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Author Topic: GVH:Cold Demise feedback  (Read 43105 times)

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December 01, 2009, 06:19:00 PM
Reply #30

Offline Xorpedo

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Re: GVH:Cold Demise feedback
« Reply #30 on: December 01, 2009, 06:19:00 PM »
OK I just played it:
1. Frost Bite needs to be faster and his bite is innacurate, it needs a bit more spread.
2. Santa is kinda OK but his traps need to be stronger and his star launcher hurts himself too much. I think he needs to be a tiny bit faster.
CD has some cool maps but they give me low FPS as hell.

EDIT: Is the map that Damage made GVH25 with Fallout 2 music?

December 01, 2009, 06:20:33 PM
Reply #31

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #31 on: December 01, 2009, 06:20:33 PM »
Quote from: "ThaMarine"
Honestly, what is the purpose of the hollytraps?

What does the Star launcher do? It does more damage to the people who fire it than than to the one who is hit.

Star Launcher is a rocket that gives off splash damage upon contact with a surface (damage to radius). The holly traps are just that. You lay them down on the ground, or throw them with altfire, and ghouls walk over them and they receive a hefty amount of damage.

I don't know what you have seen if ghouls walk over them without a problem. Perhaps you were looking through the wrong camera angle, lag, or a combination of the two? They hurt fine from all the battles I've seen.

December 01, 2009, 06:23:37 PM
Reply #32

Offline Xorpedo

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Re: GVH:Cold Demise feedback
« Reply #32 on: December 01, 2009, 06:23:37 PM »
Quote from: "Mobius"
The holly traps are just that. You lay them down on the ground, or throw them with altfire, and ghouls walk over them and they receive a hefty amount of damage.

I don't know what you have seen if ghouls walk over them without a problem. Perhaps you were looking through the wrong camera angle, lag, or a combination of the two? They hurt fine from all the battles I've seen.

The holly traps do none damage to me! I crossed one when I was Creeper and I lost 2 hp. Hefty damage? Wouldnt think so.

December 01, 2009, 06:24:54 PM
Reply #33

Offline CarThief

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Re: GVH:Cold Demise feedback
« Reply #33 on: December 01, 2009, 06:24:54 PM »
Holly trap's hitboxes are quite small, i can Jitterrape all over them and only get hit like once. :P
And santa's speed seems... decent for a man who eats ALOT of cookies and carries three weapons among them a kind of rocket launcher. :P

I suppose he's... Cyborg-ish. Oh, and i wonder if some people know this, sjas's reflecto scream also removes Santa's traps, since he has like 15 of them, its a nice way to clean up spam.

December 01, 2009, 06:25:49 PM
Reply #34

Offline Xorpedo

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Re: GVH:Cold Demise feedback
« Reply #34 on: December 01, 2009, 06:25:49 PM »
By the way could you post us what are the new achievments?

December 01, 2009, 08:06:11 PM
Reply #35

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Re: GVH:Cold Demise feedback
« Reply #35 on: December 01, 2009, 08:06:11 PM »
Here Are The Achievements Of Santa and Frost Bite.

Santa
... And a Happy New Year! - Kill 5 ghouls or more ghouls in a single life.
Shooting Star - Kill 3 ghouls with your star launcher.
Santa's Workshop - Kill a ghoul with each of Santa's weapons.

Frost Bite
Blizzard - Kill 3 or more humans with A single breath attack.
2 Cold - Kill two humans with a single bite attack.
Cold Demise - Kill 5 humans or more humans in a single life.

December 01, 2009, 08:18:10 PM
Reply #36

Offline Possesed

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Re: GVH:Cold Demise feedback
« Reply #36 on: December 01, 2009, 08:18:10 PM »
I find that if a jitter charges over ice (a friction floor) it charges farther than usual. In one map i was about 2 times the distance of a jitter charge away from a jitterskull and he flew across a small area of ice and crunched me  :mad:

December 01, 2009, 08:41:42 PM
Reply #37

Offline ThaMarine

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Re: GVH:Cold Demise feedback
« Reply #37 on: December 01, 2009, 08:41:42 PM »
Quote from: "Mobius"
I don't know what you have seen if ghouls walk over them without a problem. Perhaps you were looking through the wrong camera angle, lag, or a combination of the two?

Angle? Are you f***ing me? It wasn't too laggy either. I saw a Creeper going through a tight corridor filled with Hollytraps undamaged (and I'm 100% sure he stepped on at least 3 of them).

December 01, 2009, 11:19:35 PM
Reply #38

Offline r_rr

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Re: GVH:Cold Demise feedback
« Reply #38 on: December 01, 2009, 11:19:35 PM »
Quote from: "CutmanMike"
Quote from: "Captain Ventris"
The boat map needs... something more. Also, it lags pretty badly while on deck.

Arg! Any idea what it is? I thought it was the skybox at first but I replaced it with a large sector instead and apparently it's still lagging folk.

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.  

Cutman:
If you would like to see anything changed like rain removed or additional things added/changed, just let me know and I'll help out.

Holly traps are very useful, and they do hefty damage in numbers.  Even if they don't instantly kill the creeper, at least you can hear him coming when he hits em.

December 01, 2009, 11:34:17 PM
Reply #39

Offline Wartorn

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Re: GVH:Cold Demise feedback
« Reply #39 on: December 01, 2009, 11:34:17 PM »
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.

December 02, 2009, 12:04:51 AM
Reply #40

Offline Mik57

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Re: GVH:Cold Demise feedback
« Reply #40 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.

December 02, 2009, 07:34:33 AM
Reply #41

Offline ThaMarine

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Re: GVH:Cold Demise feedback
« Reply #41 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

December 02, 2009, 08:50:40 AM
Reply #42

Offline Ivory

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Re: GVH:Cold Demise feedback
« Reply #42 on: December 02, 2009, 08:50:40 AM »
Other then the bite attack that needs tweaking. I think Frost Bite should resist ice and have a slight weakness to fire . Not much, but honestly I think Frost Bite should be able to survive a point blank range ice arrow attack.

December 02, 2009, 09:25:08 AM
Reply #43

Offline CutmanMike

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Re: GVH:Cold Demise feedback
« Reply #43 on: December 02, 2009, 09:25:08 AM »
Maybe, but is giving him a fire weakness really the right thing to do in terms of balance? People already hate fire arrows.  :p

December 02, 2009, 09:45:34 AM
Reply #44

Offline Ivory

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Re: GVH:Cold Demise feedback
« Reply #44 on: December 02, 2009, 09:45:34 AM »
Yeah, fire weakness was a stupid idea. Frost Bite dies to it just as easily as any other ghoul. However I still think Ice Resistance would be a nice touch.