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News: Trouble in Terrorist Town? Site here, forum here.

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1  Other / Trouble in Terrorist Town / Re: [Wip] ttt_airbus on: January 25, 2011, 02:37:02 AM
I have been looking for a map like this for so long now... please finish it! thanks and it looks really good.
2  Other / Trouble in Terrorist Town / Re: [WIP] ttt_trappycottage on: November 13, 2010, 11:26:36 PM
lol

I read "trampy cottage."


I thought it said crappy for the longest time....
3  Other / Trouble in Terrorist Town / Re: [WIP] ttt_catacombs on: November 13, 2010, 11:25:50 PM
Look the ominious screenshot, considering you said you were testing it with 4 people and i see 3 bodies and a a skeleton!
4  Other / Trouble in Terrorist Town / Re: A traitor Equipment: PeperSpray on: November 12, 2010, 08:56:52 PM
He likes someone elses pay attention.

Terrible idea for reasons that have been repeated over and over again in so many threads.


I like zoo's better than yours if I had to pick either one; however, both seem unnessecary.
5  Other / Trouble in Terrorist Town / Re: BKU Community Server on: November 12, 2010, 08:53:35 PM
A vanilla server would be 15 man, (you people forget that originally the zombie master would pick the traitors.)
And then just base TTT, nothing more nothing less. (16 man allows that one more person though)

However as far as I know, the people that would appreciate this the most (the forum users) would use it for a few weeks and then tire of it.

There was talk of BKU hosting a server to publicly test builds. Or something along those lines.

In short, good idea in theory. Doesn't work in practice.



Before detective though, that has to be added in now.
6  Other / Trouble in Terrorist Town / Re: A traitor Equipment: PeperSpray on: November 11, 2010, 02:26:37 AM
Now it might work as a detective weapon, and instead of just blinding them it makes them drop whatever weapon their carrying.  However, it still creates that problem of having a player now wanting to shoot randomly about.   




Like. +
7  Other / Trouble in Terrorist Town / Re: [Project] Operation Suburb - In Progress on: November 06, 2010, 08:08:50 PM
I am waiting with bated breath or however the fuck you say it... i can't wait!
8  Other / Trouble in Terrorist Town / Re: [WIP] ttt_catacombs on: November 03, 2010, 01:37:55 AM
I still likes very much.


I still cannot wait... very good work!
9  Other / Trouble in Terrorist Town / Re: Traitor Equipment - Fail Safe on: October 27, 2010, 12:59:06 AM
I say either let cocked grenades fall to the ground, or add the "fail-safe" that does a fire nade however does not burn anything just damage.
10  Other / Trouble in Terrorist Town / Re: Traitor idea - The Disguiser Mk. II on: October 27, 2010, 12:57:29 AM
I say no for the same reason that name changing in game is usually kick/temp-ban....

too exploitable.
11  Other / Trouble in Terrorist Town / Re: Pistol balancing on: October 20, 2010, 02:07:04 AM
I've had this happen before, and have spectated people having this before.
It's lag, and is unfortunately unfixable.

Aa very good example was on DNR when we were playing the tower of terror map.
As we were going up on the ride, I decided to kill the other passenger.
The bullets did not register, and we spent about 12 seconds shooting each other in futility.


No your example is not lag (I would know I play on the server and was the one who rearmed Tower of Shenanigans (or terror for the more formal))

THe way the elevator reacts when it is in motion bullets dont seem to register, its not lag, its the ride.  Any time its moving this will happen thats why its always fun to shoot when we go up and down.
12  Other / Trouble in Terrorist Town / Re: New Detective ability - Deputize on: October 13, 2010, 06:16:35 PM
i have to say, you do have the best ideas ive seen so far...


this is very very true.

Nice idea with this one (unlike others you are actually throwing something out there that at least has some pros) but unless it has a spam control the idiots will come out and screw with it.
13  Other / Trouble in Terrorist Town / Re: [WIP] ttt_catacombs on: October 13, 2010, 06:13:53 PM
Still looking good... keep it up I want to try this thing, and then scare people by popping out of corners blasting the radio.
14  Other / Trouble in Terrorist Town / Re: [Wip] ttt_cloverfield on: October 01, 2010, 11:03:34 PM
Nice looking map, can't wait to try it out.
15  Other / Trouble in Terrorist Town / Re: Motion: To Disallow server advertising on: September 22, 2010, 01:15:21 AM
Thats why just make a sticky (like I said and allow you to post your server ip, name and a small snippit of why its good (and if its not vanilla why it blows...)
16  Other / Trouble in Terrorist Town / Re: Motion: To Disallow server advertising on: September 20, 2010, 11:41:59 PM
Make a topic. Allow them to advertise their new servers only in that post.  Sticky it.  Call it a day.

That is my opinion/idea.
17  Other / Trouble in Terrorist Town / Re: [Project] Operation Suburb - In Progress on: September 13, 2010, 11:59:05 PM
Finally a map where I can claim a house and yell out to all those damn terrorist to get off my front lawn!
18  Other / Trouble in Terrorist Town / Re: Client won't update TTT GFX files on: September 12, 2010, 10:24:33 PM
Because apparently your gmod does not load files from its GCF. In other words, it's broken somehow.


Reinstalled and ill see if it works.
19  Other / Trouble in Terrorist Town / Client won't update TTT GFX files on: September 12, 2010, 01:53:15 PM
It's odd, after this new update with the sniper scope I can't see out of it.  I tried all the fixes but the only think that works is getting the files from the svn.  Why does this keep happening me in regards to all files that are new/become updated.
20  Other / Trouble in Terrorist Town / Re: Non TTT Maps Rearmed on: September 01, 2010, 06:32:30 PM
Lambda's Rearmed and Reloaded Map Pack...

Over the past 3-5 months I rearmed a lot of maps... I finally got around to releasing them to everyone because 1. I feel like I have enough for them to be a pack 2. Since I am going back to school and might be working on a gamemode or 2 I won't be rearming as many as I use too.  So now... the pack*. 
If I put TTT it will work fine.


ba_combine_hidden_prison - may or may not work because of NPCs

blockh_final_01 -  TTT

c2_trapped_2 - probably won't work

cs_cia - TTT

cs_fort_sand_fox - TTT

cs_negotiator - TTT

cs_parkhouse - TTT (my own version)

de_alps - TTT (my own version)

de_apehouse - TTT (very small though)

de_corse - TTT

de_lost2 - TTT

de_nightfever - TTT (my own version)

de_paris_opt - TTT

de_rush_v2 - TTT

de_spirits - TTT

de_star - TTT

de_thematrix_11 - TTT (my own version)

de_towerofterror_b2 - TTT (so fun)

de_wanda - TTT (my own version)

fy_highrise_09 - TTT

gm_adventures - TTT (might be laggy)

gm_skyscraper - TTT (elevator can be very glitchy)

rp_wreckrock  - TTT

ttt_thething_b3fix - TTT (add more weapons for variety and because people wanted more on bigger servers)

ze_titanic_escape_v2_2 - Not the best for TTT but for the lulz


http://dl.dropbox.com/u/6782160/Lambda%27sRearmandReloadedMaps.7z**

*Note not all maps are good for TTT, some are just really fun or was for me to practice.

**Also note that this is only the rearm file... the maps are not included but can be downloaded at either garrysmod.org or fpsbanana
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