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Posts posted by NECROSSIN
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I mean you can immobilize vehicle so it will be an easy target unless it will be repaired by engi (however it still can shoot)
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In alpha LAV25 could not regenerate health and such when it's wheels were broken.
So imo its still balanced
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Humans got Hundy and possibly EmRA, so we are screwed (unless Clavus will ban entire team)
By the way can we decide which gametype it will be? (PL/CP, Arena, KOTH)
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Uploaded another small update today:
- Added ability to switch back to older version od color mode and disable bloom in F4 menu (humans only)
- Increased mouse sensivity for sniper rifle's scope a bit
- Added few exploit boxes on zs ambush v2
- Sightly increased dmg for hl2 shotty
- Decreased max ammo amount for magnum
- Added ability to switch back to older version od color mode and disable bloom in F4 menu (humans only)
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Some screenshoots in better quality:
http://kotaku.com/5831316/holy-moly-battlefield-3-has-some-gorgeous-screenshots/gallery/1
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And map of that conquest map:
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Forgot to post small changelog about yesterday's update:
- Increased horde resistance on 10%.
- Almost all gibs now are clientside (however there will be few gibs that zombies can eat)
- Doubled amount of blood and updated few blood effects
- Prepared some files for objective maps
- Removed delay from redeeming
- Brought back 30% last human dmg bonus only for these who has 'Last Man Stand' (from previous update)
- Added few map filters: Ability to disable bloom, beats, game music
- Added 'func_win' entity from Zombie Master (For objective stuff)
- Added 'info_manipulate' entity from Zombie Master (Nothing special just fakes the entity so it will load keyvalues from map)
- Added 'outputhook' entity to track map's events for objective mode (Really huge thanks to Clavus for showing me this script )
- Actually added 'Objective' mode, but its disabled on actual server and not realy finished
Thoughs about possible upcoming update:
- Medics no longer should be able to heal themselves.
- Add gc fo healing for medics.
- Add (possibly) new candy weapon for medics
- Add 2 minutes redeem limit (when you reached amount of brains needed for redeeming - you will have 2 minutes to redeem, otherwise you will be FOREVER ZOMBIE. This is against pussy-ass late redemers)
- Add gc reward for surviving ()
- Increased horde resistance on 10%.
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Objective mode progress:
- Added ability to decrease/increase round time (for each obj. map)
- (zm_gasdump_b4) Added random music at the start of last stage (during tornado event)
- Added ability to place '3D' messages at each stage. Format is {"Message text",Vector(...)}(Example: http://cloud.steampowered.com/ugc/542902241318834199/D3223F4E3A3D651AE3C3A03930B8A0E4B46963E8/)
- Added nifty gradient background for the objective's hud
Also another idea about redeeming on objective maps:
I can just increase amount of brains (including quick redeem) for redeeming.
6-7 instead of 4, so this will propose more teamwork and will be enough for those who got selected as first zombie at spawn
- Added ability to decrease/increase round time (for each obj. map)
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Small walkthrough:
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Looks like zombie master.
It is.
Im making a small objective gametype on few zm maps.
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Anyway what have I done so far:
First of all what is it:
Alternate goal of zs. On some zombie master maps (currently only on zm_gasdump) instead of surviving, humans should complete chain of objectives (stages).
What about timer and supply crates?:
Timer now is your enemy. When it runs out - humans lose.
Not sure about supply crates, but maybe they will spawn only few times if players complete specific stage of objective.
What about zombie's spawns?:
I just finished an addition to usual zombie's spawn system.
Each time when humans complete a stage - zombie's spawns will be changed, so I can adjust amount of spawns for each stage.
What if zombies will break props that are required for objectives?:
Well they wont be able to do that, same with nailing and such.
What's the point of adding objective mode?:
Its pretty oblivious, so zs will be a bit different.
How I can see current objective?:
It will be displayed at top left corner:
http://cloud.steampowered.com/ugc/542902241298222159/1477A0E7D8F47C2F62BEC07FDC3233CBAB10535A/
(However its a temp HUD, but if you like this one - I wont change it )
What about redeeming?:
Honestly I want to disable redeeming on objective maps because of few reasons:
- People can just die, eat some meat, wait when humans nearly finish the objective and redeem. That is unfair.
- Human's spawns and such. On few maps its pretty hard to force human's spawnpoint at the stages when old spawnpoints are collapsed and so on.
How I can vote for objective map at the end of round?:
As usual: it will be alongside with other maps but it will be names like "Gasdump (Obj)"
Any tips how to make maps for this gametype?:
I'll make few key entities later when I'll finish the base of this gametype, so you will be able to place all these entities in Hammer.
Anyway, atm this gametype fairly working only on zm_gasdump_b4, but it has objective status, victory if objective is completed and few other small things. For more screenshots - check my profile and 'screenshots' of course
- People can just die, eat some meat, wait when humans nearly finish the objective and redeem. That is unfair.
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Nothing really 'special':
http://cloud.steampowered.com/ugc/542902241296501459/628CE7D8616A2F9818E3BB86A5B37AAC93B0A9F3/
http://cloud.steampowered.com/ugc/542902241296499575/4C1B7CC171AC38D3F2B0490C4E0C96D91A92DC7D/
http://cloud.steampowered.com/ugc/542902241296500510/ED5EA5D24C16E214F41912B3E0AADC10D28EA287/
All this crap in some kind of 'pre-alpha' version
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Lasthuman bug is a fucking mess :<
Steamroller doesnt overheal first zombies anymore, however I'll take a look if it decreases health somehow
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Members are only allowed to reply to topics when they are involved.
Shock120,
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I'll just leave it here:
Specact:
Russian (specact I guess):
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Forgot to upload some pictures from last few days of alpha:
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Released small update today:
- Added new beats for zombies (old ones avalaible via F4)
- Fast zombies no longer can bypass screaming by tapping LMB
- Decreased duration for poison
- Changed skillshot notifications a bit
- Commando now can level up by shooting away arms or legs too
- Added new scope for sniper rifles
- Decreased mouse sensivity when player uses scope
- Increased health penalty for ethereal's teleport
- Increased cooldown for ethereal's teleport
- Increased horde damage resistance for zombies
- Changed laser for turret a bit
- Nail's health now based on infliction
- Removed doors from zs_plaza_opt
- Added a function that can remove these laggy windows on some maps
- Enabled flashlight for melee weapons
- Dice now gives ya 1 score as zombie
- Fixed a bug where assisting in killing a headcrab gave wrong amount of sp
- Added new beats for zombies (old ones avalaible via F4)
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Game has bad optimization atm, (30 FPS with low settings, LOL. Then again, I can see no difference between high settings and low settings) So unless you like watching getting owned at 12 FPS, I'm not recording anything.
I have same issue.
~16-25 FPS outside and 30-45 FPS inside
Graphics set to Auto
Videocard Radeon HD4870
Quad core, RAM 3GB :/
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Few more pictures:
http://img84.imageshack.us/img84/1345/bf3test12.jpg
http://img850.imageshack.us/img850/5636/bf3test13.jpg
http://img803.imageshack.us/img803/6682/bf3test14.jpg
http://img818.imageshack.us/img818/3968/bf3test15.jpg
http://img705.imageshack.us/img705/8320/bf3test16.jpg
http://img4.imageshack.us/img4/4318/bf3test17.jpg
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Sorry for double post but...
Just tried BF3 Alpha and here what I think about it:
Graphics:
One word: Amazing
Shadows, reflections, 'air' even at medium settings looks awesome. What else I need to say?
Models of players are amazing too
Player/Weapons animations:
Overall they looks smooth and sweet, however I saw few glitches like sliding corpses like on conveyor belt (but because its an alpha)
Sound:
Insane!
Feels like you are in cinema or on a real war.
Gun shots, explosions, everything sounds like it should be in real life.
Small 'parkour' system:
Reminds me of Mirror's Edge a bit, but its very helpful. So you almost cant stuck while climbing over barriers and such.
However it glitched me few times but whatever...
Weapons and such:
Weapons are a bit stronger than in BC2, recoil is pretty interesting, oh and knife is badass.
Destruction:
There is a really limited destruction in alpha, however on few stages you can tear away entire wall inside metro and of course collumns.
Vehicles:
There was only one mini-tank called LAW 25.
Pretty deadly and fast.
Bugs and other strange things:
Well its an alpha after all so common bugs were:
--Invisible walls randomly appearing on the map
--Random crashes
--Random FPS drops
and some others that DICE should fix (because its a purpose of alpha )
Otherall this alpha looks much better than entire MW3 .
I can post some screenshots later if you want.
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Added few pictures (dont mind the closed names)
They were mae on low-medium graphics quality
http://img192.imageshack.us/img192/3575/bf3test1.jpg
http://img683.imageshack.us/img683/4763/bf3test2.jpg
http://img851.imageshack.us/img851/4121/bf3test3.jpg
http://img856.imageshack.us/img856/8528/bf3test4.jpg
Admins vs. Players
in Team Fortress 2
Posted
I wonder how many kills I will get during event with this?
Also, its pretty cool that we still can use shop items