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Messages - Hyperbob

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General Discussion / Re: Wizzard's Scattered Space Dogfight: Version 3!
« on: August 05, 2013, 09:39:20 PM »
A poll has been added

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General Discussion / Re: Wizzard's Scattered Space Dogfight: Version 3!
« on: August 04, 2013, 05:27:51 PM »
I was hoping because it said "Space" that it would use the MAS planes or alike, because they're futuristic.
Hopes are let down.

A space-age dogfight is a plausible option.

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General Discussion / Re: Wizzard's Scattered Space Dogfight: Version 3!
« on: August 04, 2013, 03:32:57 AM »
Do you need a save of one of the Aircraft Carriers?

No, but thank you. We have all of the old builds.

Uhh... I'm not so sure about a space dogfight, I liked the first server much, but lets see how this turns out.

I don't think anyone said anything about a space dogfight....

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General Discussion / Re: Wizzard's Scattered Space Dogfight: Version 3!
« on: August 03, 2013, 11:15:11 PM »
Please do not ruin it with terrible planes.

What would you consider a terrible plane?

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DOGFIGHT SERVER


After a very long absence, the highly-popular Scattered Space Dogfight server is making its return! Work has begun on the third iteration of the endless TDM, and we're looking for player input! What did you like about the previous Dogfights? What could be changed? Would would you like to see added? To refresh your memory, here is a brief history of the server:

Dogfight Canyon
Each team had two aircraft carriers loaded with stunt planes, biplanes, rowboats, and AA guns. The weapons were an odd collection of different add-ons including the trusty Combat Rifle, a version of the TF2 Heavy's minigun, the HE and Frag grenades, aircraft bombs, and default weapons. Built into the side of the canyon was the heavily-contested Hangar. Additionally, a floating platform was added in the middle of the river between the two fleets. The gamemode was run by KINEX's Vehicle Wars script.


Dogfight Island
The second Dogfight took place over a small set of islands upon which were built several structures with capture points, including a lighthouse. Instead of two identical carriers, each team had a single, larger carrier. Anti-spawnkilling measures were introduced, and the random assortment of arms was replaced by the Tier + Tactical (v1) pack. The custom loadout mechanic was introduced so that players wouldn't have to spend time re-arming themselves every time they re-spawned. The Vehicle Wars script was revamped to squash several bugs and to improve overall performance, but was eventually replaced by the Slayer add-on. At first, the carriers continued to carry stunt planes and biplanes, but most of them were switched out for custom-made dogfighters and bombers.


If you have a suggestion for a vehicle, weapon/weapon pack, item, or other add-on to be included in the newest dogfight, please include the link in your reply. We don't have time to go digging through old add-on threads just to find "that one gun that some guy made once that was pretty cool lol". Other suggestions regarding mechanics and builds are also welcome. Do you like having land to fight on, or would you rather have pure air-to-air combat? Do you like having one ship per team or two? Maybe even three?

-Hyperbob and the Scattered Space Administration Team

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Add-Ons / Re: New Item: Plush Bunny
« on: November 23, 2010, 10:05:14 PM »
IT'S SO FUZZY I COULD DIE!!!

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Maps / Re: New Map: Deep Ocean
« on: November 16, 2010, 06:21:53 PM »
Actually, this doesn't look half bad. It's a shame there's no way to keep the water out of your builds...

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Add-Ons / Re: LogWriter v1.1
« on: September 12, 2010, 04:17:50 PM »
Does this record kicks as well?

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General Discussion / Re: V15
« on: May 26, 2010, 05:54:15 PM »
Planting a picket fence then moving up one whole space then planting again results in freeze. Not sure if this is true with bars as well

(Sorry if this has been posted already. I don't feel like looking through ten pages for similar issues)

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Add-Ons / Re: SetPlayerLight Event
« on: February 27, 2010, 08:22:34 PM »
Oh. I thought this was going to be something along the lines of setplayerlight->brightlight or something...

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