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Bone

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Everything posted by Bone

  1. Bone

    Populate ff2!

    I'm in. 7 pm might be kinda hard for me to swing, but I'll try. Honestly, there's a lot of servers we could do with this... but I have no problem with starting off with FF2 :cool:
  2. Alrighty, I'll take a look at it
  3. These are fairly easy to change. I'll get to 'em when I have the chance I'll see what I can do We're currently using V2 of the map, when there's like V8 or something out now. We should add the more updated version before I fix an obsolete map Which versions of Psykopat? Unless it's the old or original version, I don't feel like updating it, since Conne is still pretty active in map making and might just update it some time in the future
  4. Bone

    We Must Sue...

    From the look on that Pikachu's face and they fact they tattooed their logo on his chest... I'd say they've suffered enough already
  5. But... If you leave, me and @NitNat will be the only skeletons left :(
  6. Ok, so I know what you're thinking, "Bone, this is the third map themed thread you've made in like a week, stop" Well this one's different... again... This thread is all about getting current or past maps we host(ed) back to a more working state. Simply post the name or link to a map that we may have or have had on the servers at one point and what the issue is, and I'll try to fix them. Some maps may need more work than others, or maybe they just need to be ported to TF2 (looking at you Gmod DR maps...). Whatever the issue, don't be afraid to post 'em here if this needed to be in the map request section, then by all means move it there
  7. Are you talking about Players being invisible or the Boss being invisible? If it's the Boss, then it's a client-side issue
  8. @Thunder @Krampus and @Yung_Plague @anyonewhocanaddmapstoservers The map edit is finished. Painis now kills people on the locker/trying to hide, and the first trap kills. Didn't know where else to put this so here: vsh_dr_office_v2_x
  9. Hey, pretty good man. Makes me want to draw something myself.
  10. Bone

    Name Rating Thread!

    6.863589427 ¼/10 Not "BananaShoes"
  11. Even though it's an "Easter egg" and some people might be upset to lose it, I could change it. I could just increase it's hitbox or change his path to run directly into the players hiding on top of the locker thing.
  12. I can do it after I get home from work, sure. Only 2 issues though. 1: Any custom sounds or textures decide to break when I decompile/recompile the map. 2: Whether or not I have permission to edit it. Which I honestly don't think will be a problem, unless the original map maker joins the server and is like: http://www.youtube.com/watch?v=6xs9voohrkU Question is, how do we want this to work? Do we want players to start taking damage until they die 30-60 seconds after falling in if Death doesn't go kill them? Or do they just straight up die when they hit the bottom of the pit and I patch the hole that leads to the stairwell?
  13. Ah neat. I use Photoshop myself. PS isn't super good for drawing though, but then again I'm not super good at drawing either...
  14. Eyy, not bad man. What'd you draw this in?
  15. Bone

    Tf2 Donator Update!

    Understood. If it feels like an advantage then I'll just stick to being a demon voiced Engineer who's cosplaying as a fat Mario and glowing in various colors.
  16. Bone

    Tf2 Donator Update!

    Neato. Are these available on all servers? Cause if I can't disguise as a barrel on DR I'm gonna be miffed.
  17. Well, I think it's time I give you guys a peek at the map. (Note: The map is in ALPHA. It will have actual textures and lighting when it's finished, but this version will be for creating/gamemode testing) Waiting room for RED: Deathrun Path (Ignore the buttons, they're there for testing): Death's Control Room (there will be more buttons like this to choose various minigames) : Stickies that blow up Death if he doesn't choose a game in 30 seconds: This is only about 1/4 of the map. There will be 3 Minigames Death can choose to start with (more will be added later) and 3 choices for the runners at the end of Deathrun (more might be added...). The Deathrun is also only halfway done and will take the longest to finish. The Minigames are actually easier to make than the DR...
  18. I just wanted to put my 2 ½ cents in here. So, teleporting has it's pros and cons. It can be an issue during a fight, and to get to powerups quickly. However, most powerups aren't very OP (to me anyway). A good example is Utopia's. It heals and gives ammo but fairly slowly. Someone hogging the powerups can be a bit annoying, but other than that it doesn't give a very large advantage to them. As long as they finished the map legitly, it's ok-ish with me. The teleport is also pretty useful for long maps. Though most of our long maps don't reward using a checkpoint, since the checkpoints are either off the actual surf path or have no way leading back into the surf. So... actually that sounds kinda bad... but it helps for maps like Telstar. Spawn protection would be fantastic. It would cure spawn camping and people sniping into spawn... but rewards people sniping out of spawn as well as getting an advantage in fights on maps like Snow Arena. Hop down into the map with spawn protection still on and it's basically giving free godmode in fights. All in all, I like cptele existing due to it being a much faster way of resetting myself to the start of the surf after failing miserably, but like pretty much any plugin, people find a way to abuse it and ruin it for everyone.
  19. ZA WARUDO! I was gonna say time control myself, but then I figured I could just have Flash-esque speed and be able to travel back and forward through time by running fast enough. Plus, I'd move so fast that everyone would seem like they're in slow-mo/frozen in time.
  20. Actually, yes. I was planning on having a mini version of a Deathrun as a Minigame. This would give the RED team a choice of a Minigame at the end of it, including some that are only available at the end of the Deathrun that the Death can't choose (Humiliation, Instawin, Knife Fight, etc.). I was also thinking of making the Minigames that Death picks extended versions of themselves. Example: Sweeper would have rounds. The Platforms would get smaller, the Sweeper speeds up, and the general difficulty would increase as the rounds progress. Haven't quite decided on that yet, but it's an idea.
  21. It could be run on it's own server, sure, but it would use the DR plugin. Deathrun is the optimal gamemode for running something like this due to it's elimination style gameplay and player/weapon restrictions. Other gamemodes wouldn't work as well and there wouldn't really be a way to choose which Minigame is played unless it's done randomly, but at that point it's essentially TF2ware. The Minigames would also be inspired by ones that already exist in various DR maps, so DR players would be familiar with them. It's not like the server would run this map 24/7, but it would definitely break the monotony of circling through the same 7 maps over and over again. But, say we did run it on it's own server, I'd be fine with that. We could replace TF2ware with multiple Minigame maps running a modified version of the Deathrun Redux plugin.
  22. You're probably wondering "Bone, you recently made a thread about Deathrun maps, you Dingus. Why did you make this one?" Well, Lardies and Gestlemen, this one's different. An idea came to me. On occasion, the Death will give freeruns for a specific Minigame to be played. So I figured "Why not cut out all this superfluous Deadly Power-Walking and just skip to the good stuff?". With that I bring you: A DR map that's only Minigames! ...Err, well, not yet anyway. I wanted to get the community's OP-Onion first, since this wouldn't "technically" be a Deathrun map, but could still be pretty dang fun. The basic idea is: Death is in a control room. He has roughly 30 seconds to hit a button to choose a Minigame before suddenly exploding (to save RED from AFKs). Once a button is hit, all players are teleported to the corresponding Minigame assigned to that button. The amount Minigames could constantly increase as further iterations of the map are developed upon the community's request. However, the first few ideas are: Sweeper, Obstacle Course, Conveyor Belt Obstacle Course (which I'm told is called "Steady Pace"), a Crush Game, and a Mini Deathrun (you know, since people join the server for it...). So leave your thoughts/ideas on Minigames here, and if you're a regular DR player, vote on the poll. Tagging possibly interested DR players: @Thunder @Krampus @Elcark @Matteomax @WubbaLubbaDubDub @Vargas @Floppy @NitNat @Blizzard @Spoopy @Amylicious
  23. This is still a very much existing problem. Seems it was the same guy doing it again recently, but I seem to have figured out how he does it. I won't go into detail about it here, but it's definitely an exploit that revolves around the plugin specifically. Problem being, the plugin hasn't been updated in a very long time. So unless anyone here knows how to add a bit of code to the plugin to fix it, it'll remain an issue that anyone who learns of it could potentially abuse.
  24. Bone

    Fink

    I dunno... His reasons for joining are pretty solid...
  25. Also, for anyone interested... I've been toying with an idea for a map that would essentially be a big minigame. I'm just not sure how well received it would be, since it would be a bit unconventional. I don't want to reveal too much info, but imagine an obstacle course whilst moving at 100 Mph. This is also playing in the background: http://www.youtube.com/watch?v=-J0H5ah1G7A Since a Death wouldn't really be necessary, I figure maybe they can activate alternate courses so it's not the same map over and over again. I'm still working out the details, but I wanted to see if interest in such a map exists, or if it belongs in a garbage can.