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Messages - h_twenty

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Trading Hell / Re: [Poll] Should we reduce the time for maps?
« on: August 05, 2014, 03:19:05 pm »
I can't trade my shekels if the map has been on too long.

Trading Hell / Re: [Poll] Should we reduce the time for maps?
« on: August 04, 2014, 11:47:00 pm »
I'm ok with the time limit being an hour or two, but whatever it is right now is bad. (I can't remember the time limit, all I remember is that I wasn't ok with how long it was/is.)

Deathrun Hell / Re: Got pushed? Do's and Don'ts:
« on: August 04, 2014, 04:41:10 pm »
personally, walking down hallways gets extremely frustrating when someone edges my character several centimeters

Zombie Hell / Re: Map Rotation / Map Suggestions
« on: August 04, 2014, 03:41:38 am »
I don't see much reason to have 2 of essentially the same map in rotation, so I'll keep the night version in for now. If you want to make the next version a little lighter, that'd be good.

You're right. I've done just that:
(the screenshots aren't updated cuz Im lazy.)

Zombie Hell / Re: Map Rotation / Map Suggestions
« on: August 03, 2014, 10:56:26 pm »
I think it might be a little too dark, but I'll toss it into rotation to see how it goes.

Updated zf_cliff_v2_6 to zf_cliff_v3.
I don't think its too dark, but a few people have been complaining about that so I guess it'd be great if you could also add the day version (seriously though, don't remove the night one, I like it :/ ).

Zombie Hell / Re: Map revisions thread V2
« on: August 03, 2014, 05:27:35 pm »

I am uploading a DEMO video to youtube, as soon as its finished uploading, I'll post the link.
Youtube is being a huge cunt, I can't upload. I'll just have to post screenshots >:L
Nevermind, now I don't feel like doing that either. sorry guise.

Amazing ! Good job implementing some of my ideas :D

Can't wait to see the map and post a review !
Well I never got to put those in zf_cliff, as I was doing the main work about 6 months ago, I was only touching it up. But in zf_stinks, I can add them. Right now, I am working on another structure where survivors can hold out.

Zombie Hell / Re: Map Rotation / Map Suggestions
« on: August 03, 2014, 04:17:54 pm »
I personally like the night version as turning of the lights will give survivors and zombies alike more of a challenge as both will be harder to find.

And Voidy, just add the night version, if people complain n stuff, I'll re-suggest the day version...

Zombie Hell / Re: Map Rotation / Map Suggestions
« on: August 03, 2014, 02:50:27 pm »
I'm assuming you'd rather we added the non-day version? Since zombies and all.
Well I thought some people may not like the night version, that they'd prefer to stick to the day-timed one like the previous version, so I suggested both versions. The day version is exactly the same as the night one, but just during the day. If you think its unnecessary, then I guess only add the night one (cliff_v3).

Zombie Hell / Re: Map Rotation / Map Suggestions
« on: August 02, 2014, 07:51:26 pm »
These two lovelies I've been working on:


Also get rid of degroot keep. It favors the survivors WAY too much. Zombies win 1/5 times or less.

General Discussion / Re: Admin Applications Now Open!
« on: August 02, 2014, 05:37:57 pm »
Wut, is this some kind of joke that I'm not getting? The admin app form has been closed for since the 16th of June.

This kind of thing happens all the time, newfag

General Discussion / Re: Unfilter the word "Nigger" and "nigga"
« on: August 02, 2014, 02:11:06 pm »
I don't think we'll even be offending anyone if Voidy unfilters niqqer, according to Uncle Ruckus

Zombie Hell / Re: Map revisions thread V2
« on: August 01, 2014, 07:15:42 pm »
So lets talk about zf_stinks:

-What's this place ? (ex: Lab, industry, coffee shop, hotel, etc...)

-What story will this map tell us ? (Survivor trying to run and escape ? Barricade themselves in shelter ? Put an end to the zombie plague ? etc..)

These are 2 questions that we need answered.
Alright, well this is how I'll try to do it.
I'll release version after version instead of keeping everyone waiting for a while. I'll add things in not-so-small increments, and in the meantime, I can release zf_cliff_v3 (once I'm sure its all good to go, which might be at the end of the day)

Zf_cliff_v3 is almost almost done.
Changes added:
Second zombie spawn (replaces one of the buildings)
A new structure with two barrels that will spawn either a medium or small healthkit/ammopack when broken.
A cave at the bottom of the mountain with a generator in it that, once blown up, will disable all the electric lights on the map.
Cave at the bottom connects to the top of the cliff
zf_cliff is now at night, I'll also release a version thats day but with all the new stuff
Thats all I can remember.

Zombie Hell / Re: Map revisions thread V2
« on: July 31, 2014, 06:59:35 pm »
Welcome back h_twenty !  8)

Good idea, revamping some old maps ! They certainly need a good paintjob !  ;)

So far, what was missing ?

-Air vents
-Secret room (people loves them)
-Redo the little shed near the primary building (never saw anyone holding there... Maybe you could make some nuclear shelter ?)
-Conga dancing Club ? (Something crazy like in zf_farmfield from that old Kermit)
-Electrical cabinet.  Need to bind "use" to trigger it, allowing you to switch on/off the lights in a building.
(yes, I've got MOAR stupid ideas to allow players to interact with the environment. Don't know how much work this needs or if you have the knowledge to do it)
Nonsense, none of those ideas are stupid! I will try to implement them to the best of my abilities, once I boot up hammer, I'll compile and take screenshots of what I've done so far.

Zombie Hell / Map revisions thread V2
« on: July 30, 2014, 04:26:32 pm »
Ok, so I guess I'm back (for those who remember me). I recently got a new computer, and I forgot to get the map projects I was working on onto this one, so I'll have to do that some time this week. For now, I can work on zf_stinks. I will be re-doing it, in this thread, you can post maps you think need help or suggestions for the current project at hand (for now, its zf_stinks).

I just started working on zf_stinks, and I see now that the guy who made this was an idiot.

I'm going to add:
A small body of water
Slightly bumpy terrain
Trees that don't have magical forcefields around them
Upgraded existing structures
Maybe another structure?
Zombie spawn moved off of the map (its just taking up space, it can do just fine in the void)

Off Topic / Re: Best signature
« on: February 17, 2014, 01:34:54 am »
I think I win.

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