Gkoo 3 Posted May 29, 2013 Love the idea. I'm all for it. +1 Just want to see a good version of this working out. I suggest maybe testing each version out and using parts of each to see which ones work the best. Share this post Link to post Share on other sites
PiNoYPsYcHo 39 Posted May 29, 2013 +1 seems like this is a fun game :D Share this post Link to post Share on other sites
Superkiller67 4 Posted June 1, 2013 +1 +1 +1 we should also but this in hub @autumn when autumn is complete done testing everything out and everything is good to go we Share this post Link to post Share on other sites
MineCrack 62 Posted June 1, 2013 tl;dr but Silence should take time into putting spots in every map for CTs to spawn and Ts to spawn on a man hunt day. Also highlighting the T red. Share this post Link to post Share on other sites
Forest 309 Posted June 1, 2013 Has anyone successfully tested this yet? I haven't had the time to do so. Share this post Link to post Share on other sites
diabeetus 20 Posted June 1, 2013 Has anyone successfully tested this yet? I haven't had the time to do so. I will. Will edit post once done. Share this post Link to post Share on other sites
diabeetus 20 Posted June 1, 2013 Well, since I can't edit posts, here we go. The round was fairly successful, however we need to remove this. CTs must drop all of their weapons in Armory T's don't listen to weaponless CT's, essentially ruining the entire day. I think CT's should be able to keep their guns, however if they use them to kill any T's before the designated "T's are KOS" time, they should be slayed. Other than that, the day went pretty well. Share this post Link to post Share on other sites
Forest 309 Posted June 2, 2013 T's don't listen to weaponless CT's, essentially ruining the entire day. I think CT's should be able to keep their guns, however if they use them to kill any T's before the designated "T's are KOS" time, they should be slayed. Other than that, the day went pretty well. It wasn't too disadvantageous to the CTs to the point where them being allowed to use Tasers would heighten their chances of survival (The CTs)? Share this post Link to post Share on other sites
diabeetus 20 Posted June 2, 2013 It wasn't too disadvantageous to the CTs to the point where them being allowed to use Tasers would heighten their chances of survival (The CTs)? We tried it several times. The very first time the CT's dropped all their guns in armory, but cell doors were opened a little earlier than wanted, and the T's poured out and charged us, even though I had told them to go to big cage once the cell doors opened. Since we had no guns, we got massacred and the round was over in less than a minute. The second time, the cell doors didn't open as early, and the round was fairly successful. Another reason for allowing CT's to keep their weapons will even the playing field for them once T's become KOS. By the time that 3+ minutes rolls around, all the T's will most likely have gotten guns, and the CT's will have a real hard time getting to the armory to get their guns back. Allowing the CT's to keep their guns (but not be allowed to use them until the designated time) will greatly level the playing field for the CT's. I wouldn't be able to see a round where CT's would win this day unless something like this was done, because T's would either just immediately rush out and kill the defenseless CT's, or the CT's would be gunned down by T's after the T-KOS time was passed. Share this post Link to post Share on other sites
Forest 309 Posted June 2, 2013 Alright, later today I'll do one more test run, this being that CTs may keep their weapons but cannot use them until the expansion time. Share this post Link to post Share on other sites
Forest 309 Posted July 20, 2013 Grave digging this thread as there are a few edits and seeing as the majority of members/players thought it worked out well, @@DarkWolf6052 and @@Gkoo for the implementation. The next post I make after this one will be the "official" MoTD Rules version. Share this post Link to post Share on other sites
DarkWolf6052 0 Posted July 20, 2013 Man Hunt This day is to be played out as a reverse Hide and Seek Day. Warden will announce that it is a Man Hunt day, and will give a time for Ts to leave their cells. CTs will be given the opportunity to hide anywhere on the map (excluding vents, armory, or any cheap spots deemed by admins) and be able to camp until Last CT is initiated. CTs may not use their guns at any point (but may knife in self defense. This is not to be mistaken as a CT Ninja Day), until the expansion time of the day (must be a minimum of 3 minutes from the time the day was announced). There is no LR on this day. Whoops, deleted that xD Fucking tried deleting my triple post. Share this post Link to post Share on other sites
Forest 309 Posted July 20, 2013 Alright, since this has been implemented into the MoTD Rules, this thread is no longer necessary. #Closing ~ Forgotten in the Lost Woods Share this post Link to post Share on other sites