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Messages - Marshii

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16
PropHunt Hell / Re: Remove Maps Feedback
« on: March 15, 2014, 04:48:21 am »
Indeed. The mentality of prophunt players is 'I like the maps where I can get the most kills' regardless of whether they are interesting or not.
You'll end up with 10 maps or so...
Sad times for prophunt.

17
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: January 31, 2014, 01:08:15 pm »
Quickly added the swapped out music back in by popular demand - Now 4 music buttons total
Version is a4 with the a3 config file
https://www.dropbox.com/sh/mgzqzf3tnxn03ur/N4RRo21vkt

18
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: January 31, 2014, 12:30:18 pm »
Updated ph_007facility_a2 to ph_007facility_a3
There is an updated config file!!!
Changes to config:
-Removed prop...forest/woodpile.mdl
-Increased time to 210 from 190
Changes to map:
-Broken some glass in the pipe areas to allow more running options
-Added props here and there...hint 'theremaybeanaddedsecretortwo'
-Added a couple more spots
-Opened up both sides of 'Frog Area' under the control room and a chair to stop people getting stuck down there as hunters
-Changed a music button from Persona 4 Reincarnation to a more tense 007 theme 'Pipeline' from The World Is Not Enough
-Included an Overview Video on Youtube >

-Changes to config (as above)
Dropbox location for .bsp and a3 config > https://www.dropbox.com/sh/o0na8c09c1fkgik/r_Cipsf3XS

19
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: January 28, 2014, 05:05:15 pm »
Woah, hotfix for lighting issue - now v1_65

https://www.dropbox.com/sh/3mw42r2i1tvgpky/3ztDm5Cg8Y

20
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: January 28, 2014, 04:47:31 pm »
Ok, I've just updated Courtyard, now v1_6

List of changes as follows:
-Closed off all 'window' rooms reducing areas required to be searched which are often forgotten about anyway.
-Vastly reduced roof space so running around on the roofs is less of an option as you cannot hide over the lip of the roofs.
-Removed the barrier separating top 'hut' into two sections - now just one room with an entrance at both ends.
-Changed Blue Spawn > Now much smaller and is more of a corner rather than a whole empty corridor of wasted space.
-Other minor changes around the map removing tiny corners in occluded areas which require time to get to with nothing around > Less time required to search places such as the stage
-Added a second music button and fixed 'looping', music will now not continue after round end.
*Note - There are no changes to the config file (still using v1_4 config) but the bsp is now v1_6*

I hope these changes make courtyard seen of less of an "outrageously large" map and now puts it in 'Medium / Large' category as running space, 'tiny nook spots' and time taken to get in between 'places of search interest' has been much reduced.

Here's a link to the dropbox; Not that link, hotfix below, sorry

21
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: January 27, 2014, 04:08:50 pm »
I thought the thread was for removing it which I seem to remember was resolved. The above idea came up after playing on Kaka recently with a lot of regulars - last props usually have about 2 to 2:30mins left to survive against flare gun sharp shooters and rocket jump good-ens. Ha, not going to happen (obviously props do win on occasion, but to be honest they must get very lucky).

22
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: January 27, 2014, 12:02:43 am »
Is there a possibility of reducing the round time of Kakariko (ideally between 60 and 90 seconds)? Thoughts?

23
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: January 26, 2014, 12:41:09 pm »

24
PropHunt Hell / Re: Bushwacka Jumping
« on: January 10, 2014, 05:49:06 pm »
*late* I always figured the whole point of hard-to-get spots was that they are hard to get to. If you're really bothered by it, use pyro; I can't think of too many spots that would really require wall-jumping as a Sniper/Heavy/etc. other than the buildings on Cyberpunk, but that map is shit anyways. If you feel the need to get props at hard spots as Sniper get the bow and go crazy, or better yet tell your teammates "there's a prop up there" or "make sure to check up in that room." Sharing is caring!

Not enough +1's can be given here

25
PropHunt Hell / Re: Bushwacka Jumping
« on: January 03, 2014, 04:00:34 am »
All the ad hominems in this thread are making my head hurt :/

26
PropHunt Hell / Re: Bushwacka Jumping
« on: December 31, 2013, 02:53:22 pm »
If standardisation is the case here, why not introduce it as a 'mode-wide' patch across all the servers; alert all servers that this is a new feature and introduce it (provided it should be applied, of course if most are against it, there is no point :P )

27
PropHunt Hell / Re: Ghosting Issue
« on: December 25, 2013, 09:34:04 am »
Insta~Bannu?

Plz.

Haha.

28
PropHunt Hell / Re: Bushwacka Jumping
« on: December 25, 2013, 09:32:43 am »
Why not set gravity to 0 then everyone can float to the super high spots free of damage as an added bonus?

Sniper has been fine up until now, if it ain't broke, don't fix it. As said, it's a novelty class.

29
PropHunt Hell / Re: Implement Prop Rerolling?
« on: November 18, 2013, 03:19:02 am »
I'm not for this, nor am I against it. Half of the fun is the 'Oh my, that prop' part. Rerolling would be nice, though I think to make it really good would be to add the possibility of rerolling a troll prop that is so obvious as a troll / elephant in the room sort of thing like the error prop or something.
A point for consideration - other donators who play and donate in order to be able to change prop - there'll be less incentive for them to do so.

30
PropHunt Hell / Re: Suggested Propmenu Props
« on: November 03, 2013, 03:45:13 am »
I've been looking through and I found the Freak Fortress Monoculus prop I think it's like freak fortress2/monoculus/monoculus.mdl. How would this be as a prop?

Though personally if there is a way to get the transparent/glowing ones from the 2013 halloween spell that would be better.

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