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Zephyr

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Everything posted by Zephyr

  1. Hlstatsx is a very good system in that when dealing with points because, unlike other systems, it gives players points for basically everything they do, and even recognizes things like killing sprees and kpd. However, they might have gone a little overboard with engies and medics... If they wanted, an engie could just build his whole base in the middle of nowhere, abandon it until it gets destroyed and then rebuild it again! You get something like 5 points just for BUILDING a sentry, the ranking system doesn't care what happens after that... I think it's fairly balanced overall, but could be a little better for sure. A good medic can still pick up a large amount of kills on top of their assists, and an engie with a good sentry can often get more than most offensive classes, especially if you factor in how many spies they get to kill, so if they're getting regular points for kills, as well as extra points for special events, it can get to be a little much.
  2. I was hoping for maybe charge shots or sliding, simply because I like #4 and #5 the best, but I understand that they wanted "back to the roots". The shop is a nice touch, but other than the energy balancer, nothing is really permanent and I'd have preferred something slightly more similar to #8's system, but this is just me blathering on. It'll officially take me a lifetime to finish those challenges. That is all.
  3. ^ what he said, We need to know what you want to do, why do you think you need plugins? Can't the software already do what you want? Do you have all of those programs? What do you need them for? Have you ever "retooled" a song before? I don't understand why you think you need some plugins, or how you managed to get that much software, just so you know pirating is not at all supported here.
  4. I love the Halo soundtrack, but this just doesn't match up for me. I like the original better.
  5. Happened to me once, worst thing ever! teleporter exit killed [OCR]Zephyr Also; Overclocked remix TF2 Sever: 0/24 ...
  6. That's really odd, I've never heard of random bannings before.
  7. Haha, my recommendation for that feel is to record all or most of the parts by hand with a midi keyboard then skip quantization, but yes there are some humanize functions, however I have no clue how to use them, perhaps you can just quantize it to a different tempo with really weak settings one bit at a time, that way it'll slightly throw it off. Or you could create you're own quantization preset which would be just a little off and quantize it to that. Good luck
  8. Haha, that was a great round, they could barely leave their building, I was having a blast as spy just doing circles backstabbing whole groups!
  9. There's a way to do it, but I can't remember off hand, mine is set up that way. There are certain specific midi cc's for it. Search for it on the FL forums, "tranport control midi ling" or something, there's a topic for it somewhere.
  10. Haha, that guy is psycho on that thing.
  11. Is there any easy way to put the current rotation into the MOTD or just edit it into the first post in the thread? I like to know which maps are coming up. Thanks.
  12. I like the new server, lower ping <3 Thanks, what I had done before you said this was actually to make the ledge with the flag plus the ledges above it in the little building nobuild. I also shrunk the capture area to include only a square in the middle of the base (however still a reasonably sized cap point) and I nobuilded the ledges on the inside of the building by the windows. As per darkesword's suggestion I think I'll probably make some of the windows bulletproof, and shrink the rest. The map is really favored to scouts right now, but I'm thinking of taking out the lower middle doorway altogether and replacing it with one on the far right side. Perhaps even put in another 1-way ramp facing away from the base, making the inside of the 4-way buildings a way to get into the base, but you can't run back or cruise through the middle with the flag. Flag holders would need to either go left through the castle wall, or right and up the buildings, or go around the first set of buildings to get to the ramp, or just head up to the second floor in the flag room and take the balconies. The underground passage towards the door above the water also has a flag blocker, so anyone trying to bring the flag that way drops it. Oh, and thanks for the tip about sudden death, there are certain things I can't test on my own.
  13. Very true. Hopefully you'll learn things quickly, but don't bother with aftertouch until much later.
  14. Haha, lol at switching servers, switching back, then switching to a new one all in one day. I hope we confused someone to death. Hope fully this one doesn't have to many problems.
  15. Sounds fine to me... so long as it works. Any chance at some point we could keep a current list of the server rotation in the MOTD? Or is it to long...?
  16. I'm having a few problems with the current server as well, during map switches I sometimes get a client dropped message.
  17. I'm fine with cave off, I prefer badwater. Cave seems somewhat broken to me in terms of fairness.
  18. ^ I agree, although, I'll still need ideas of how to keep scouts from cruising along so fast, and I haven't played the map yet on the server with you guys, but I'm wondering if the right hand side of the map gets traveled enough, the side with the one way door and the house on a platform. And I'm glad you liked my huge pillars of color idea, it was the only thing I could think of to prevent the intel from getting lost.
  19. Geno also has the wicked cool ability to do 9999 damage with Geno whirl. You can take out the sword (Exor I think?) in one hit with that, it's just really hard to do. I'm pretty sure I've done it once though. I love belome too, but being turned into a scarecrow sucks... especially if it happens to your whole party... at once... AARGH!
  20. I changed a few things and implemented most of your ideas darkesword. I did end up making it so that complete control of the cp is necessary to capture the flag, hopefully this will help the rounds become a little longer, but if it's too hard to defend I can change it back. I also did nobuild areas, shrunk the capture zone, and made the base return to neutral upon capturing the flag.
  21. I'm attempting the passive path on extreme right now, but since most troops can't be avoided and I don't want to kill any, I'm just using all of my points on health and running right through them, there's got to be another way, AM I DOIN IT RITE? Also, perhaps in future builds, to help promote stealth you should be able to crouch-walk, although this would make dodging most shots really easy. Loved the last boss fight by the way, nice job.
  22. Hehe, I managed the PEARLS by myself, (and yes I was as young as you all) I managed to beat all of the puzzles to get the clues, I always remember the 3d maze... Also how you can sneak past the reapers into the puzzle rooms if you're uber sneaky.
  23. Thanks for all the critique guys, I'll start working on it right away. A few questions: I can definitely cause the capturing team to need to recap, but should I make the base neutral, or the opposing team? Where exactly should I nobuild so engies still have a purpose, but don't completely dominate? Should I change anything to do with the score HUD or the huge color bars on the flags? (I can't use the CTF Hud, the cp hud overrides it) Any specific suggestions to nerf scouts on the map (I can make the windows a little to small for them and maybe block off the main middle ground path somehow) Thanks for playing it! I made this; http://www.ocremix.org/forums/showthread.php?p=451721#post451721
  24. Current Version; ctp_epsilon_a2 Download link; http://forums.tf2maps.net/downloads.php?do=file&id=632 This thread is for suggestions to make ctp_epsilon a better map, I'm making the map for the community, so if anyone has any suggestions about it I'll definitely try to implement them. *Check "Changes made for next version" Known Issues/Suggestions; - Favors scouts too much, they can cruise straight from intel room to the cp. - *A little easy for engies to build up in the flag room and the cp. - *Possibly make it so that a team must have complete control of the point in order to score. - *Upon capturing the flag, make the point neutral/other teams and force the capturing team to recapture the point for the next flag. - Windows in CP can lead to demo camping, (I'll probably get rid of some and make the others smaller so that a scout can't get in) - *The point can be captured standing anywhere inside the building, including the corners, this area is a little big and could be hard to defend. Currently Unfixable Issues (to my knowledge); -Lack of CTF HUD (having a control point forces the use of the cp HUD) -Ladders (Ladders don't technically exist in the TF2 game engine, so currently they're a really steep invisible staircase, making you shoot up them like crazy. Not really a problem, but can be confusing sometimes) Changes for next version; - A team must now have complete control over the point to score a cap, this means that to prevent a flag capture, a player on the other team could simply start taking the cp, then the team attempting to capture the flag would have to defend the point until the enemy teams capture status depletes. (since this is different from "reverting capture" it can actually take a very long time, perhaps I'll just make it so that the flag can't be capped while the enemy is currently capturing the point.) - The cp is now returned to neutral after a flag is captured there. - I have added "nobuild" areas to the flag area and the cp, engies can no longer build on the inside platforms by the windows, or inside the little building where the flag is. - I've shrunk down the capture area for the control point and flag capture zone so it contains only a small square in the middle of the room. Current questions, Where exactly should I nobuild so engies still have a purpose, but don't completely dominate? Should I change anything to do with the score HUD or the huge color bars on the flags? (I can't use the CTF Hud, the cp hud overrides it) Any specific suggestions to nerf scouts on the map (I can make the windows a little to small for them and maybe block off the main middle ground path somehow)
  25. Hopefully epsilon works out alright, I'm looking forward to any critique you guys can give me for it. Even if it ends up Uber Fail I'll fix it until it works. Hope I get to play on it with you guys soon, but I'll be gone for a day and a half.. Rotation looks perfect to me.
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