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Messages - Shooter`

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1
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: October 18, 2014, 06:50:58 pm »
You may like to just copy a cp map exactly, throw a few more props in it, then call it a prophunt map. This does NOT make a good map.

It CAN make a good map. People haven't killed me over my maps yet have they? =P

2
General Discussion / Re: Future Plans: Server Relocation
« on: September 22, 2014, 07:45:29 am »
25

Easton PA

4
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: September 21, 2013, 01:47:52 am »
Didn't know that about these; would he be able to fix it easily?

Yes, open the map in hammer. Double click the control point. Find where it says prop_static. Highlight 'static'. Delete 'static'. Type in 'dynamic'. Hit enter. Hit apply. Done.

5
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: September 20, 2013, 08:15:51 pm »
Marshii your new map doesn't have the cp bonus. It says it refreshes but nothing happens when you run over the cp.

It's because the CP is a prop_static; it has to be a prop_dynamic.

6
PropHunt Hell / Re: PropHunt 2.09 to 2.10 - What are the changes?
« on: September 11, 2013, 04:23:41 pm »
This is the first case I've heard of any normal player actually paying any attention to version numbers of a mod. :P

Honestly, if something like that bugs you that much, you're likely better off just not playing on this server. Yes, there are changes that are different from "official" prophunt versions, but there are other servers with such changes, too. Off the top of my head, SourceOP has a fairly different version running. If you want the most official prophunt you can get, GM is the place to be.

For what it's worth, SourceOP's prop hunt mod is a from-the-ground LUA rewrite of GM's prop hunt config from three years ago. It hasn't been updated as GM's has and in that sense is more original than the one we have here and even GM's itself as I don't think Dark maintains it anymore.

It is not bugging me or anything, I am just wondering what actually changed, because there are so many different versions yet I could barely make out any changes. In this case even none.

The version number changes every time ANYTHING is changed, such as banning new botkiller weapons or changing weapon damage around. Off the top of my head, the changes between this version and the one GM runs on are Reserve Shooter damage changed from 80% or 100% (depending on server) to either 25% or 50%, heavies taking damage on spin-up instead of shooting, crusader's crossbow unlocked with no healing effect on allies.

Keep in mind that I've played maybe 5 or 6 times in the past 5 or 6 months so I might have missed something.

7
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: May 31, 2013, 03:39:49 am »
Sorry I'm a bit late. Here's Drunken F00l's open-source code for his version of prop hunt. https://code.google.com/p/sourceop/source/browse/trunk/addons/SourceOP/lua/autorun/prophunt/prophunt.lua

It contains configs for most maps in the drop down on the right, however, watermill is not there.

8
PropHunt Hell / Re: OP Weapons/ suggested weapon changes.
« on: May 13, 2013, 11:23:04 am »
Air strafing.

You have to take somewhere between 50-70 damage from the minigun while in the air before you build up enough horizontal momentum to get a non-negligible amount of distance from air strafing. Running away from a heavy is in nearly all cases a bad idea unless you can put some cover between you and him. You're better off jumping over his head and hoping he's a bad pub heavy that can't track.

9
PropHunt Hell / Re: Cyberpunk Poll
« on: May 13, 2013, 11:18:43 am »
I'm not too sure how a 3:1 ratio in favor of removing it implies a split opinion.

10
PropHunt Hell / Re: Rank Removal
« on: April 22, 2013, 05:59:10 pm »
Marshii, yes you're obvious. Yes I can find you. However as quoted in my other post, apparently this server is against "selling significant gameplay advantages". I'd love to argue that getting the easiest prop to hide is, in fact, a significant gameplay advantage.

11
PropHunt Hell / Re: Removing Kakariko
« on: April 22, 2013, 05:52:10 pm »
Removing 30 seconds: No difference.

Removing 1 minute: Maybe props win too much now. It can be tuned.

12
PropHunt Hell / Re: Rank Removal
« on: April 21, 2013, 04:48:05 pm »
Propmenu? Sure, I use it sometimes. I mean, you donate, you get perks, it's as easy as that. As to abusing it? I don't know. You paid $5 a month, for god's sake! Calm down. And for people wanting more donator perks? People can't get enough! Like I said, there's always downers and haters or just people who are flat out greedy.


We're against selling significant gameplay advantages.

Pay to win is terrible.

This goes against our no significant donator gameplay advantages creed.
(Not taken from discussion of propmenu)

I don't think more gameplay ruining donor perks are are good idea. While it is a trade server, it gets pretty damn annoying when people keep claiming "admin abuse" all the time.
(Same here)


I think the idea of donors getting MORE props is good but I think the idea of donors getting the BEST prop every time is bad, even if you're going to be painfully obvious hiding it.

13
PropHunt Hell / Re: Removing Kakariko
« on: April 21, 2013, 04:31:30 pm »
I like kakariko but I think the round times are too long.

14
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: April 19, 2013, 11:56:40 pm »
But isn't surviving part of the challenge? Why does everybody expect survival to be a given, with loads of health packs and easy "hiding spots," even though we all know that "hiding spots" never work?

I'm pretty sure it started when ranks were added. The fact that there's a K/D ratio stat tracked means there must be some way to avoid dying even if it seems impossible with 10+ speed boosted pyro flocking after you at times. Lots of people like easy win maps like cargo and redstone and (arguably) cyberpunk but not many people (myself included) like smaler maps like Feud or HQ or Maze.

15
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: April 19, 2013, 03:19:50 pm »
Since when has hiding worked?

Who has the rights to Brawl? Playing that earlier just made me realise how big it is, may I recommend closing off the basement area and the small tunnels around the edges of the map? There is too much ground to cover for a team of average hunters unless the server is full.

Have you tried searching old posts on the GM forums? Brawl has been around longer than I have, although I don't think it's particularly big unless you get caught chasing a prop for a long time. I can search the whole thing over on the SourceOP server fairly easily and that server doesn't have speed boosts.

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