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Topics - h_twenty

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16
Trading Hell / That eden map is horrible.
« on: March 13, 2013, 11:37:51 pm »
Voidy, you have bad map-tastes.

#and_you_should_feel_bad.
This map is just very, very small and ugly. Its also stoopit.

17
Trading Hell / Trading Thread
« on: February 02, 2013, 09:09:54 pm »
Post yo trades here, requests n' shit. I feel like its just not getting through to some of those people on the server.

#Buying_EARBUDS_for_26_keys

18
Zombie Hell / huehuehue OP weps
« on: January 29, 2013, 10:01:00 pm »
Sandman+meat blade

#nope_nope_nope

19
General Discussion / pootis
« on: January 04, 2013, 01:09:04 am »
AFTER 9001 YEARS IN EXILE, I RETURN.

#And_no_,_I_never_forgot_about_this_.

20
Zombie Hell / Is donor team preferences getting added?
« on: September 27, 2012, 08:02:50 pm »
Team preferences ftw, are they gon' get added?


#Inb4_donors_on_survivor...

21
Freak Fortress Hell / Favorite FF2 bosses :D
« on: September 23, 2012, 03:34:03 pm »
Which boss do you like most?

Which one do you do best as?

Which boss do you hate the most?

#Demopan_is_best_hale

22
Trading Hell / Mini/Giants :D
« on: September 20, 2012, 01:08:47 am »
This was a really great addition to the donor perk list, lovin' the mini engi builds giant sentry :D. Anyways, I was wondering if it might be possible to add the pyroland voices to all players who have tiny? And perhaps deepen the voices of giants? This might be pressing it a bit, but it'd be great to actually see that... :3

23
Saxton Hell / #New_text_mod?
« on: September 12, 2012, 10:17:38 pm »
I was just thinking, maybe we (you guys, lol) could make a new text mod! Perhaps with the # symbol this time?
Like the >greentext (4chan?), it makes the text green after the > (obviously), so can't we have this?:

EX: #The_quick_brown_fox_jumped_over_the_lazy_dog

When the # is put into a sentance, every character turns (some color, maybe red?) and when the space is pressed, the spaces get converted to underscores after the sentance has been chucked into the text log (chat box, w/e).

This seems like a fun idea (to me) and I really hope this can get added some time soon.

24
General Discussion / Merf?
« on: September 10, 2012, 11:30:12 pm »
Merf?

25
Freak Fortress Hell / What the fuck is with the double teleport?
« on: September 09, 2012, 06:04:08 pm »
Is the spyper supposed to get two teleports? Or is it just me not noticing the possiblity of him having a second rage ready? Anyway, fucking spyper with his cloak.

26
Trading Hell / That old sentry glitch resurfaced on Trade_monocalus
« on: August 09, 2012, 04:14:22 pm »
Engineers can get under the map via a certain area of un-solid rocks, I think this map should be removed due to over-all shittyness and this glitch.

27
Trading Hell / The trading problem
« on: July 31, 2012, 06:50:10 pm »
I was selling some black paint, but I couldn't sell it on the trade server BECAUSE PEOPLE DON'T TRADE THERE, we just kill with (or without) godmode. I was thinking that somehow we could get that through some people's thick skulls... :X

Perhaps we could have 24/7 hugbox, but that would defeat the purpose of godmode....

28
Dodgeball Hell / Can we disable pushing players?
« on: July 25, 2012, 06:36:57 pm »
Because that has gotten people pushed off into the trigger_hurt (out of the map and into the kill zone) you can troll people by pushing them until the rocket goes for them. I just wanted to try and voice my opinion of the airblasting players disabled.

29
FortWar Hell / Teh glitched prop limit/counters
« on: July 22, 2012, 07:57:24 pm »
When people place down (yes, people have been complaining about this) props, the counter counts a single prop as two, this should not be happening as far as I'm concerned. Maybe you can fix this? Or maybe this is a temporary glitch, either way, i iz mad.

30
FortWar Hell / Some things that would make people rage less.
« on: July 19, 2012, 08:24:16 pm »
Are you ready for a lot of bitching? OK; here goes:


Class restrictions don't apply in Fortwars, class restrictions SHOULD be applied, there have been times where the opposing team/my team have gone on a full blown scout barrage. Other times its been a heavy onslaught. And even times where engineers would just gun down your whole fort with wranglers then start going heavy again. I was really hoping that maybe we can do we can have: 2 scouts, no limit on soldiers, 2 pyros (because pyros can burn through props you have set down), 2 Demomen (Demomen can completely decimate a fort in seconds with the sticky launcher), 2 Heavies (Same story with demoman but also applies with the players in the forts), 3 Engineers, Medics shouldn't have a limit, 3 snipers (If a team has like 4 snipers, then it is doomed to lose, most of the time these snipers don't hit their targets, but when they do, its a massacre, spies don't need a limit.

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