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Mr. Green Gaming

NECROSSIN

Greens
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Everything posted by NECROSSIN

  1. 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)
  2. In alpha LAV25 could not regenerate health and such when it's wheels were broken. So imo its still balanced
  3. 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)
  4. When its all gonna happen? If after 24th August then I'll try to join (so count me in)
  5. 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
  6. Yep, no more 3d spotting for infantry
  7. Some screenshoots in better quality: http://kotaku.com/5831316/holy-moly-battlefield-3-has-some-gorgeous-screenshots/gallery/1
  8. And map of that conquest map:
  9. 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 ()
  10. 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
  11. It is. Im making a small objective gametype on few zm maps. ---------------------------------- 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
  12. 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
  13. Lasthuman bug is a fucking mess :< Steamroller doesnt overheal first zombies anymore, however I'll take a look if it decreases health somehow
  14. Messing around with triggers in zs and testing Clavus' gamemode.

    1. Damien

      Damien

      I cant wait :S

  15. I'll just leave it here: Specact: Russian (specact I guess):
  16. Forgot to upload some pictures from last few days of alpha:
  17. 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
  18. Preordered BF3 :o

    1. Show previous comments  4 more
    2. Nobana

      Nobana

      Gona pre-order from Origin so I'll get the best extras In your face, Steam-fags!

    3. TechnoNegro

      TechnoNegro

      why u want the extras in our faces?

    4. TechnoNegro

      TechnoNegro

      oh, and gamestation is cheaper

  19. Graphics looks 3x time better in game than on screenshots (Fraps cant handle too much awesomness) ----------- More gifs(laggy a bit):
  20. I use it mostly against crazy LAVs and against supports that keeps taking down our squad --------------------------------- Added 3 more gifs (click to view them) And few more:
  21. Allright, took some pics at 'High' graphics settings Wall of images incoming (be careful because they looks really sweet):
  22. I have same issue. ~16-25 FPS outside and 30-45 FPS inside Graphics set to Auto Videocard Radeon HD4870 Quad core, RAM 3GB :/ --------------------------- 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 http://img69.imageshack.us/img69/7033/bf3test18.jpg http://img40.imageshack.us/img40/9224/bf3test19.jpg
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