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Other / Trouble in Terrorist Town / Re: [map] ttt_cyberia
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on: March 01, 2012, 09:53:24 PM
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It's...alright. The layout isn't that great, it's just a central open area with a few small hallways off to the side. I can see most players just standing around on the dancefloor as there isn't really anywhere else to go.
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Other / Trouble in Terrorist Town / Re: Garry's Mod 13
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on: March 01, 2012, 09:25:05 PM
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Crowbar: 20 body, 20 head Pistol: 25 body, 68 head Shotgun: 11base -- from code,headshot multiplier is by distance Sniper: 50 body, 200 body Deagle: 37 body, 148 head Mac10: 7 body, 14 head m16: 23base -- from code Glock: 10 base, 1.75x headshot -- form code
Mac10 Headshots are 30 damage, not 14. Bodyshots seem to vary depending on location for all guns (though I'm pretty sure you know that). M16 Headshots are 62 and HUGE headshots are 24.
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Other / Trouble in Terrorist Town / Re: Synyster Gaming (Balanced Custom TTT Server)
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on: December 14, 2011, 11:06:07 PM
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LESS SLOTS, 16-18 is the perfect number in my opinion. It allows it to be more easily controlled by an admin(if nessiscary) and enough players for 2 Ds, and 8 Ts at a full server. It wont be super loud so you have to scream to make people hear call outs.
Yeah, I prefer 16-20. The server I play on is 24 and it seems like whenever we get to 20+ players the entire server's IQ drops 20 points. On the big 32-slot servers it's generally pretty chaotic, I can't stand it.
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Other / Trouble in Terrorist Town / Re: Just thinking
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on: November 10, 2011, 09:36:53 PM
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Zombie Master, Zombie Panic: Source, Pirates, Vikings and Knights 2, Age of Chivalry and possibly even NMRiH. All these mods hit over 100 people almost everyday.
And two of those mods have ceased development. People would play TTT if it were a Source mod, but like Anon said, too much work and would require additional ressources like new models, guns, etc, and those who make them.
TTT as a game-mode in GMod attracts FAR more than 100 people a day, turning it into a sourcemod wouldn't attract anywhere near as many players. Source mods generally get attention when they're first released but slowly die due to being too obscure/lack of advertising.
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Other / Trouble in Terrorist Town / Re: Non-TTT maps problem
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on: November 06, 2011, 07:03:12 AM
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Well, Garrys is going to be giving more and more keys as it goes on. With that said someone who a key could just test the gamemode for him. Tons of fp threads about testing gms for beta. Also Garry himself said there shouldn't be any changes that someone can't fix in a little bit.
I'm just a bit surprised considering it sounded as if (based on Garry's post about it) the first people to get beta access would be gamemode developers.
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Other / Trouble in Terrorist Town / Re: Non-TTT maps problem
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on: November 05, 2011, 12:35:56 AM
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That is the problem fixed by this: http://www.zombiemaster.org/smf/index.php?topic=11222.msg446331#msg446331
The one garry was supposed to have fixed in a subsequent update except he didn't.
Seeing as it's not looking likely he'll fix it properly, I guess I'll have to put up a new .zip this weekend. And poke garry for SVN/beta access. :effort:
He didn't give you beta access right away?
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Other / Trouble in Terrorist Town / Re: ttt_print_damagelog Suggestion: Record Item Purchases
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on: November 04, 2011, 07:47:35 PM
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I can't tell you how many times I've been traitor and people have killed me for having a knife despite the fact that I never even purchased one (or in some cases, never pulled it out, though that's a different issue). Generally said situations occur when holding grenades because people are blind/paranoid. Admins generally ignore it because they have no way of knowing if I actually had a knife or not, I can't see how adding this would be a bad thing.
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Other / Trouble in Terrorist Town / Re: [RELEASE] TTT_Forest_Final
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on: October 18, 2011, 03:42:40 PM
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Added it to the server I normally play on and while it does look nice, I can't say the layout is ideal for TTT. You've got 3 wide hallways and 3 open hub areas, not a very good map for traitors unless you're just scouting people.
Also, it's still possible to get behind the trains (not sure if it's intended) and it's fairly difficult to get back out.
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Other / Trouble in Terrorist Town / Re: Everything is broken
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on: October 18, 2011, 03:40:11 PM
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Unsure. The server is missing CS:S content.
We didn't have the rearm issues until yesterday's update, I'm aware that a few servers did begin having it after last week's update but we were over the weekend. I can't see how the server would suddenly be missing CS:S content unless it was because of the update, it isn't a new server. I'll check it out though.
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Other / Trouble in Terrorist Town / Everything is broken
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on: October 17, 2011, 11:04:25 PM
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Rearm scripts don't seem to be working, certain weapons/ammo are completely missing, weapons float mid-air, knives don't work at all, instant weapon swap/reloading, no weapon animations, and probably quite a few other issues after today's GMod update.
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