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Messages - Tilux

Pages: 1 [2]
16
Off Topic / Re: WE CRYENGINE 3 NOW
« on: August 10, 2012, 07:50:39 pm »
Even though it looks nice, why in ALL GAMES THE GRASS LOOKS LIKE SHIT. WHY. (the bottom part, you know, the geometry of the terrain)

17
General Discussion / Re: Sound suggestions
« on: August 10, 2012, 07:39:36 pm »
0:47 - 0:56 ''Open the door, get on the floor, everybody walks the dinosaur.''.

That is all.



http://www.youtube.com/watch?v=733O0xJDx8o#


Fixing it to 0:46-0:52 for smaller size. (7 sec restriction)

18
Off Topic / Re: WE MARS NOW
« on: August 09, 2012, 12:05:14 pm »
Someone spends a lot of time on /b/

HUEHUE
Was thinking the same thing. Also this was an international cooperation, so..

OOOOH CANADA

19
Deathrun Hell / Re: Map Rotation / Map Suggestions
« on: August 06, 2012, 06:23:35 pm »
about the mario map consider removing it or removing the fireballs on the first trap it kills 90% of the people
Bad idea, people just don't seem to be patient and try to jump 2 at time, which result in a fail. Or don't time themselves. In either case, its the players fault, not the map.

20
Deathrun Hell / Re: Proposal: Timer
« on: August 06, 2012, 06:20:48 pm »
Disregard everything I said, just drop that timer dependent on map.

21
Freak Fortress Hell / Re: FF2 Boss Suggestions Thread
« on: August 05, 2012, 10:29:05 am »
Johnny Bravo

I shall give full support to the one and only.

22
Deathrun Hell / Re: Proposal: Timer
« on: August 05, 2012, 10:25:55 am »
But would happen to the servers with built-in timer/pusher? IE: dr_aconian

23
Deathrun Hell / Re: Scout
« on: August 05, 2012, 01:13:35 am »
The problem with scout was pretty obvious.

We had to enforce a class restriction on it because the double jump was just way too useful and made other classes not worth playing. On top of that, the scout was capable of jumping over pretty much every trap without having to juke or do anything that required what can be construed as "skill" on deathrun. Couple this with the fact that donators can ignore class limits, and it led to a pretty bad "donate for a gameplay advantage" situation, which I absolutely hate.

Also for what it's worth, the medic's move speed was nerfed alongside the scout.

As for the pyro and heavy, I'm still mulling over what changes should be done to make them fair.
Pretty much answer me question/rant. Thanks.
medic's move speed was nerfed alongside the scout.
You can go faster with the weapon switch spamming like when scout's speed was first put in place.

Also, you need to remove the escape plan, its pretty horrible to see that going.

EDIT

As for the pyro and heavy, I'm still mulling over what changes should be done to make them fair.

Heavy : If possible, timelimit on the glove, like, 5 seconds for 1 round. If not, block healing and no sandvich.
Pyro : 1-2 detonator round. No replenish per round.

24
Deathrun Hell / Scout
« on: August 05, 2012, 12:48:01 am »
I get the point why scout was nerfed.
But what I don't get is why the nerf was applied on the principle of OP. If you want to make it fair for other people, make it so everything has the same speed and the same abilities. Why should the heavy get speed boost with the GORU? Why does the pyro gets to bypass ALOT of traps by the simple use of the detonator? Why is the medic SOMEHOW faster?
Explain it to me.

Inb4 OP is raging
Inb4 OP can't Inb4

25
General Discussion / Re: Sound suggestions
« on: July 31, 2012, 07:26:12 pm »
0:47 - 0:56 ''Open the door, get on the floor, everybody walks the dinosaur.'' 2x if you want.

That is all.




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