I wish they had some kind of effect on the game like, +1% fire resistance, +1% bullet resistance, etc... Something even small like this would make me happy.
I really do think the cosmetic items in the game should have tiny random stats. Small enough that it has virtually no effect in 99% of fights, but you can point to it and say "see, I'm slightly better in this capacity!"
Don't you see how this will cause more bitching than anything you've ever seen already?
I know dustbowl was taking out of rotation on jobs, but would anyone be interested in trying an updated version of dbheights? If not, I understand, I've had outside server admins request I update the map for their servers.
Made changes on stage 3 and fixed some other problems (hopefully).
There is more space and new ledges, if you didn't notice a difference. Also, I hope I fixed the problem where defense was getting cap points. (If anyone knows the exact cause of this let me know)
I know dustbowl was taking out of rotation on jobs, but would anyone be interested in trying an updated version of dbheights? If not, I understand, I've had outside server admins request I update the map for their servers.
Yes.
PMAvers on
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
As someone who played pyro for hundreds of hours, before and post pyro update, let me just say.
Axtinguisher is nigh useless.
If all the stars, and numbers, aline, you kill something slightly faster with the axtinguisher. You lose so much of your defense though. If something goes wrong and they turn around, you can try to circle/flame them, you gotta stay RIGHT on them for that melee, that may still miss somehow. You cant puff away their projectiles, or them if needed. You gotta commit.
If you can get the axtinguisher kill on the guy, you couldve probably gotten the regular flamethrower kill too.
Trying to flame/airblast/axtinguisher is retarded, as youre usually just making yourself an easy target for most classes. If the guy is too dumb to rocket/pill/minigun/scattergun/revolver you from mid air, or kukri/ubersaw/wrench you on his way down, you probably couldve gotten him anyways.
I had alot of success with airblast+shotgun though. Flame them alot, if they start to turn around or get the upper hand on you, airblast, back pedal, shotgun.
I imagine with the flaregun crits, that'd be semi useful as well, but never tried it
This just in, people play differently than you, more at eleven.
I play a ton of Pyro, it was my main before Sniper. Stars need not align if you position yourself properly. You use the brushes and models around you and catch them on it with a quick airblast.
All it takes is a tiny puff of fire, a well placed airblast and a quick axe, and most classes are dead. You can't tell me that isn't faster that just spamming flames on a fleeing target. I have maybe been killed less than a dozen times while setting up an axtinguish. If anything goes wrong, it's that they get put out somehow, and even that is a rarity.
If you can get good at setting up your axes, it is a lot faster than just flames. Hell, if you are good at circling you can usually take out a heavy with a puff and a few swings as long as you get the drop of him and get him into a panic.
Besides if it comes down to it, you can always puff them away and use your secondary, it's not like you are stuck meleeing.
well, our pyro was using the hammer during that highlander practice game. and we all know how that turned out! (we won)
I'm not saying it's the only way to play. I'm saying it's not as worthless as he is suggesting.
I know dustbowl was taking out of rotation on jobs, but would anyone be interested in trying an updated version of dbheights? If not, I understand, I've had outside server admins request I update the map for their servers.
Made changes on stage 3 and fixed some other problems (hopefully).
There is more space and new ledges, if you didn't notice a difference. Also, I hope I fixed the problem where defense was getting cap points. (If anyone knows the exact cause of this let me know)
That_GuyI don't wanna be that guyRegistered Userregular
edited September 2010
It is about damn time you got back to DB heights. It was shaping up to be one of my favorite custom maps. Friday I am all over that shit like white on rice.
The only thing I'd say about that map is that there seems to be slightly too much unbroken space, especially with the straight lines. But I'm not a mapper.
Apart from ones that are apparently excellent for axe fights.
I went through my inventory of maps a couple of days ago and made a list. I'm trying to finish the ones that has potential/need tweaking. Trying to finish them by the end of the year.
I'm really anxious about seeing the final product of paproject, so working on these projects are helping me keep my mind off of it until it needs my attention again.
Yeah, it's nice to see dbheights getting some attention. I was under the impression you thought it was a failed project and were going to let it die.
Yeah, I'm not too proud of it, but it's still ranked pretty high on the custom map list and I have a few server admins hassling me for a new version, so I figured since it has my name on it so I should spend a few days fixing it up.
Also, I hope I fixed the problem where defense was getting cap points. (If anyone knows the exact cause of this let me know)
Shoddy workmanship. 8-)
I found this on a forum yesterday, searching for fixes for this problem:
"There are at least two glitches I've noticed with DBHeights_B5.
The first is the capture point glitch, where it keeps adding capture points to players whether they are pushing the cart/capturing points or not. I know what triggers this, but I'm not going to advertise it...."
I was like, thanks dude, for the non help on how to fix this.
I went through my inventory of maps a couple of days ago and made a list. I'm trying to finish the ones that has potential/need tweaking. Trying to finish them by the end of the year.
I'm really anxious about seeing the final product of paproject, so working on these projects are helping me keep my mind off of it until it needs my attention again.
Playwise, I mean. Most Tuftoo maps are passably pretty, but that looks like it'll play very well to boot.
Thanks, I really hope so. That's why I've decided to release the textured alpha version on fpsbanana to get more playtesting as soon as I'm being done. I'm typically aiming at making the map for 12v12 to 16v16 vanilla servers, not the pro neither the orange communities, something somewhat lacking these last months - sure coldfront is pretty, but boring as hell when you're playing on pubs.
I don't even think parts of coldfront are that pretty. Basically the last points and the middle cp building are the only two things that caught my eye for great detail.
I feel it lacks some gameplay dynamics that I would like to see. I've never had a stand off on the last point that I can recall, its usually just been the 2nd point trading hands for a bit, which is the most boring point of the map. The map just feels flat and plain, with a series of linear boxes like granary and well.
Uriak, I told you this in chat already, but like flippy said, those new screens you sent me are looking great. Looks the way I was hoping Yukon should have came out.
Hey You on
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That_GuyI don't wanna be that guyRegistered Userregular
edited September 2010
Ok. Weed has been got so now it is time to get retarded and play TF2
If anyone has skills of English and wishes to proofread the physical dispatch for me (no significant layout or background yet, just the words), drop me a line by PM. Can't hurt to have another set of eyes and opinions on how my attempts at humor can be improved.
Kupi on
My favorite musical instrument is the air-raid siren.
0
Dyshow am I even using this gunRegistered Userregular
Posts
Don't you see how this will cause more bitching than anything you've ever seen already?
Made changes on stage 3 and fixed some other problems (hopefully).
There is more space and new ledges, if you didn't notice a difference. Also, I hope I fixed the problem where defense was getting cap points. (If anyone knows the exact cause of this let me know)
Yes.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I'm not saying it's the only way to play. I'm saying it's not as worthless as he is suggesting.
Sure, send it my way
Should be ready in the next couple of days.
Shoddy workmanship. 8-)
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Weed + mapping.
Apart from ones that are apparently excellent for axe fights.
the best map for playing drunk at 2 in the morning
I'm really anxious about seeing the final product of paproject, so working on these projects are helping me keep my mind off of it until it needs my attention again.
My map list was pretty long.
Yeah, I'm not too proud of it, but it's still ranked pretty high on the custom map list and I have a few server admins hassling me for a new version, so I figured since it has my name on it so I should spend a few days fixing it up.
Edit: also, this might explain why I always saw it as a failed project, I come across these kind of conversations occasionally:
http://www.topnotchclan.com/forums/showthread.php?t=5210
I found this on a forum yesterday, searching for fixes for this problem:
"There are at least two glitches I've noticed with DBHeights_B5.
The first is the capture point glitch, where it keeps adding capture points to players whether they are pushing the cart/capturing points or not. I know what triggers this, but I'm not going to advertise it...."
I was like, thanks dude, for the non help on how to fix this.
Hopefully, I'll get a new release Saturday, so people may test it somewhere
Still waiting on whoretizzight.
That's a damn good-looking map.
Playwise, I mean. Most Tuftoo maps are passably pretty, but that looks like it'll play very well to boot.
the masterpiece that never was
I think so?
That's my best answer.
Because I won't be there.
send a bug report
my Mercenary badge got deleted through some glitch or another, and I sent a report
I got it back later that day
Thanks, I really hope so. That's why I've decided to release the textured alpha version on fpsbanana to get more playtesting as soon as I'm being done. I'm typically aiming at making the map for 12v12 to 16v16 vanilla servers, not the pro neither the orange communities, something somewhat lacking these last months - sure coldfront is pretty, but boring as hell when you're playing on pubs.
I feel it lacks some gameplay dynamics that I would like to see. I've never had a stand off on the last point that I can recall, its usually just been the 2nd point trading hands for a bit, which is the most boring point of the map. The map just feels flat and plain, with a series of linear boxes like granary and well.
Uriak, I told you this in chat already, but like flippy said, those new screens you sent me are looking great. Looks the way I was hoping Yukon should have came out.
Statements that come back to haunt people in 30 years when running for president.
Just wait for it, Limbaugh's grandson is gonna not going to let you live down that you played a natasha heavy.
I didn't realize he was so mad about Goomba that he'd go so far as to hang out in the Steam forums
also i miss quirky and wise
;___;
prove him wrong
man thats a good name
wish he could have added it