Brontoforumus Archive

Please login or register.

Login with username, password and session length
Advanced search  

News:


This board has been fossilized.
You are reading an archive of Brontoforumus, a.k.a. The Worst Forums Ever, from 2008 to early 2014.  Registration and posting (for most members) has been disabled here to discourage spambots from taking over.  Old members can still log in to view boards, PMs, etc.

The new message board is at http://brontoforum.us.

Poll

Nights You're Available For TF2?

Sunday
- 31 (15.3%)
Monday
- 27 (13.3%)
Tuesday
- 29 (14.3%)
Wednesday
- 29 (14.3%)
Thursday
- 26 (12.8%)
Friday
- 28 (13.8%)
Saturday
- 33 (16.3%)

Total Members Voted: 39


Pages: 1 ... 45 46 47 48 49 [50] 51 52 53 54 55 ... 132

Author Topic: TF2 Nights  (Read 178401 times)

0 Members and 6 Guests are viewing this topic.

Niku

  • MEAT
  • Tested
  • Karma: -65350
  • Posts: 6705
    • View Profile
Re: TF2 Nights
« Reply #980 on: June 10, 2009, 11:44:48 AM »

I'd be okay with that personally.  Frontier has seemed like a pretty fun map the few times I've played it.
Logged
i'm a blog now, blogs are cool: a fantastic machine made of meat

Saturn

  • Tested
  • Karma: 3
  • Posts: 1670
    • View Profile
Re: TF2 Nights
« Reply #981 on: June 10, 2009, 12:18:45 PM »

I'd love to see it on the server (only problem is that the download is kinda HUGE so people will need to install it beforehand)

I'd also like to see CTF_Aerospace on the server
Logged

Mongrel

  • Emoticon Knight-Errant
  • kodePunc Team
  • Tested
  • *
  • Karma: -65340
  • Posts: 17029
    • View Profile
Re: TF2 Nights
« Reply #982 on: June 10, 2009, 12:20:17 PM »

I think that in general the server needs a few carefully chosen custom maps.

Once we all download them the first time, there shouldn't be any more grumbling. The easiest solution is to pick some maps, then schedule a day (or two) for each chosen map and leave that custom map up on Shadow Moses all day so folks can download it (switching the server back to regular play in the evening when everyone is on).

I think we could stand to add maybe 5-10 custom maps to the regular rotation, assuming we can all agree on some good ones.
Logged

Doom

  • ~run liek a wind~
  • Tested
  • Karma: 46
  • Posts: 7430
    • View Profile
Re: TF2 Nights
« Reply #983 on: June 10, 2009, 12:28:16 PM »

CP_Boulder is pretty rock solid.

CP_DesertFortress is questionable: it has solid design but it is a sniper hell-hole. I think it's fun and we're all queer for sniper, so whatever.

KOTH_Lighthouse is unique and neat. It's pretty small-map, but enjoyable and well-done.

PL_Cashworks. Maybe. *sniff* Maybe.
Logged

Bongo Bill

  • Dinosaurcerer
  • Tested
  • Karma: -65431
  • Posts: 5244
    • View Profile
Re: TF2 Nights
« Reply #984 on: June 10, 2009, 12:30:35 PM »

They should be final versions only, of course. No betas.

I will notify when ctf_1fort enters its final stage (currently it is in alpha 4, and the next release will be beta 1).

When it comes out of beta, we should replace ctf_2fort with arena_2fort.
Logged
...but is it art?

Niku

  • MEAT
  • Tested
  • Karma: -65350
  • Posts: 6705
    • View Profile
Re: TF2 Nights
« Reply #985 on: June 10, 2009, 12:30:45 PM »

The important thing is, don't implement them before people are given a chance to download them in this thread (Shadow Moses is fucking terrible with download speeds), and .. let's make them real maps and not gimmick maps, preferably.  Pac-Man and Balloon Race are fun enough I guess, but really only the first time or two.

Also no Cranetop, ever.
Logged
i'm a blog now, blogs are cool: a fantastic machine made of meat

Saturn

  • Tested
  • Karma: 3
  • Posts: 1670
    • View Profile
Re: TF2 Nights
« Reply #986 on: June 10, 2009, 12:38:32 PM »

I'd only want cranetop once it gets some more work done, right now its poorly optimized (ARGH MY FRAMERATE) and the final stage is pretty easy to sentry farm to hell.
Logged

Zaratustra

  • what
  • Board Moderator
  • Tested
  • Karma: 48
  • Posts: 3691
    • View Profile
    • Zaratustra Productions
Re: TF2 Nights
« Reply #987 on: June 10, 2009, 12:47:03 PM »

the server DOES have CTF_aerospace.

Niku

  • MEAT
  • Tested
  • Karma: -65350
  • Posts: 6705
    • View Profile
Re: TF2 Nights
« Reply #988 on: June 10, 2009, 12:48:06 PM »

Secondary request, make maps available on RTV.

Also, a votescramble.
Logged
i'm a blog now, blogs are cool: a fantastic machine made of meat

yyler

  • Tested
  • Karma: 10
  • Posts: 2210
    • View Profile
Re: TF2 Nights
« Reply #989 on: June 10, 2009, 12:50:17 PM »

Cranetop was great when it was two stages.
Logged

Kazz

  • Projekt Direktor
  • Admin
  • Tested
  • Karma: -65475
  • Posts: 6423
    • View Profile
Re: TF2 Nights
« Reply #990 on: June 10, 2009, 12:53:54 PM »

Also, a votescramble.

this.

not because i care about having "shitty players" on my team, but because you guys do and your whining drives me insane.
Logged

MadMAxJr

  • Tested
  • Karma: 5
  • Posts: 2339
    • View Profile
    • RPG Q&A
Re: TF2 Nights
« Reply #991 on: June 10, 2009, 01:07:28 PM »

I think Cashworks has a release candidate now, so hopefully a final release is due out soon.  Honestly the explosion at the end of that map is so fantastic I don't mind losing.  The only sad part is that Heavy cannot swim in the gold like Scrooge McDuck.  I like to pretend the map has an epilogue that shows what each member of blue team does with their share of the gold.  Spy retires, takes up a quiet life in Italy, goes to culinary school.  Heavy goes back to Russia, gets his family a proper home, has two kids with girlfriend left behind.

PL_Frontier is not really a gimmick map or anything, except that you actually ride the cart, which is now a little train.  Lots of good paths for both teams to use.

EDIT:

votescramble or votekick would be great if certain persons start teleporter griefing their own team again.
Logged
"The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt." - Bertrand Russell

Got questions about RPGs?

Doom

  • ~run liek a wind~
  • Tested
  • Karma: 46
  • Posts: 7430
    • View Profile
Re: TF2 Nights
« Reply #992 on: June 10, 2009, 01:12:51 PM »

Quote
votescramble or votekick would be great if certain persons start teleporter griefing their own team again

D: I hope this isn't referring to the time I built comedy teleporters on the stairs in turbine while manning my defensive gun that actually covered the intel.

I was doing terribly and I thought it'd be cute and people could hop over them easily anyway...

Also Frontier is the ride-a-train map? That map is super awesome and the train mechanic is very well done!
Logged

MadMAxJr

  • Tested
  • Karma: 5
  • Posts: 2339
    • View Profile
    • RPG Q&A
Re: TF2 Nights
« Reply #993 on: June 10, 2009, 01:14:39 PM »

I thought that was to prevent reds from going /up/ the stairs, not you being cute trying to rack up personal glory points.  If I am mistaken, I will resume being generally disgruntled about your behavior.  I was thinking more of a certain bearded person who made a crafty trap that made it look like it went somewhere, but actually trapped you ON The teleporter as it looped.
Logged
"The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt." - Bertrand Russell

Got questions about RPGs?

yyler

  • Tested
  • Karma: 10
  • Posts: 2210
    • View Profile
Re: TF2 Nights
« Reply #994 on: June 10, 2009, 01:17:46 PM »

crafty trap that made it look like it went somewhere, but actually trapped you ON The teleporter as it looped.
HAHAHA

HOW DO YOU DO THIS PLEASE
Logged

MadMAxJr

  • Tested
  • Karma: 5
  • Posts: 2339
    • View Profile
    • RPG Q&A
Re: TF2 Nights
« Reply #995 on: June 10, 2009, 01:22:08 PM »

I think it was done on gravel pit, blue spawn exit..  I believe the nefarious plan involves putting the teleporter entrance on the top, hanging over the first stair.  The exit goes on the second stair so the entry overlaps it.  When you come out of the exit, your bounding box overlaps the entry, trapping you, and since you aren't moving, you trigger the entrance.

So yeah, clever but why are we griefing our own team on a private server?
Logged
"The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt." - Bertrand Russell

Got questions about RPGs?

Saturn

  • Tested
  • Karma: 3
  • Posts: 1670
    • View Profile
Re: TF2 Nights
« Reply #996 on: June 10, 2009, 01:23:31 PM »

Yeah, thats what instaspawn 32 man servers are for.

I mean how else are you supposed to have fun on one of those?
Logged

Kazz

  • Projekt Direktor
  • Admin
  • Tested
  • Karma: -65475
  • Posts: 6423
    • View Profile
Re: TF2 Nights
« Reply #997 on: June 10, 2009, 01:29:21 PM »

NOT

ENOUGH

DEMOSPAM
Logged

Niku

  • MEAT
  • Tested
  • Karma: -65350
  • Posts: 6705
    • View Profile
Re: TF2 Nights
« Reply #998 on: June 10, 2009, 01:47:58 PM »

I think it was done on gravel pit, blue spawn exit..  I believe the nefarious plan involves putting the teleporter entrance on the top, hanging over the first stair.  The exit goes on the second stair so the entry overlaps it.  When you come out of the exit, your bounding box overlaps the entry, trapping you, and since you aren't moving, you trigger the entrance.

So yeah, clever but why are we griefing our own team on a private server?

i did it one time.

to see if it worked like i thought it did.

and it put me as top mvp, which made me laugh.

but cry more?
Logged
i'm a blog now, blogs are cool: a fantastic machine made of meat

Rico

  • Tested
  • Karma: 18
  • Posts: 1916
    • View Profile
Re: TF2 Nights
« Reply #999 on: June 10, 2009, 01:52:05 PM »

It wasn't really a trap.  I took it once out of lols, did not get looped at all, and never took it again.

Now, Niku's constant nominating of 2fort....
Logged
Pages: 1 ... 45 46 47 48 49 [50] 51 52 53 54 55 ... 132