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yellowrock

Friend of xG
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  1. Is it true that the reason xG doesn't have spawn protection is because it interfered in some way with the cp plugin? I may be wrong in this, but I would think most people would rather have the spawn protection, especially the admins, as it would make spawnkilling/camping less of an issue. Even if the CP system is never removed/changed, we should probably look at spawn protection possibilities. I haven't been around for long enough to know how long it's been since the issues happened, but maybe someone has discovered a solution somewhere. I will say, I never really fully expected any changes to come of this thread, I just wanted to express how I felt on the subject, and start a discussion about it. I think the most worst thing that can happen in a community is an unwillingness to discuss change and a disconnect between staff and players. I love to see dedicated admins that genuinely care about the community and game in general.
  2. That's a fair point. Honestly, as a map creator myself, I would prefer to see it removed entirely. It messes with the balance of combat maps in a pretty major way. There aren't many skill maps on the server, so aside from a tool for helping people learn (and it seems a bit excessive for that), I don't understand why a combat surf server would have something like this system. To expand on the balance argument, surf maps are usually made with certain completion times in mind. The time it takes to get from the beginning of map to the end is important, as it dictates how often people can re-complete the map to get powerups/whatever. Being able to instantly teleport repeatedly to get powerups as soon as they expire, allowing for a single person to have a constant advantage. If we had more maps with stages or checkpoints (places on linear maps where one can come to a complete stop and then start again and still be able to finish the map) I would understand, but as it is, I don't get it.
  3. Guise pls respond. This is meant to be a discussion. :V
  4. I personally feel that this plugin is too easily abused on surf maps with powerups, as it allows people to instantly teleport back to the powerup at any time, and not allow any other players to get it. On quite a few maps with powerups, such as surf_utopia and surf_tensile, in order to re-aquire the powerup after it expires, one would have to surf the whole map again, allowing other players a chance to obtain it. With the checkpoint plugin however, the person that first finished the map has a strangehold on the powerup, throwing off the intended balance of the map. I understand using it to get back to sniper boxes if you get killed at the end of the map, but I think there should be more restrictions on using it to hog powerups. I've also seen people troll with it, by continuously teleporting to the end of the map, attempting to kill everyone there, dying, then instantly zapping back after they respawn.
  5. surf_blackout should probably be updated to the newest version, v3. You can find it here: surf_blackout_v3 (Team Fortress 2 > Maps > Surf Style) - GAMEBANANA
  6. Just a heads up, Crater isn't as good as Quack, it was rushed a fair bit. It's got neat powerups and what should be a fun jail tho, if that's any consolation.
  7. Thanks for the warm welcome everyone! And thanks a ton for the tag! It means a lot to get appreciation for maps, I'm glad you enjoyed them!
  8. I am yellowrock, I play too much TF2, mainly surfing. I have collaborated in the creation of 2 maps, surf_quack and surf_crater, with Kraex, and we're currently working on our third map. I'm looking for a good community for combat surf and figured I'd give xG a try. I was previously a regular on OPST, and was an admin on their surf server, but left due to disagreements with how things were managed over there. I am passionate about surfing, and always happy to help people new to the gamemode learn to play. Excited to make new friends and experience a new community.