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Mr. Green Gaming

Pufulet

Greens
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Everything posted by Pufulet

  1. Well it seemed to compile alright but here it is just in case if you guys can spot anything else. ** Executing... ** Command: "c:\program files (x86)\games\steam\steamapps\logituch\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike" "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.vmf" Valve Software - vbsp.exe (Jun 8 2010) 2 threads materialPath: c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.vmf Can't find surfaceprop stone for material DE_TIDES/TIDES_CONCRETEFLOOR, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/zs_necrotic_v3/nature/blenddirtgrass001b_wvt_patch - Has been looked at by meh Patching WVT material: maps/zs_necrotic_v3/nature/blendrockdirt006a_wvt_patch - Has been looked at by meh fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 36 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_borealis01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_borealis01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (341536 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8..Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! .9...10 Compacting texture/material tables... Reduced 572 texinfos to 429 Reduced 118 texdatas to 109 (3071 bytes to 2660) Writing C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp 3 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\games\steam\steamapps\logituch\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike" "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3" Valve Software - vvis.exe (Jun 8 2010) 2 threads reading c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp reading c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.prt 1118 portalclusters 3227 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (570) Optimized: 3128 visible clusters (0.00%) Total clusters visible: 296307 Average clusters visible: 265 Building PAS... Average clusters audible: 825 visdatasize:259774 compressed from 321984 writing c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp 9 minutes, 31 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\games\steam\steamapps\logituch\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike" "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3" Valve Software - vrad.exe SSE (Jun 8 2010) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp Setting up ray-trace acceleration structure... Done (1.68 seconds) 4784 faces 487630 square feet [70218840.00 square inches] 22 Displacements 24427 Square Feet [3517619.00 Square Inches] 4784 patches before subdivision 38426 patches after subdivision sun extent from map=0.173648 27 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12) transfers 3115306, max 698 transfer lists: 23.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(19165, 19558, 14563) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(3162, 3453, 2032) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(562, 680, 326) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(109, 148, 60) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(22, 34, 12) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(5, 8, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(0, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0201 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 77/1024 3696/49152 ( 7.5%) brushes 932/8192 11184/98304 (11.4%) brushsides 6016/65536 48128/524288 ( 9.2%) planes 3300/65536 66000/1310720 ( 5.0%) vertexes 7483/65536 89796/786432 (11.4%) nodes 2903/65536 92896/2097152 ( 4.4%) texinfos 429/12288 30888/884736 ( 3.5%) texdata 109/2048 3488/65536 ( 5.3%) dispinfos 22/0 3872/0 ( 0.0%) disp_verts 6358/0 127160/0 ( 0.0%) disp_tris 11264/0 22528/0 ( 0.0%) disp_lmsamples 69244/0 69244/0 ( 0.0%) faces 4784/65536 267904/3670016 ( 7.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2952/65536 165312/3670016 ( 4.5%) leaves 2981/65536 95392/2097152 ( 4.5%) leaffaces 5420/65536 10840/131072 ( 8.3%) leafbrushes 2008/65536 4016/131072 ( 3.1%) areas 3/256 24/2048 ( 1.2%) surfedges 34739/512000 138956/2048000 ( 6.8%) edges 20331/256000 81324/1024000 ( 7.9%) LDR worldlights 27/8192 2376/720896 ( 0.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 431/32768 4310/327680 ( 1.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7179/65536 14358/131072 (11.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1642840/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 259774/16777216 ( 1.5%) entdata [variable] 300855/393216 (76.5%) LDR ambient table 2981/65536 11924/262144 ( 4.5%) HDR ambient table 2981/65536 11924/262144 ( 4.5%) LDR leaf ambient 10771/65536 301588/1835008 (16.4%) HDR leaf ambient 2981/65536 83468/1835008 ( 4.5%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/1812 ( 0.1%) pakfile [variable] 176177/0 ( 0.0%) physics [variable] 341536/4194304 ( 8.1%) physics terrain [variable] 9972/1048576 ( 1.0%) Level flags = 0 Total triangle count: 13383 Writing c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp 43 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp" "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike\maps\zs_necrotic_v3.bsp"
  2. Hey, i was trying to compile my map but it dosnt compile the right way... theres something wrong. Maybe something new I added idk I tryed to figure it out but I cant please help! ** Executing... ** Command: "c:\program files (x86)\games\steam\steamapps\logituch\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike" "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.vmf" Valve Software - vbsp.exe (Jun 8 2010) 2 threads materialPath: c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.vmf Can't find surfaceprop stone for material DE_TIDES/TIDES_CONCRETEFLOOR, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/zs_necrotic_v3/nature/blenddirtgrass001b_wvt_patch Patching WVT material: maps/zs_necrotic_v3/nature/blendrockdirt006a_wvt_patch Patching WVT material: maps/zs_necrotic_v3/nature/blendmuddirt001a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1536.0 664.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 2048.0 664.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 1024.0 664.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 2048.0 664.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 4071.0 664.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 3559.0 1877.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 3559.0 1734.5) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 3559.0 521.5) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 38 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_borealis01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_borealis01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (295747 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01! 10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 316 texinfos to 243 Reduced 110 texdatas to 101 (2944 bytes to 2535) Writing C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\games\steam\steamapps\logituch\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike" "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3" Valve Software - vvis.exe (Jun 8 2010) 2 threads reading c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp reading c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.prt LoadPortals: couldn't read c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.prt ** Executing... ** Command: "c:\program files (x86)\games\steam\steamapps\logituch\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike" "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3" Valve Software - vrad.exe SSE (Jun 8 2010) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (1.54 seconds) 4414 faces 598500 square feet [86184040.00 square inches] 18 Displacements 23155 Square Feet [3334381.50 Square Inches] 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) Build Patch/Sample Hash Table(s).....Done<0.0178 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (16) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 848/8192 10176/98304 (10.4%) brushsides 5346/65536 42768/524288 ( 8.2%) planes 2036/65536 40720/1310720 ( 3.1%) vertexes 6882/65536 82584/786432 (10.5%) nodes 2732/65536 87424/2097152 ( 4.2%) texinfos 243/12288 17496/884736 ( 2.0%) texdata 101/2048 3232/65536 ( 4.9%) dispinfos 18/0 3168/0 ( 0.0%) disp_verts 5202/0 104040/0 ( 0.0%) disp_tris 9216/0 18432/0 ( 0.0%) disp_lmsamples 63811/0 63811/0 ( 0.0%) faces 4414/65536 247184/3670016 ( 6.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2583/65536 144648/3670016 ( 3.9%) leaves 2734/65536 87488/2097152 ( 4.2%) leaffaces 5251/65536 10502/131072 ( 8.0%) leafbrushes 1755/65536 3510/131072 ( 2.7%) areas 1/256 8/2048 ( 0.4%) surfedges 31818/512000 127272/2048000 ( 6.2%) edges 18887/256000 75548/1024000 ( 7.4%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 435/32768 4350/327680 ( 1.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7263/65536 14526/131072 (11.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1418592/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 344/393216 ( 0.1%) LDR ambient table 2734/65536 10936/262144 ( 4.2%) HDR ambient table 2734/65536 10936/262144 ( 4.2%) LDR leaf ambient 1436/65536 40208/1835008 ( 2.2%) HDR leaf ambient 2734/65536 76552/1835008 ( 4.2%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 176986/0 ( 0.0%) physics [variable] 295747/4194304 ( 7.1%) physics terrain [variable] 11056/1048576 ( 1.1%) Level flags = 0 Total triangle count: 12680 Writing c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp 21 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp" "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike\maps\zs_necrotic_v3.bsp"
  3. Here are some pics of me working on zs_necrotic_v3 which will be the final one with all the improvements. Srry for constant versions but this will be the final one with everything worked and lots of detail in it. Didnt show any outside pics because it looks kinda the same and Im working on the outside. I am working on the electric sparks to not go through walls and working on the env_smokestack to not look like that and to make it look nice. If not i will replace with env_steam. Changed the crappy area with a hole in the ceiling that lead to what it seemed like an office area with a storage more lab feeling and with a toggle-able electric forcefield like in zs_clav_massive only to fit on a doorway
  4. nah lol. What do you mean by that?
  5. Happeh Birthdai
  6. http://www.garrysmod.org/downloads/?a=view&id=31760
  7. Decided to play around with a tool called Moving Cameras like the ones some machinima users use. Quality is still being processed
  8. I'll be back in steam today (i think) so we can talk more Oh here's my test about pourig wine glass to glass (cuz everyone does it) and it did failed. http://www.youtube.com/watch?v=pEr5ZPMhzqg lol failed wine XD
  9. you're getting better and better with those effects but I require you once again for an intro..
  10. http://www.garrysmod.org/downloads/?a=view&id=103459 This mappack includes: zs_ambush_v1 zs_ambush_v2 zs_crackhouse_v1 zs_dump_v1 zs_despair_v1 zs_necrotic_v2 Video Trailer -
  11. zs_necrotic_v2 Download Added more decals around the map. More props. Moved healthmachine to underground. Made it so you dont hear the same sound everywhere you go and you hear a sound in different rooms. Changed the light of the light_environment a bit. Tweaked the fog slightly. Fixed 2 props that were floating above ground. Fixed the dirt that was surrounding the truck that was on fire - It was slightly floating. Fixed a few walls that were sticking out of the roof. I think I made the barricades instead of 180 to 260hp unless i did it in v1. Hope you try it out and ejoy it!
  12. k i think we are going abit off topic now..
  13. See, fighting against the masscamp has been one of my goals and each time I am caughting 25 players on a same roof they're obliged to dread my anger, and obey my orders Remember this: threat. They fear this! heh true. If I do get this admin I would possibly be the most active and probably the most known for anger against exploiters... Yesterday on zs_trainstation (snow) there were 30 Human campers on the roof/ trains which you need to propclimb up there... has anybody ever thought about walking around the walls on zs_uglyfort? what about that one? zs_shithole has that annoying cliff. so many maps...
  14. why does nobody ever put me in their stuff
  15. Oh and another important reason I want to be admin : To stop those exploiters and glitchers eg zs_insurance, trainstation and barren roofs and other maps that really annoy me I mean they get up there with props and abour 20 camp.. its horrible and all i can do is rely on crowby or deluvas most of the time
  16. thx
  17. DAMN YES!! Oh and if deluvas will answer my prayers and keep berserker: Lets say that lvl 0 if u hit a zombie u gain 3hp lvl1 should have 4 lvl 2 5 lvl 3 6 lvl 4 6 lvl 5 7 lvl 6 8 Getting 20K heal self on lvl 0 is a bit extreme just getting 3 health for hit...
  18. yeah I did say that. That is quite the main reason I will stay on IRC more but a bit of the reason why I am on IRC is to just to talk with people because I want to.
  19. I am starting to get on irc more and more often cause I realy want this spot as an admin. Deluvas ur making me go red :X 'Ur not being sarcastic are you?'
  20. Pure BadAss like me U would be an awsome admin like crowby
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