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Mr. Green Gaming

Clavus

Greens
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Everything posted by Clavus

  1. Guess I can't let go of the suit powers idea Nah the sniper gamemode idea will be awesome. With almost every player in camouflage, it'll be a really though job to snipe someone, and eventually sniping will expose yourself.
  2. same! sounds like it could be intense. sorry to steal its thunder with the magazine! What? You replaced my little spark with a nuclear EMP blast! Think I'll keep the sniper gamemode idea in the back of my head, it has a lot of potential.
  3. I'll find my own copy somehow, thanks for the offer though Yep. I'll probably regret it once I'm clashing head-on with the crash bug again
  4. Infected Wars is done and over for me. I'm off to new projects Btw Clavus I dont know if you know but they done a feature on Infected wars in PC Gamer here in the U.K? Not sure if somehow its not to do with you, but thought just in case you didnt catch it. It was in Decembers Issue - It even says on the Front cover in the list of features - Zombies With Guns ... ..... WHAT THE FUCK @_@ Infected Wars is done and over for me. I'm off to new projects I TAKE BACK THESE WORDS, INFECTED WARS IS COMING BACK!
  5. Infected Wars is done and over for me. I'm off to new projects
  6. I know, fixing that text although I don't know what it says :')
  7. I know I shouldn't be doing this, seeing the things that are still on my to-do list. But I find this idea too awesome to pass. A Sniper vs. Sniper gamemode. More like Snipers vs. Snipers actually because it should be more fun with more players. Features I had in mind: Active hunting gamemode, players can jump in at any time. Mostly because I hate waiting for another round. The longer a player stays alive, the higher the 'bounty' on his head will become, giving more points to the player that kills him Large, open yet not too open map (like de_port) Thermo-optical camouflage, barely visible for the human eye. Cyberneticly enhanced players. They have a certain power output, just enough to maintain constant camouflage, but as soon as they route the power to steadying their rifle their camouflage might fail. Ability to route power to muscles allowing fast movement and jumping Very informative HUD, making locations light up when another player fires a unsilenced rifle (this should encourage players to move a.s.a.p after firing Range of different rifles, each having their own merits and demerits Ammo drops, satellite tracking, and all kinds of things to lure snipers out of hiding and to keep them on the move Cash / intel drops that happen now and then. "Possible" locations are marked on the players HUD, but only one location is correct. If you're the first one to find it, are you going to pick it up, or make an ambush for other players? Players that kill a lot without dieing themselves gain extra bounty on their heads. The feeling I want to create in this gamemode is one of someone that's constantly hunting and being hunted. You take a shot, trying to kill another player and gain his bounty, but also knowing you'll betray your position to other snipers. Moar ideas: 4-10-2009: When the player dies, add some fancy effects like keep displaying the HUD, and show some 'cracks' in his display. Like in FEAR 2. After death, fade screen to black and show some details of your death (by whom and from what distance you were killed, helps tracking his opponent without giving away the position) while a respawn counter counts down. In order to 'capture' intel, you need to be in close proximity to it. You stay invisible. Other see some effects at the intel (colour change / particle effects) when it's being captured, so they know they have to act. Player bounty should be build up so that people killing each other just for the GC gain nothing. Like that the bounty on your head only increases if the player you killed also had a bounty. Attempt to 'visualize' sound some way. Like a vision mode that shows sound.
  8. Prodigy - Warrior's Dance
  9. As you can see, we're now using the new Left4Green skin as default. Please report any issues you might have with it (untranslated parts for instance). As you can see, the banner I designed is now at the top of the page since I won the vote at the banner design topic
  10. I'll work this out when I'm back in my home in Delft. Apparently the soft collisions and the gm_guardian collisions are fighting each other :/
  11. Thus far: Me: 4 Robb: 1 Jonathan: 1
  12. It does affect all Source gamers. As long as the server got VAC enabled. And most GMod servers got that enabled too. My little brothers can still use RatMan's old VAC banned account to play on the ZS server, or any GMod server for that matter.
  13. Right. So you don't really have to be worried. Plus, if only used in CSS, it won't automatically affect all Source games, just all Valve games, which Garry's Mod isn't part off.
  14. You can't be sure about that. They never give a reason with VAC bans. Also, it takes a few weeks for VAC bans to go in effect. Plus, what game were you playing when using the program? If you were banned in a Valve game the ban won't have any effect on GMod multiplayer.
  15. I'm not going to bother myself with putting up a poll. Just vote in your post below if you want to EDIT: also, do not vote on your own design.
  16. You know, there was a article about "The game" in a national (free) newspaper here in the Netherlands once. It explained the possible origins of the meme, plus it seems to be quite popular among New York businessman.
  17. Update zs_subversive_v1 now
  18. Well we can vote if you guys really want to
  19. Worked my ass off. left4green_header.pdn Remember: I just made the contest to see if you guys could do better
  20. Started out a bit boring but I laughed at number 6 :')
  21. God, you have bad graphics. It's far below the 1024x768 standard I use for the HUD design.
  22. We never tweaked the gravity :/
  23. Added zs_subversive Keep making maps Stelk
  24. I've been playing it, and I like it. Some great level design (although prop placement was a bit random now and then). You just have a minor visleaf issue in the tunnel: Plus there is a room in the back with one entrance and a lot of props to block that entrance with, might be a bit camp-tastic. Aside from that, fantastic map! I'll put it on the server and await a new version in the future
  25. I'll check it out later today.
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