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Messages - combatfetus

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1
PropHunt Hell / Re: Admins gone wild.
« on: January 26, 2013, 04:25:56 pm »
I hope I could be of assistance.
I uploaded the demo so those who do not know how to play one can easily view it, here.
http://www.youtube.com/watch?v=NN-hlOjIBhw#ws

if [things like] this are the main reason for the ban, then that's pretty dumb.

being able to move is a crucial element in playing ph well. if someone gives away your spot because they can run and you can't, then that person should win. it's not cheating, it's just playing competitively.

so I'd say this demo doesn't mean anything. if there are other reasons for ban then idc

2
PropHunt Hell / Re: New Map Ideas.
« on: January 23, 2013, 06:56:39 pm »
Gravity changes are a problem waiting to explode.
you think so? i think it'd be a fun/new dynamic to try, if it really makes things unplayable then it could easily be removed.

3
PropHunt Hell / Re: New Map Ideas.
« on: January 23, 2013, 12:36:43 am »
Other than that I can suggest something like the spaceship map for Killing Floor that came out at christmas. Make use of some of the more 'modern' looking props rather than hay piles and wood piles etc.

i've wanted to make a space-themed map, so i +1 this. it'd fit with the spytech tf2 theme, and would be really fun to make. a few ideas, in case you'd be interested:
 - either a spaceship or lunar/asteroid base drifting through space (I actually started a ph_asteroid but never put too much time into it)
 - lowered gravity, like the KF map
 - airlocks to go into space (just to get around - add damage triggers so you can't hide out there)

if you need help lemme know!

4
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: January 21, 2013, 04:34:51 am »
Updated ph_hanger18_b6 to ph_hanger18_b7.
cheers! my bad (o´ω`o)

5
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: January 17, 2013, 02:20:37 am »
I assume you don't like the map much either Box?

The problem is it's just a bit too big, too open, not fully finished as it appears in places and it's so big that unl;ess you have a competent team of hunters, props can win without many casualties at all.
I agree. only played it a few times but it's massive - huge advantage to props. I recommend either splitting it into two maps or removing it entirely.

6
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: January 14, 2013, 09:37:35 pm »
Uh oh. :S

You'd need to rename the map to something different, otherwise it will conflict with any clients that already have downloaded it.

I'd bump the name up to b7, but I'd rather make sure that it's fine with you before doing so.


that's fine! :D

EDIT: here's a recompiled b7, apparently it's better to recompile than to just rename:

http://ge.tt/3cDzySV/v/0

7
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: January 14, 2013, 07:23:16 pm »
Updated ph_hanger18_b2 to ph_hanger18_b6.

Thanks for the update combatfetus!


np! but actually I forgot (and just remembered, derp) to re-add the tf_logic_arena so this version is fully working:

http://ge.tt/7nNbdSV/v/0

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PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: January 14, 2013, 03:28:22 pm »
Um, what does the red button do?

stops da music

9
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: January 14, 2013, 12:53:56 am »
hah yeah, I remember worrying that it might be a bit too big. I'll make the outside a lot smaller and reupload sometime soon.

update info~
http://www.gamingmasters.org/threads/ph_hanger18.6655/#post-139091

link~
http://ge.tt/5J1TmMV/v/0

10
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: January 13, 2013, 01:18:12 pm »
I just wondered whether the last Halloween event map that had merasmus in it would be possible to make into a PH map?

would be super easy. I'm not sure how the rights to the maps work, but it's just a matter of making a config/adding a logic_arena/doing a few other things and it's playable

11
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: January 03, 2013, 05:34:52 pm »
If I remember, the issue was that the map was GIGANTIC. I think people in that thread bring that point up too. Combatfetus typically makes huge maps (think Cargo). There will likely be a lot of RTVing and/or quitting til the map is over, then rejoining.
hah yeah, I remember worrying that it might be a bit too big. I'll make the outside a lot smaller and reupload sometime soon.

glad to see you guys like cargo though! I remember back when AO had a server it wasn't too popular

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