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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Trouble in Terrorist Town - a GMod gamemode
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Author Topic: Trouble in Terrorist Town - a GMod gamemode  (Read 1721750 times)
Mr. Gash
Poster

Posts: 382


www.nonerdsjustgeeks.com


« Reply #4480 on: May 15, 2011, 09:29:08 PM »

3rd, actually

Depends which tracking service you use
Tommynator
Poster

Posts: 173

Tommynator is a traitor!


« Reply #4481 on: May 15, 2011, 09:32:43 PM »

I saw this on gametracker.
Handy_man
Poster

Posts: 308


SNG community admin


« Reply #4482 on: May 20, 2011, 04:54:55 PM »

The high numbers are only a problem without proper players and admins online, i think we have a balance of both for most of the time, a good response on ban requests etc.

But you are correct it depends on the service, GT placed us @ #3 a few days ago and gamemonitor currently places us @ #4 they are two different systems although under the same ultimate premise of activity (which is what was being debated so meh)

Quality can not be determined obviously i don't contest that, but custom servers are taking over really, why? because BKU doesn't want to promote the gamemode any further in development. Its understandable and for the most part expected that someone would do this, just means we as the community have to continue where he left off I.E. Custom servers

None of the custom servers details have ever made me go WOW (except maybe the killer chicken lol) but this will be a trend for players, we will likely get a custom server at some point also to run along side server 1, if you can't beat them give them the same experience with some goodies tossed in the side and they shall come.

Additionally point being if you don't like the size of server one their is always server 3 (16 man) and that doesn't do terrible.

[b]
Sky-netgaming.com
Raneman
Poster

Posts: 219

Shitposter


« Reply #4483 on: May 21, 2011, 02:50:23 PM »

There is always server 3. Server 1 is like a good beer while server 3 is an aged wine. The players there are smart, people don't act like fucking retards all the time, and in fact, there's not many problems even when it's not being administrated.
Shifty Pete
Poster

Posts: 74


Shifty_Pete.exe


« Reply #4484 on: May 23, 2011, 06:41:05 AM »

Oh great Bad King, i request of you a feature.

Could you perhaps add spawnpoint entities for innocents, traitors, and detectives? This would be useful if you want to have the traitors spawn in certain rooms (eg. traitor room)

http://www.steamcommunity.com/id/shifty_pete
Marphy Black
The Best Forum Member
*****
Posts: 3483


Let's go kick some civilian ass!


« Reply #4485 on: May 23, 2011, 07:01:53 AM »

How would that work? Traitors and detectives aren't chosen until the beginning of the round which only begins after the preparation phase has ended which occurs after the players have (or should have) already spawned.

"You are what I eat,
So much flesh, so much meat...
"
http://steamcommunity.com/id/Revenant100
GrayScare0
Poster

Posts: 404


« Reply #4486 on: May 23, 2011, 07:09:53 PM »

I don't think that idea was thought through at all.  No offense.
NaPStone2
Poster

Posts: 165


I AM UNORGINAL SO I USE THIS GIF


« Reply #4487 on: May 24, 2011, 03:28:54 PM »

1. Spawn everyone in a large room with teleporters to leave.

2. Have a moveable door blocking the teleports out.
2a. Make a delay of 30 seconds for the door to move

3. Use a filter on the teleports to move detectives one place, innos another, and traitors another.


And there you go.

maybe u shud w8
then stream got time 4 ur rqest later
and u downlad
GrayScare0
Poster

Posts: 404


« Reply #4488 on: May 24, 2011, 06:46:22 PM »

Then the innos would know who the other innos are, thereby identifying the traitors.  Still a bad idea.
NaPStone2
Poster

Posts: 165


I AM UNORGINAL SO I USE THIS GIF


« Reply #4489 on: May 25, 2011, 04:01:26 AM »

I could see it as a deathrun type map.
But never did I say it was a good idea

maybe u shud w8
then stream got time 4 ur rqest later
and u downlad
Nel
Poster

Posts: 1811



« Reply #4490 on: May 25, 2011, 01:31:58 PM »

But, then you could just play Deathrun.  I mean, this IS in Gmod.
JoTheShmo
Poster

Posts: 214



« Reply #4491 on: May 25, 2011, 09:54:23 PM »

Then the innos would know who the other innos are, thereby identifying the traitors.  Still a bad idea.


Spawn innos scattered around the map.
Traitor room has easy access points to get to anywhere on the map.
Nobody will know.


It's still a bad idea.
Shifty Pete
Poster

Posts: 74


Shifty_Pete.exe


« Reply #4492 on: May 26, 2011, 01:34:25 PM »

How would that work? Traitors and detectives aren't chosen until the beginning of the round which only begins after the preparation phase has ended which occurs after the players have (or should have) already spawned.


Obviously it would just respawn them at the location with all the guns they already picked up?

http://www.steamcommunity.com/id/shifty_pete
GrayScare0
Poster

Posts: 404


« Reply #4493 on: May 26, 2011, 06:00:58 PM »

Spawn innos scattered around the map.
Traitor room has easy access points to get to anywhere on the map.
Nobody will know.


It's still a bad idea.

Innos then rush for the exits to the traitor rooms?  Or quickly meet together to determine the traitors?
EpicBox
Poster

Posts: 165


ZE EPIC BAWKZ IZ CUMING FOR YA.


« Reply #4494 on: May 28, 2011, 12:48:54 AM »

the "best" idea is to make a teleport that covers the whole map, so when round starts everyone is teleported to a random location BUT the traitors are teleported to traitor room.

of course, bad idea

There's 3 things I hate: <br />People that hates people.<br />People that hates the haters.<br />And people that hates the haters of the haters.
GrayScare0
Poster

Posts: 404


« Reply #4495 on: May 28, 2011, 02:55:42 AM »

the "best" idea is to make a teleport that covers the whole map, so when round starts everyone is teleported to a random location BUT the traitors are teleported to traitor room.

of course, bad idea

Exactly, because the aforementioned problem would still persist.  I wouldn't want to spawn in the traitor room anyway to be honest.
Raneman
Poster

Posts: 219

Shitposter


« Reply #4496 on: May 29, 2011, 02:01:24 PM »

So, the Fretta contest is starting up again soon. You going to enter it, BKU?
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4497 on: May 29, 2011, 03:06:45 PM »

Nope.

edit:
I'm also not seeing anything about a new Fretta contest anywhere.
« Last Edit: May 29, 2011, 03:13:57 PM by Bad King Urgrain »
Raneman
Poster

Posts: 219

Shitposter


« Reply #4498 on: May 29, 2011, 06:40:18 PM »

I was talking to Grea$emonkey while he was playing on my server and he said he was planning on opening another contest.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4499 on: May 30, 2011, 07:43:11 AM »

That would be the gamemode coding contest. The Fretta contest was a different thing, run by Garry and the prizes came from him/Facepunch as well. The gamemode coding contest is run by the community/Greasemonkey and generally has some donated stuff as prizes. I've considered entering that in the past but never really had the time.

Now's no different, starting full-time employment very soon.
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