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News: Zombie Master 2 discussion

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1  Other / Trouble in Terrorist Town / Re: [Release] TTT_Icarus_R1_B1 on: September 01, 2010, 02:07:47 PM
New version r1_b1 released.
2  Other / Trouble in Terrorist Town / Re: [Release] ttt_BlueSky on: August 02, 2010, 09:02:52 PM
Looks great it reminds me of De_saw that we play on the Ice cave.
I look forward to trying it when I see it running.
3  Other / Trouble in Terrorist Town / Re: [Project] Operation Suburb - In Progress on: July 28, 2010, 06:08:22 PM
Awwww ok.
I guess I could make a shed or something.
If it's ok with you I'll turn the current house I made into something in another map I make at somepoint.
4  Other / Trouble in Terrorist Town / Re: Garry broke listen server game mode button! on: July 09, 2010, 05:32:14 PM
Why are you posting this in TTT?

because you need to change the gamemode to test TTT maps.
5  Other / Trouble in Terrorist Town / Re: [Release] TTT_Icarus_R1_A1 on: July 09, 2010, 05:31:09 PM
put a tiny bit of water at the bottom of the ladder and you cant die from falling.

Well that version isn't supported anymore but if ladders are added I will bare that in mind thanks.
The Ice Cave is now running the second alpha which adds some more tunnels for mobility purposes as well as other changes, once everythings all been approved as running correctly I'll release it here.
6  Other / Trouble in Terrorist Town / Re: Garry broke listen server game mode button! on: July 08, 2010, 06:51:05 PM
Atleast I'm not the only one with the issue.
As Ned told me:
sv_gamemodeoverride terrortown
7  Other / Trouble in Terrorist Town / Re: [Exploit] Custom servers with insta traitor choosing on: July 08, 2010, 02:37:51 PM
So the TTT equivalent of the ZM upgrade servers has arrived...
[Sarcasm]Great![/Sarcasm] 
8  Other / Trouble in Terrorist Town / Re: [Release] TTT_Icarus_R1_A1 on: July 08, 2010, 02:35:07 PM
Yea I just reread that. You nailed it, sorry for the confusing choice of arrangement.

Ah ok, I planned on the remake of making every floor connected with stairs, we all know the issues the ladders caused in the old version.
9  Other / Trouble in Terrorist Town / Re: [Project] Operation Suburb - In Progress on: July 08, 2010, 09:13:49 AM
Excellent it's looking great.
[Badjoke]Hey I think I can see my house from here[/Badjoke]
10  Other / Trouble in Terrorist Town / Re: [Release] TTT_Icarus_R1_A1 on: July 08, 2010, 08:58:10 AM
I love what I'm seeing. So many people said this map kicked ass. I'm like... Fuck you, it sucks donkey cock. This is a nice improvement.

Wait you confused me, are you on about this is far better than the original which sucked?
11  Other / Trouble in Terrorist Town / Re: [Release] TTT_Icarus_R1_A1 on: July 06, 2010, 10:21:13 AM
The problem is the whole thing is like a long hallway with rooms sticking out. Hear gunshots from one end and the traitors got no where to go to escape or get behind his pursuers.

It's on different floors and many rooms have back exits.
12  Other / Trouble in Terrorist Town / [Release] TTT_Icarus_R1_B1B [FIXED] on: July 05, 2010, 08:31:01 PM
Fix is out.
http://www.mediafire.com/file/15qz7alkbzm39up/ttt_icarus_r1_b1b.zip
Changelog:
Many more rooms.
Fixed Deagles.
Actual skybox.
A couple of traps.










Map videos.
http://www.youtube.com/watch?v=n05kjKo4IYg
http://www.youtube.com/watch?v=wBLg_6HvB94
13  Other / Trouble in Terrorist Town / Re: [exploit] Name change in game. on: July 04, 2010, 10:52:02 AM
Ah I was going to pm you about this, I didn't want to post it on the forum but it's more widespread than I thought.
Yeah well hopefully someone can fix this soon, but anyway if someone does this a server admin can easily give them a permanent ban.
14  Other / Trouble in Terrorist Town / Re: [Idea] Whispering or some kind of proximity based voice chat. on: June 28, 2010, 08:47:38 PM
This wouldn't be that bad if it used a separate key to the generic radios.
I wouldn't want to choose which I had to use with 1 key.
15  Other / Trouble in Terrorist Town / Re: [Idea] Attack alarm on: June 28, 2010, 06:45:25 AM
It's neat but I'm opposed to it greatly, since it seems retarded for a detective to waste a credit for a distress beeper which would probably only beep for 1 second if he gets mowed down. He should be smart, keep moving, as well as try to befriend people, and figure out who's innocent. This item, overall, seems to go against the detective doing his job in my opinion.

It would beep for more than 1 second because it would repeatedly beep until a traitor breaks it.
16  Other / Trouble in Terrorist Town / Re: [Idea] Attack alarm on: June 26, 2010, 04:33:14 PM
Detectives are already killed as quickly as possible. If a person barely has time to shout out the name of his killer I highly doubt he'll have time to switch to a weapon and then activate it.

but the 30% health activation thing might be a better option then.
17  Other / Trouble in Terrorist Town / [Idea] Attack alarm on: June 26, 2010, 01:36:40 PM
A detective can buy this at the cost of 1 credit.
The attack alarm is carried on the detective, but can be thrown to trustworthy innocents for use.

When the detective is attacked and loses a substantial amount of hp or perhaps if he activates it from his inventory.
Once activated the alarm sounds with loud volume for 30 seconds getting the attention of nearby players, if the traitor kills the detective he can destroy the alarm on the body by covertly searching the body.

The attack alarm would be useful for detectives as it means that if they don't have time to shout for help it gives their location away, as well as helping draw innocents to the body as long as the traitor doesn't break it.
However it also encourages traitors to attempt to kill a detective as quickly as possible to prevent the alarm from being activated and thus giving their location away.

The idea obviously needs improving so I'll leave that to the commenters.
18  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: June 25, 2010, 09:07:58 AM
Ah ok thanks for the info.
19  Other / Trouble in Terrorist Town / Re: [Idea/Release] Musical notifications on: June 25, 2010, 06:41:51 AM
These sounds are too loud, too lengthy, and far too obtrusive. We don't need 3-4 second songs to inform everyone that a body was found and we don't need 5 second music clips to drown out all sound and communication every time a round begins or ends.

As far as being notifications go, these clips are terribly ineffectual as they all sound virtually the same. If I want an audio cue to tell me something, it should be quick, inconspicuous, and instantly identifiable. Check out Left 4 Dead's special infected audio tags to see this done right.

Technically though if TTT had stock sounds similar to L4D a server admin could replace them though?
20  Other / Trouble in Terrorist Town / Re: [Idea/Release] Musical notifications on: June 24, 2010, 09:38:54 PM
I asked about the inclusion of these into the general mod on the ttt thread as Ned informed me that it's easier that way for admins ect.
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