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Messages - Marshii

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31
General Discussion / Re: Sound suggestions
« on: October 16, 2013, 02:04:03 pm »
I've discovered something AMAZING!!!!


32
General Discussion / Re: Sound suggestions
« on: October 16, 2013, 12:17:42 pm »
IM A MOTHERF***IN' TeeRex!

33
PropHunt Hell / Re: PropHunt 2.09 to 2.10 - What are the changes?
« on: October 14, 2013, 05:28:46 pm »
Alrighty, I think it's time to stop feeding the troll.

^_^ Seconded!

34
PropHunt Hell / Re: PropHunt 2.09 to 2.10 - What are the changes?
« on: October 14, 2013, 04:57:07 pm »
So Saxton Hell doesn't have permission to play around with it's own server?

35
So, hold on, I'm a little confused. Correct me if I'm wrong but the problem here is that Saxton is making their own changes to their own server. Surely the whole point of modding is just that; making your own changes. And i'm sure if anyone approached Saxton about maybe using some of the changes here they would be welcome, correct?
I've talked to a couple of other servers admins/owners about possibly using some of saxton's plugins but they turned their nose up at it. Surely it is a matter of choice therefore and ultimately a choice of the server used. I find saxton rather 'unique' when it comes to prophunt compared to for example gamingmasters and all the other ones bar SourceOP who I believe have a rather 'primitive' ph mod installed. Again; it's a matter of choice as to whether you go there or not and it's their choice not to sort out some of the frankly 'clunky' gameplay mechanics that exist on that server.

I'd be interested to see what DarkImmortal, Powerlord etal's opinions of Saxton Hell's changes are and of the server in general. Maybe that might be a better starting place rather than here. Think of this analogy; bad / offensive service in a store checkout; do you make a scene at the checkout, or do you contact the manager?

36
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: September 22, 2013, 12:36:22 pm »
Ok so, I've made a few changes;
- Massively reduced space on the roof to run around (approximately 40% of the main roof remains, while the thinner roof on the grey building with green rock pillars can no longer be run along)
- Blocked off the back-passage above the back of the stage area
- Blocked off 4 of the 'single window' rooms on the lower floor of the library building
- Added small ammo packs in 4 locations
- Added 1 small health kit in the hole in the wall
- Small lighting changes in 1 location, and added a couple of props at the back of the stage area to create a partial barrier for anyone hiding there (crouchable spot i.e. if you crouches they may not get hit by fire and/or seen in the first place if they have a small prop)
https://www.dropbox.com/sh/jxdfsi2ekhgunwp/YRSJT8_LpO

37
PropHunt Hell / Re: Miscellaneous Suggestions
« on: September 21, 2013, 03:06:53 pm »
I think pretty much all maps are in a place where you can get to 99% of useful / possible spots with only 2 jumps, the exception being the glitches in the map making itself e.g. the sky shelves in goldtooth / switcheroo / Basalt / Northural.

38
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: September 21, 2013, 03:06:00 am »
https://www.dropbox.com/sh/jxdfsi2ekhgunwp/YRSJT8_LpO

v1_4

CP is now prop_dynamic, 3 info_observer_point entities added, Music Button added (not sure if works)

Now only awaiting feedback on layout / design rather than technical issues :P

EDIT - Round time extended from 230 to 255

39
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: September 20, 2013, 05:41:09 pm »
Console shouldn't be screaming at you any more, you want v1_2

https://www.dropbox.com/sh/jxdfsi2ekhgunwp/YRSJT8_LpO

40
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: September 20, 2013, 05:06:56 pm »

41
PropHunt Hell / Re: Ghostmode, should we get rid of it?
« on: September 09, 2013, 05:02:53 am »
I think that ghostmode isn't the best idea for prophunt. As Glace said if you could make it so that you could pass through friend/foe still in the game and not show their name then I think it'll work. In that event only regs will be flying around and maybe staying at a prop for a second or two while they consider how the heck they are still alive.
I don't really get effected by ghosting TOO much in ph, and it only really annoys me when I know the spot should only really be know by regs and then I get spectated by a randomer and an even more random randomer flys up out of nowhere; spot ruined. Though points/rank don't matter.

InB4 Box says 'If it aint broke, don't ix it'

Honestly though I think in it's current state it's a NO from me, with some tweaks etc then possibly yes (noclip/no collisions/no sprays/not seeing ghosts of the other team etc) then I think it might be workable.

On another note though which is kinda related to this since ghostmode has brought up a hullabaloo about ghosting etc, why do I feel as though the admins care more about banning/punishing/on the lookout for those being friendly rather than those ghosting? A rethink is needed.
That is all.

---Marshii

42
PropHunt Hell / Re: OP Weapons/ suggested weapon changes.
« on: August 27, 2013, 07:32:41 am »
Due to wildly popular request, I've added a feature that will self damage heavies while they have their miniguns revved up.

I take it this will not stack to double damage when they actually shoot the thing? Double damage to them would not be fair at all.

(Personally I'm against damage while revved up but that's not what I'm talking about here, just an fyi :P )

43
General Discussion / Re: Filter Suggeston(s)
« on: July 19, 2013, 05:05:09 pm »
rekt / rekd - expelliamus

44
PropHunt Hell / Re: Removing Kakariko
« on: July 19, 2013, 04:24:24 pm »
Why would GM having ranks make it more important that Kakariko is removed?

45
General Discussion / Re: Sound suggestions
« on: July 11, 2013, 02:11:51 pm »

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