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News: Zombie Master 2 discussion

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1  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: February 15, 2011, 09:09:54 PM
Perhaps a compromise to the traitor-failure penalty would be to make it a Cvar, an option instead of a requirement.
2  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: February 11, 2011, 10:07:46 PM
If you are killed while typing in traitor chat, it will show up for everyone to see in Last Words. Is this intentional?
3  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 23, 2011, 08:51:02 PM
The end-round or new-round sound, I don't remember which it is, doesn't save after you leave the server. IE, turn it on, leave, and it's off again.
4  Other / Trouble in Terrorist Town / Re: TTT_Casino_a1 on: January 22, 2011, 12:16:09 AM
While you're at it, could you make a 128 player spawn? Because you haven't just updated it with more or anything.
5  Other / Trouble in Terrorist Town / Re: [Wip] ttt_ghetto on: January 19, 2011, 01:36:01 AM
*artist voice*

Well yesee, Oi think you could call it ttt_tenecity, because the city in and of itself does lend itself to the appearance of a tenement, but instead of a buildin' yesee, you have the entire area. But it also symbolizes the tenacity of the individuals who used to strive and trudge through life in it, and now you have tenacious terrorists terrorizing terrestrial terrans in it.

/artist voice
6  Other / Trouble in Terrorist Town / Re: [Wip] ttt_ghetto on: January 18, 2011, 01:16:07 AM
The name is kinda a put-off. Otherwise it looks fine, and suspiciously like the slums in a nearby city of mine.
7  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 06, 2011, 12:37:17 AM
28 people is a hell of a lot for this gamemode. I agree with Darkest.
8  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: December 18, 2010, 01:27:39 AM
Discombob kills appear to show up as being killed by {trap}.

Requesting some indication of a C4 being destroyed, like the Health Station's little buzz and spark. Hard to prove you didn't just take it.
9  Other / Trouble in Terrorist Town / Re: [RELEASE] ttt_trappycottage_b1 on: December 04, 2010, 02:16:08 PM
I don't think the team-killing would be a problem, as long as the traps have proper kill attribution. Then again, I don't know if there is this on this map, as I have played it once.
10  Other / Trouble in Terrorist Town / Re: Chat Idea: Local chat on: November 26, 2010, 12:39:45 AM
Already exists. It's a server CVar.
11  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: November 22, 2010, 02:03:24 AM
Unmounting CSS appears to cause errors to appear whenever someone buys C4 and other things.
12  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: November 18, 2010, 12:51:12 AM
Anyone else when traitor have the violent urge to go poltergesit + kevlar + HUGE and see how many people they can get?

Statistically, 90% of my poltergeist shots result in a dead traitor buddy. So no, not really.
13  Other / Trouble in Terrorist Town / Re: Traitor Equipment: Trapster on: November 16, 2010, 08:28:53 PM
I feel like this shouldn't be added on maps that don't already have the ZM traps on them, Cloverfield's bridges are designed for 2 credit breaks, leave it be. This is why I suggested the traps for ZM_ maps, in which traps are already integrated.
14  Other / Trouble in Terrorist Town / Re: Traitor Equipment: Trapster on: November 15, 2010, 10:46:38 PM
This is a good idea. I very much like the trap placement mechanism of Zombie Master, so this ought to be easy to code too. Perhaps one would point at the trap and choose "Place trap" to use a credit to place a trap nearby. The trap manual activation disappears, and the trap is placed. Activated upon an innocent going near it, just like ZM.

Pros: No manual activation required

Cons: Expensive
Wastes a few seconds of your time
15  Other / Trouble in Terrorist Town / Re: Body hanging in TTT (Traitor feature) on: November 14, 2010, 04:39:31 PM
O YES! Instead of completely burning bodies, the ragdoll should be replaced with the hl2 burnt body model, that would be awesome sauce.


Which would de-power the Flare Gun because then you can count the number of burned bodies instead of having no idea how many people have been burned.
16  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: November 13, 2010, 12:07:31 AM
I predict frequent useless "call Detective" occurrences.
17  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: November 11, 2010, 01:42:36 AM
Certain traps, such as those in the doors of ttt_losttemple_v1, do not produce last words upon being killed in them.
18  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: November 06, 2010, 08:24:40 PM
Prop kills are not being attributed to the player for some reason. Including explosive barrel throwing.
19  Other / Trouble in Terrorist Town / Re: Land Mines Traitor Item on: October 30, 2010, 12:59:26 AM
Quote from:  Rectal Exambot
Snip[/quote]

Wow, that actually sounds pretty cool.
20  Other / Trouble in Terrorist Town / Re: New Detective weapon? inspired by chemistry lesson on: October 29, 2010, 02:29:38 PM
-  It should be a 1 credit item


Is there any other kind?

---

I like the idea of DNA preservation, it's cool. It would be fine to give it to a trusted innocent so the detective can get there in time. However, I don't like the idea of buffing the DNA Scanner, it's pretty powerful already. Unless the detective was occupied, there's no reason that they couldn't store the DNA in their scanner until they finish whatever it is.
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