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Messages - h_twenty

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1
General Discussion / Re: Sound suggestions
« on: July 16, 2020, 01:44:53 pm »


Can it be "aerrr" :D

Duplicate post cuz i posted in the wrong thread

2
Deathrun Hell / Re: Music Rooms
« on: September 06, 2015, 02:15:44 am »
Don't both of those maps have custom content? Perhaps you should suggest this to the creators, and if they go through with it, tell voidy. Other than that, it is extremely simple to rig up a system that doesn't let players stay in a place for too long.

3
Deathrun Hell / Good maps
« on: August 08, 2015, 01:20:29 am »
Good maps thread.
What makes a map good? What makes traps BS? What are some of your favorite maps?
Me? I guess I like the cliche ones and a few that I can't remember the name of.

4
Deathrun Hell / Re: [MAP IN DEV] VSH DR RUNOFF
« on: August 08, 2015, 01:12:00 am »
Been a while, as I've taken a pause from mapping for a moment. I've written a checklist for things to do for B3 and I'm slowly ticking them one by one.

Right now I'm enhancing the motivator's visual effects, seen here:
http://www.youtube.com/watch?v=Kb1Ioi5sivg

Sick shit man, expecting big things for the final version of runoff

5
Zombie Hell / Re: Perk
« on: January 18, 2015, 06:41:04 pm »
The way the entire ZF gamemode was built didn't have "fairness" in mind, almost none of the perks are balanced, either too powerful or too weak. Even the maps work against the zombies/survivors. While both of you brought up great points, I don't think anything should change (I cleaned one spot, might as well do the rest syndrome).

6
Zombie Hell / Re: Official Zombie Fortress Point Record
« on: September 28, 2014, 12:44:54 am »
I hereby disregard this unofficial record system with pride.

7
General Discussion / Re: Server suggestions
« on: August 23, 2014, 09:09:57 pm »
We need to:

1. Bring back MVM hell- that was very fun to play on

2. Set up an unusual trading server- why not itz a gud idea

3.Get slender hell- just a stupid idea :P

1. No thanks.

2. We already have Trading Hell

3. Voidy, please don't...

8
Zombie Hell / Re: Map revisions thread V2
« on: August 19, 2014, 09:09:28 pm »




ZF_STINKS_V2 IS FINALLY DONE, WOOHOO. It took longer than it should of.

That is all.

9
Zombie Hell / Re: Map Rotation / Map Suggestions
« on: August 19, 2014, 09:08:16 pm »

10
Zombie Hell / Re: Map revisions thread V2
« on: August 15, 2014, 08:05:50 pm »
Development delayed because I'm stupid and lazy.

11
Zombie Hell / Re: Map revisions thread V2
« on: August 12, 2014, 06:27:38 pm »
LE EPIC BUMP/DOUBLE POST

I'd like to publicly thank Monsieur for putting so much effort into testing the new zf_stinks_v2 and coming up with future ideas.

12
Zombie Hell / Re: Full time spawncamping
« on: August 12, 2014, 09:24:21 am »
Isn't there a 5-second invulnerability period? Anyway, I feel for you, even though I'd probably be on that team since I'm a donor.

Spawncamping in zf is a real problem, apparently even with the invuln period. But like, you only told us how hard those guys were trying, how2fixdisprollem

13
Zombie Hell / Re: Map revisions thread V2
« on: August 09, 2014, 02:41:38 pm »
can u reduce that map time to stay alive to win from 7 to like 4 or 5 mins cause 7 is way to long and everyone dies around lets say 1 min in due to bad set up
I know what you mean, I really don't feel like thats the survivors' fault. The only place survivors stand any sort of chance is in the main building, and that one has only one medium healthkit and one medium ammokit, I plan on adding 3 sets of small kits (ammo, health) around the building to remedy this. The survivors can get swamped in seconds because the zombies can attack from so many angles (teleporter, stairs, toxic below). Just the other day, I went hunter w/ warrior's spirit heavy and fucked every single one of them in their asses (I used the teleporter).

I might add one more structure and increasing the time limit to perhaps 8 minutes. So far, there is:
That wooden building with the breakable stuff, the small wooden lodging, the basement (accessible through the small wooden lodging), and the main red building. I also intend on increasing the setup time, so the survivors can get to where they want and set up before everyone starts coming.

14
Zombie Hell / Re: Map revisions thread V2
« on: August 08, 2014, 02:56:20 pm »
I agree, custom feels better than the old red.

Don't forget to add some decals on the walls !
Or it would be too... blank ?
I could try to add stuff, what were you thinking? Like bills posted or blood? Because I tried spicing things up by putting more things near the walls (Tape-reel racks, utility/junction boxes, boxes, other stuff I can't remember.)

ALSO, I can't put out a decent changelog for shit, but I'll try. Whats new so far:
Re-texured everything
Rain
Optimized (less visleafs, less bullshit-ly crafted things)
Soundscapes (outside = Rain+Thunder, inside = Quiet Rain+Lights buzzing)
Small pond
Respawn room kills itself from the world when the round starts (I don't know if you guys have this problem, but I do. Its when I'm about to change classes and the round starts or the round already started, which switches me to zambo, which is very fucking annoying.)
Zombie spawn is now off the map, giving more room
Trees aren't enchanted (invisible walls are removed. If you think this will be a problem, it won't be. There isn't enough open space to hide in the trees and win.)
Basement added (accessible through that small wooden holdout nobody uses)
Zombie teleporter gives a second entrance to the basement
Displacements (slightly bumpy terrain)
I'll edit when I remember more (or check)

15
Zombie Hell / Re: Map revisions thread V2
« on: August 06, 2014, 02:58:44 pm »
Hahaha, I know how you feel ;) .
Well, let's just wait until Voidy adds it on the map rotation.

I would love on day to appear on the credits  :'(

[EDIT 5 August:]

After reviewing the place, I think you can add something like brakeable floor part/walls for some house/shed ?
And after adjusting the lights, (demand from voidy) I will need to see if the lights powered by the generator are still "usefull".


Yeah, thats a real problem. I was even debating with myself if it was actually worth keeping the electric lights+generator since I made it lighter. Idk, I'm trying to move back to zf_stinks, and in my opinion, its coming along really well.
Just real quick, I changed the indoor-carpets from the shitty red to a better red carpet, should I just change them alltogether to a different carpet texture(custom)? I'll post screenshots in a few seconds.

Top: http://steamcommunity.com/id/ytnewt_h/screenshot/572274571141305496
Bottom: http://steamcommunity.com/id/ytnewt_h/screenshot/572274571141303312

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