, due to his almost silent movement. :P

And i'd REALLY like a new version soon, having atleast ONE marine in every single game, every single map, every single situation gets extremely annoying. There's always one abusing the riotgun and it becomes even stronger with grenade spam in TDM after respawning.

Hmm... Small idea, perhaps give marine less grenades in TDM, considering he respawns and all, 10 grenades is enough to take out a whole group of ghouls before respawning. Pretty careless yet effecient tactic. Then again, the riotgun will make it hard for the marine to ever die soon. But it'd help.

Hmm... And just an observation but its only/mostly the marines inflicting massive carnage and winning the game, so i'm not sure if humans are up to par with ghouls once the nerf happens, though the riotgun is currently just way too much. Then again it'll remain pretty dependant of the map.
If all else fails buff a class that needs it, i guess?

758
Cutstuff Discussion and Feedback / Re: New to the forum - Medals!
« on: June 17, 2010, 02:42:22 PM »
Ah, interesting so far, I guess there's many potential ideas for the medals, would be interesting if there where medals for stuff done in-game, possibily GVH related.

Perhaps i'll come across a bug in the next GVH and get some medals along the way. I suppose they're a great way to uh, encourage people. :P

759
The Ghoul's Forest / Re: Map submission thread
« on: June 17, 2010, 02:35:42 PM »
Well i took a look and it seems nice so far, those blasted round corners have more or less a pillar making them rather a circle, making it not that easy for humans to wait in a corner, shoot with incredible accuracy, run away, repeat.

And his idea about having some sparkers move around are interesting indeed, shouldnt be too difficult to do in DECORATE, though i'm no expert myself. Would contribute to the theme, in any case. Though aside the Hell Froze Over map i havent seen much hellish themes in GVH.

So far looks nice, but hard to say more about it yet, havent seen it in action really. Also, i am capable of hosting, but hey, i'm bound to lag somewhat, in particular if its more then 4 players or so. :P

EDIT: Cutman, did you notice the map version i uploaded that has no camera yet? I think that one should do, and probaly saves you some editing. Now its just steam and fire, neither lag and steam only makes noise.
I'll copy the link here in any case. Didnt check if it still works though;
http://www.speedyshare.com/files/22900177/GVHLMv3.zip

760
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 16, 2010, 10:57:11 AM »
Hmm... I never realized he had such a long range, well, i saw it a few times when a Creeper bot managed to kill someone a small distance away(they're damn accurate and DAMN lethal up close, closest thing to the GF3 Creeper).

This idea would be fair enough if the range was, uh, reasonable, i'm sure.

On a unrelated note: Funky medals, nice indeed.

761
The Ghoul's Forest / Re: Can't connect to servers
« on: June 16, 2010, 10:54:09 AM »
Uh, i personally prefer Internet Doom Explorer (IDE), can save hosting settings, has alot of interesting abilities, though perhaps more then needed, and as long as you set the file paths, etc, what isnt too hard as is mentioned before, it should work fine and easily.

It might help if you keep your normal wads and your Iwads(like Doom) in the same folder, possibily. Aside that i'm no big expert on it, but i never had any trouble with it.

762
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 15, 2010, 05:00:58 PM »
I honestly expected people to go mad at yet another ghoul update/upgrade suggestion, especially seeing Cutman agree with it! I mean, humans are getting all nerfs in this version and the ghouls get all the abilities and buffs, not that i'm complaining, hehe... But... I expected some tantrums, rage, hate mail, etc.

As for the Choke bloodball idea, why not, if its not less usefull then his normal bloodball, neither much stronger, more like, suited for different situations, like the Ghostbuster's gun. He obviously doesnt need a railgun (as much as i'd love seeing humans ironically complain about hitscan), though.

And i guess GVH22 should have an obvious gimmick going on at the teleporter. As long as they cant get past it.
Crouching doesnt seem too usefull against mostly melee foes, and does nothing for Jitterskull, and just makes life harder for Creeper when he jumps OVER them. :P

Speaking of Creeper, his attack is kinda hard to hit with. Now, in GF3, if the creeper gets close to you, he absolutely WILL utterly DESTROY you with a nasty screen rape along with it. But this one? Misses easily, even easier when put on pressure, i honestly think the creeper hands can use improvement in terms of making them more lethal to approach, you get close, you get raped, no 100% safe jump over them when cornered!

One suggestion to it is that he can hold his hands up for a decent amount of time but suffers from a cooldown if doing it for a longer then usual period of time. Making it easy to catch people jumping/moving on/around you and getting multiple kills from humans close to eachother.

Edit: I wonder if people will go mad now.
Edit2: I forgot a moment about Jumping as means to dodge the creeper's attack. Not sure if that'll work out with this idea, heck, is it even meant to be able to cheat death when Creeper has you stunned? Meh, bet people will complain.

763
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 12, 2010, 08:00:57 PM »
Hmm... Never noticed those before on GVH22, but i'd rather have them stay so the teleporters atleast cant be abused beyond putting traps on them.

As for the various marine idea's/nerfs, i guess i agree it doesnt need less ammo if the projectile idea gets (hopefully!) used. Machinegun might do with a little improvement anyway, compared to riotgun, its nothing.
Cant say much about the grenades, they're avoidable, though in some cases 10 might be too much. I wouldnt say no to less though, for obvious reasons. :P

Gaining health while munching (with Jitterskull, after killing) would be great and it would give the delay some use. And i recall some people complained Choke was weak or something, i'm not sure if anything has been done by now. Perhaps he has more HP then last version now, but if nothing was done... No idea if he would need change.

Well, if Cutman does give Jitter some health while eating, i bet he will be bombarded by hatemail, so chances seem slim.

764
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 11, 2010, 07:45:44 PM »
Well, after playing and complaining worse then a old man i can state from a viewpoint of someone who plays Jitterskull, i'd prefer the use of projectiles over larger spread. I mean, hitscan is THE most powerfull tool in GVH, by own opinion, and preferabaly should be used sparingly.

A poll could work too, but all the pro's are playing marine now a days, so i doubt it'll be popular. Meh, skillless bastards, utterly relentless at making sure every single mistake harms or kills you. I can be glad that only applies to skilled people (ab)using marines.

In short, Marine > Jitterskull (not including bots). Please use projectiles.
Oh, and Cutman is the map i uploaded also acceptable? Camera's gone, console simplified, and seemingly impossible to cause lag with the current options. (Heh, would be typical of Mobius to lag people in order to annoy/kill them. If you mean that. :P)

765
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 10, 2010, 09:02:20 PM »
Well, i'd put it in the other topic but i'd hate to double post so i'll just put it here.
Since i was kinda bored i edited the map myself somewhat and i guess it should be good now. The camera's gone and the console now only does the fire (no big deal lag-wise) and steam (not laggy either, just noisy :P).
I even renamed it to GVH31 and such, gave it a quick scan and seems all fine. Though did add a little structure out of boredom, i couldnt resist. :P

Zip and Wad file are still named GVHLM, but its contents is renamed into GVH31 and stuff like that.
http://www.speedyshare.com/files/22900177/GVHLMv3.zip

As for being somewhat on-topic, i wouldnt say no to a bit of extra health when Jitter's eating his long, long lunch. And if that's overpowered, how about he only heals when he doesnt move while eating, if that's possible.
I guess this would help surviving somewhat more humans, as missing tends to hurt.

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