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Thunder

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Posts posted by Thunder


  1. May the topic of switching to factions come up?

    In my opinion factions is way better considering you can actually have competition and not just "hey lets see who has the biggest town"

    The only real difference with factions is that some of the commands are different and you can take over weaker peoples land.

    To fix the problem of "New factions aren't going to be able to do anything because they would get murdered by the bigger ones!" Maybe there could be a command that leaders of the factions could do that could switch them from "passive" to "hostile" meaning that if you are passive people can't conquer you and you can't conquer others and hostile being just a switch around of that?


  2. why is masscc even on trade gaming in the first place

     

    The only 2 valid arguments to keep the map would be:

    "It has a minecraft section"

    "It has a mario kart section"

    FIRSTLY, we have both of those as actual maps and not tiny sections,

    secondly, the mario kart section looks like it was made in roblox,

    and thricely, the minecraft section isn't actually accessible without noclip, and even then it's tiny.

     

    screenshots of mario kart and minecraft sections:

    [attach=full]32289[/attach]

    [attach=full]32292[/attach]

    The only use this map has is to organize events. So maybe it could be taken off /nominate but whenever DLs/DMs feel like it they could organize an event to just play some of the things on that map?


  3. so, if we're gonna be doing grid like maps, then we should try gen 4 and below, for future advice.

     

    looking through gen 3, there are many cities I found that could work.

     

    let's go through the list:

     

    Ever Grande City

    [attach=full]32239[/attach]

    This map, though a little - and obviously - edge oriented, is mostly linear, with what can be seen as a waterfall, ledges, and a tunnel entrance to Victory Road. If we were to design the map adequately, a spawn could be made in the waterfall, and another in the tunnel. Though small, i believe a candidate could be made out of this.

     

    Lilycove City

    [attach=full]32242[/attach]

    A bigger map, Lilycove is yet another island-ish city that is kind of similar to Goldenrod. With the Team Aqua/Magma hideout in the upper right, and the Harbor in the bottom left, an easy yet in depth design could be formed from this. If you haven't caught on yet, these are all Gen 3 maps.

     

    Mossdeep City

    [attach=full]32245[/attach]

    Man, all of these cities are close to water huh? Mossdeep city has quite an open area, which isn't bad, but also has the close corners of the buildings to protect some other forms of play. An Ideal map, I suppose.

     

    Rustboro City

    [attach=full]32248[/attach]

    An early in-game map, Rustboro is reminiscent of something like Goldenrod, which could be seen as an up or down. Nothing special here, really, but simple.

     

    Finally, Slateport City

    [attach=full]32251[/attach]

    Quite the plaza, Slateport has the functionality as two different areas; the beach and the city itself. With all of the tents in the market, a (gasp) actual trading area could be set in place! Much potential.

     

    I'm not here to guide towards one specific map, form your own opinions.

    Rustboro and slate look like goldenrod so no.

    But Mossdeep and Lilycove look kinda perfect if lemon can make it pretty well.

    Ever Grande has too much water and it wouldnt really be great for gameplay

     

    So either mossdeep or lilycove looks the best from that angle


  4. A music room, preferably with "sand", not everyone should be forced to listen to it though, only if you're around the music room.

    Also lots of actually good copyrighted music, artists like "The Black Keys" come to mind.

    And xG memes everywhere, the "are you insane!?" emote, tatost's head, maybe an image of a duck with the title that says "the dark lord".

    http://www.youtube.com/watch?v=R_B9znfZ7Ws


  5. about that

    I've pointed this out a bunch of times and i barely ever got a straight answer and if I did, i dont remember any, but why do mods not have access to perma ban in the first place if they can just /ban person 99999 "REEE-zun"?

    I think one answer i've gotten was that it's sort of like a checkpoint and any major ban a mod is issuing goes by a higher up first, but in the case where they dont have a limit, they can just ban someone for 900 years can't they?

    Pretty sure the limit for bans is 999999 minutes. Maybe you can go longer if you use console but I havent tried it.