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Mr. Green Gaming

Deluvas

Greens
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Everything posted by Deluvas

  1. Deluvas

    1 to a 1000

    That's a tram from my city.
  2. Deluvas

    -

    Love it. Looks like that character taking a dump from the Gears of Awesome 1 + 2 from New Grounds.
  3. Ok, check it now
  4. You guys, get notepad ++. It's one of the best. Easy to use, etc..
  5. I removed the poop damage.
  6. Switch to Vista.
  7. Well, Ywa said it's ok as long as they make the 'crow' sound, but i think you'd have a 30% chance to do 1 damage next time.Edit: i'm just relaxing now. I'll handle what is left, tomorrow.
  8. Upcoming Patch 3.07 - Changed the class information sending by usermessage mechanism. - Fixed some typos in the human class selection menu and edited it to be more understandable. - Fixed the bug where the human redeem protection would not protect you from prop damage. While protected, you are immune to damage caused by Zombie Players and 'prop damage'. - New crosshair for zombies. - Fixed the problem where the message "Survivors get 45 greencoins!" would appear even if there were none. - Fixed a bug where you could scream as wraith even if your health was below 15! (..die and get errors) - The suicide 'sickness' effect won't fade if you reconnect to the server. - New killicons for Turret and Mine. - Fixed turret / mine inflictor. You won't be able to glitch achievments using this. - Survivors now receive 45 greencoins instead of 10. - Added Scout Sniper and AWM to the rifle list, for the commando achievment. - Updated some chat commands with the new command sending system. - Fixed a bug in the !redeem command. - Fixed bug where you could move when you were dead. - Increased minimum spawn protection to 10 seconds. Maximum is 20. - Fixed poison zombie/wraith gib throwing/attacking mechanism. (You will not stop, even if in midair, when throwing gibs or attacking as Wraith). - Fixed reloading sound for the Half life 2 SMG. - Implemented the 'increased clip size for the pulse rifle' for engineers. - Greatly improved the unstuck script! Reduced cooldown to 10 seconds. (!stuck or !unstuck or !zsstuck) - Fixed a bug where you wouldn't redeem after you've gained the last neccesary brain from the Dice. - Improved zombie hitting mechanism. It now uses 2 traces. (normal trace and hulltrace). It should be unwise to stand near a zombie, now! (Evasive maneuvers won't save you from it) - Edited the scoreboard because of spacing problems. - Added a slight highlight for the localplayer in the scoreboard. - Clamped Berserker's heal amount to 6 * difficulty. That means, you'll heal a maximum of 6 hitpoints on normal difficulty and 12 hitpoints on insane difficulty. Also, easy difficulty is considered normal here. - Lowered Berserker damage bonus with melee weapons from 10% to 8%. That means if you are level 2, you get 16% more damage instead of 20%. - Readded Breath meter. - Added 'weapon_zs_aug' to the Commando 'Do x damage with rifles' achievment. - The health bar smoothing effect is now scaled by hp/maxhp ratio instead of health. - Upgrade 'Comeback' changed. New Description : "Get an aditional weapon after redeeming. The weapon you will get when you redem is fixed when you die. The fewer the humans when you die, the better the weapon you get when you redeem." - Upgrade 'Crowbar Wielding God' changed. Cost lowered to 6500 GC. Changes: Crowbar damage scales with the amount of zombies. Crowbar damage will not stack with Berserker bonus or Last Man Stand upgrade bonus. - 'Adrenaline' cost lowered to 5000 GC. - The Support class has a chance to spawn with a Scout Sniper. (around 50%). - Support class running speed increased by 15%. - Berserker Bonus "Cannot be grabbed by zombies" changed to "Does not take damage from crows". - Readded reward system based on score (frags) for humans. The rewards are : At 6 kills, get a good pistol. At 15 kills, get a smg. At 25 kills, get a rifle and at 40 kills, get a shotgun. Regarding weapon slots: If you don't have space for more weapons, the game will calculate the weakest gun and drop it. - Updated the Reward System based on score (damage) with the weakest gun drop formula. - Fixed a bug where the weapon count would not decrement on weapon drop! - Medics are not affected by the slowing effect when critically injured. - New Shop Item: "Spartan". Cost 5500 GC. Requires 7 other upgrades. Description: You receive [15 + (your frags divided by 5)] percent less damage from Normal and Poison zombies. Post any bugs you encounter. I didn't forget many things but i didn't have time to finish them with proper testing,etc Edit: Fixed the berserker bug concerning gained health. There are some bugs. Please notify me about them. thanks. Also, if i made any mistakes in the wall of text above, just ignore them.
  9. I knew the piano part of this song. Very nice, indeed.
  10. Gordon Freeman isn't OBSOLETE. It can be improved by other means.
  11. Deluvas

    Pings

    There isn't any NL server
  12. If something requires a nerf, we'll do just that. People that lose an unfair advantage shouldn't complain. Indeed.
  13. You are right. Comeback needs a nerf
  14. I have to say i like EVERY song from this band! Well, i mostly love these songs : ... and many more XD
  15. I had that in mind for some time. I've talked to Ywa about this. Great idea, by the way Also, as i have written in the first post, partially rejected/semi rejected maps won't be removed. Probably only the really bad ones, but the rest will remain in the cycle to be played with less players.
  16. I have ATI RADEON Sapphire 4850. Those low fps maps are AWFUL! Most left4dead campaign maps would fit perfectly into zs
  17. Since i won't bump the old mapcycle thread, i'm just gonna write here. (I don't even think that thread exists anymore :<) I would like to get rid of the maps that don't fit the game. (Really small maps, nowhere to hide, cluster-fucked). Examples : zs_raunchy(iest??)er? (what's with those names, anyway :/), zs_pub, zs_zincoshine, etc. Complete maplist: 1: zs_zincoshine_revamp 2: zs_uglyfort 3: zs_snow_v1 4: zs_tunnels_fixed_v2 5: zs_clav_maze 6: zs_storm_v1 7: zs_fortress 8: zs_barren 9: zs_house_number_23 10: zs_clav_segments_v2 11: zs_nastierhouse_v3 12: zs_nastyhouse_v3b_fixed 13: zs_subway_1_cargo 14: zs_termites_final 15: zs_bog_pubremakev2bf 16: zs_raunchyhouse_final 17: zs_vitron_f9 18: zs_outpost_final 19: zs_villagehouse_final 20: zs_stormier_v1 21: zs_sewers_final 22: zs_bog_shityhouse 23: zs_alexg_motel_v2 24: zs_pub 25: zs_greenpub_b1 26: zs_subversive_v2 27: zs_forgotten_city_enclosed 28: zs_ravenholm_v4 29: zs_clav_inverse 30: zs_thevillage 31: zs_port_v5 32: zs_deadhouse 33: zs_urbandecay2 34: zs_plague_v2 35: zs_shithole_v3 36: zs_farmhouse 37: zs_imashouse_final 38: zs_clav_massive 39: zs_clav_wall 40: zs_junkyard 41: zs_direforest 42: zs_subversive_part4 Nominal Maps: (Rejected Only means that gameplay on those maps is horrible. Partially-Rejected or Semi-Rejected means that they're playable-ish and Nominal means they're nice/really nice!) *Note: Ignore any mistakes i've made here (writing mistakes, i hope you understand what i wanted to say). 1: zs_zincoshine_revamp - Rejected (Small map, no place to go, zombie spawn near human spawn,roof camp) 2: zs_uglyfort - Semi - Rejected (no place to go) 3: zs_snow_v1 - Rejected (Small map, no place to go, zombie spawn near human spawn) 4: zs_tunnels_fixed_v2 Rejected (low fps [on Sapphire 4850], no place to go, roof camp) 5: zs_clav_maze - Nominal (Besides from the fact that you have no place to go, it's alright) 6: zs_storm_v1 - Nominal (You can camp but you can't hide) 7: zs_fortress - Rejected (Spawn killing) 8: zs_barren - Nominal 9: zs_house_number_23 - Partially rejected (Small map, no place to go, probably enable it when there are a few players) 10: zs_clav_segments_v2 - Nominal (Besides from the fact that you have no where to go, it's ok) 11: zs_nastierhouse_v3 - Rejected (Small map, boring, camping, not suitable for the gamemode) 12: zs_nastyhouse_v3b_fixed - Rejected (Same as above) 13: zs_subway_1_cargo - Nominal (Really nice map, the gamemode needs more maps like this, you can hide, you can run, you can survive) 14: zs_termites_final - Rejected - (Small map, boring, not suitable for the gamemode) 15: zs_bog_pubremakev2bf - Semi - Rejected (Small map, human massacre, camping, etc :<) 16: zs_raunchyhouse_final - Semi - Rejected (Small map, probably enable it when there are a few players) 17: zs_vitron_f9 - Rejected - (Low fps, no place to go, zombie spawn near human spawn) 18: zs_outpost_final - Rejected (Low fps, no place to go,roof camping) 19: zs_villagehouse_final - Semi - Rejected (Small map, human massacre,sometimes camping) 20: zs_stormier_v1 - Nominal (Small map but nice) 21: zs_sewers_final - Rejected (You can only hide in the upper tunnels, unsuitable for this kind of gameplay) 22: zs_bog_shityhouse - Semi - Rejected (Small map - prop heaven!, probably enable it when there are a few players) 23: zs_alexg_motel_v2 - Partially Rejected (Small map, restricted to a motel, zombies burst in, the rest is meat) 24: zs_pub - Rejected (Very small map, removed for good) 25: zs_greenpub_b1 - Partially Rejected (not finished, composed of just a motel/pub. Only one way to the first floor - most of the time, blocked) 26: zs_subversive_v2 - Nominal (Nice map but boring :<) 27: zs_forgotten_city_enclosed - Nominal (Nice map) 28: zs_ravenholm_v4 - Nominal (Very nice map) 29: zs_clav_inverse - Partially Rejected (You can hide/run, most of the time zombies ain't got a chance because of the long corridors ) 30: zs_thevillage - Rejected (Low fps, the crushing elevator, the camping house) 31: zs_port_v5 - Partially Rejected (Small nice map, but the human spawn is a camping place since you have nowhere else to go) 32: zs_deadhouse - Nominal (AWARD) Excellent map 33: zs_urbandecay2 - Nominal - Nice map, but it would have been better if there was a bigger version of this. 34: zs_plague_v2 - Partially Rejected (Boring map, no place to go/run, spawn killing sometimes) 35: zs_shithole_v3 - Rejected (Small map, fast paced, zombie spawn near human spawn, not suitable for gamemode) 36: zs_farmhouse - Rejected (Low fps, no place to hide/run/go, ends fast) 37: zs_imashouse_final - Rejected (Small map, roof camp, sometimes the human spawn is a big tent for campers) 38: zs_clav_massive - Nominal - Cool map although some players throw themselves in the nothingness. 39: zs_clav_wall - Partially Rejected (unbalanced map - zombies can't reach the humans in the first 5-7 minutes, after that the round ends, no place to hide/run/go) 40: zs_junkyard - Rejected (Usually players get on the roof and zombies don't have a chance at the beginning) 41: zs_direforest - Rejected (Funny map but with low fps, small map, fast paced, turns into a slaughter house in minutes!) 42: zs_subversive_part4 - Nominal - (The map is alright, kind of boring, sometimes camping) Rejected maps should be removed. Partially rejected maps should be placed as secondary on vote or played with less people. (some of them should be removed, though) Nominal maps are staying. If you find maps you think would fit the game, post them here and me or Ywa/Clavus will have a look at them. Ywa is porting some cool maps. Hope they end up properly Map types like the following you could search : zs_deadhouse, left4dead like maps, infected wars like maps (most of them fit the gamemode), zs_ravenholm_v4,zs_barren, etc. (Big maps, where you can hide/run, even barricade, urban-ish but not like outpost where you can see everybody and camp on the roof or like zs_plague) Note#2: Mapcycle cleaning will start until you've had a chance to comment on something from above.
  18. I think i fixed that in the next update. Still, i need more time to finish it.
  19. TA???? (while planes are exploding in the background) ???
  20. You made my day, or what's left of it !
  21. HELL YEAH BABY!
  22. Mr Darkluvas
  23. *SPOOF. You can't run from my comment :P

  24. Deluvas

    ok wtf

    Well hundred, if you come up with a good anti-suicide system, then contact me
  25. Deluvas

    ok wtf

    I fixed that in the upcoming patch. I didn't know you are exploiting the system. Chainsaw did the right thing! By the way, i warned you, too, shadows to stop exploiting, but you wouldn't listen.
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