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Messages - Suna

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46
Gallery / Re: Yoke's Project Gallery
« on: September 28, 2015, 02:12:01 AM »
Much thank
such nice
wow
such kind
:)

47
Gallery / Re: Yoke's Project Gallery
« on: September 23, 2015, 03:26:34 PM »
Can I suggest that you style the topic a bit differently? Mabey labeling each topic as you show pictures?


How did you re-size the images like that, side by side? I've been trying to figure out how to do that for the longest.

48
Gallery / Re: Some projects I'm working on.
« on: September 23, 2015, 02:44:16 AM »
holy stuff its a fantasy warehouse
i call dibs on the shipping crate crane!

I/we are actually developing that as a new map for our new gamemode BountyHunter! II that will be ready soon.
If you'd like, you can check that out here.

49
Gallery / Re: Some projects I'm working on.
« on: September 23, 2015, 02:42:24 AM »
I played on the first map with that CS:GO player datablock. It was a lot of fun. The only thing I didn't like was that crouching with that player datablock was useless.
Still was a lot of fun and fast paced game play :)

Yeah, I think that I might just use that map as some kind of horror server or maybe a custom zombie gamemode.

50
Faces, Decals, Prints / Re: Yoke's Faces
« on: September 22, 2015, 11:18:45 PM »
That second one looks familiar, oh,

Welp, that's a dream crusher.

51
Gallery / Yoke's Project Showcase (Links)
« on: September 22, 2015, 10:58:48 PM »
A basic construction site. The map itself is large in size. It consists of shipment crates, a crane, hidden areas, along with the present randomizers that are included in BountyHunter! II. In order to load and use this map properly without any faults, please download the required add-ons list and download everything that is included. If you wish to modify the present randomizers, please make sure that you know exactly what you're doing before fooling around with the event code(s).

Credits:
Conan, Xenos_the_Red, Bushido, Yoke
Whenever there is a map update, please make sure to re-download and install!






52






All you need are fences, mod ter (Including 4x), and default bricks. I didn't add any Slayer stuff or events, I left that for you.

Downloadpls pie crust i luv u long time

53
I just finished the map for you, I'll upload some screenshot and a link for you momentarily.

54


How's this for a map?


Bases will be at the right side and the flags would be at the left. Of course, in this map, swuvels will be faster and flags will give more points. Might even increase the gameplay time.

@Pie Crust If you're planning on isolating the position of the team flags from the corresponding bases, I suggest using a neutral flag spawn instead. I can see it becoming a nuisance for players, especially if team members want to camp by the flag points. If you already have a manageable distance between the bases and a possible flag point, making one neutral flag point on the other side would be better than having two separate team flags for each to defend/capture. But otherwise, the new map concept in general looks pleasing all together.

Besides the new map design, the current one that you are hosting is also nice. I personally enjoy the nostalgic feeling I get playing at your server. Although, I wouldn't mind building a more detailed version for you. I'll have it done by today and I will link you via Dropbox when completed.

If you would like a nice skybox to go with the map, I have a vast variety for you to choose from; the same goes for music. It's completely up to you though.

I rate this a 10/10, well balanced.

55
General Discussion / Re: BountyHunter! II (Development)
« on: September 22, 2015, 01:31:55 PM »
Damn, that radar script is amazing. I wonder how the hell it works.

@Johnny Blockhead I'm actually going to make a better tutorial to teach those who are unaware on how to use the tracker. Majority of the players who join the server are completely unambiguous to the game mechanics, so I think that it would be very helpful for them.

56
General Discussion / Re: BountyHunter! II (Development)
« on: September 22, 2015, 01:25:20 PM »
Perhaps remove the ability to see other players usernames and add something where it describes the users avatar? Would be neat, like a real bounty hunter.

@Akio We actually did that recently when we tested the beta gamemode. Mostly from randoms who are not familiar with the game mechanics, have complained that "They cannot play the game because they aren't able to see name tags" and "That is how you play the game." So, we decided to only make name tags appear at the closest point possible. You would literally need to breath down someones neck in order to see their name tag. Depending on how things go, we might just remove it completely again. You're supposed to depend on your tracker to locate your target, not spot his/her name tag from across the map. Taking this action will not only make players think before they act, but reduce a lot of the 'across the map' kills especially when a player is unsure.

57
General Discussion / Map: Construction Site
« on: September 22, 2015, 01:04:24 PM »
We are developing a new map with a completely re-visualized gamemode. The new map will be based off of a construction site, and there will be many new added features such as the Golden Presents. Golden Presents will hold up to 5 of the most useful weapons (Completely random) and when used, it will relocate itself to another position on the map; there are currently only 5 positions for now. We also removed Parkour Abilities for this version/map. If players are still interested in the Parkour Abilities, they will still be available on the 'Winter Revamp' and the 'Fall Revamp' of Lumbertown. There is now VIP access. Although, I took quite a while to get this going, it will now be available to selective individuals. Of course, this will not give any individuals any advantages over the regular players. VIP will not cost you anything either.






58
General Discussion / Re: Yoke & Faraday's Bounty Hunter! (Autumn Revamp)
« on: September 22, 2015, 12:38:11 PM »
When will you host this again?

I'm actually collaborating with Conan and a few others on this project.
We are developing a newer version of this game mode with an entirely new map.
I'll post some screenshots, gif's, and update the topic momentarily.

59
Gallery / Re: Fallout RPG (WIP)
« on: September 17, 2015, 11:29:30 PM »
What the heck are the names of those pole bricks? I've been trying to find those bricks for decades.

(On topic)
This looks splendid.

60
Add-Ons / Re: Scroll while uploading a save file
« on: September 17, 2015, 02:23:56 PM »
I love you.

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