Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - KickFlow

Pages: 1 ... 308 309 310 311 312 [313] 314 315 316 317 318 ... 343
4681
General Discussion / Re: Kickflow's Sea Side Build. (Need builders)
« on: February 03, 2013, 03:24:21 PM »
Added a hospital, summer home, and corner store.




Did I mention that all the buildings have interior?

4682
General Discussion / Re: Kickflow's Sea Side Build. (Need builders)
« on: February 02, 2013, 03:05:03 PM »
Added a fire house!!




Fire Engines to come!

4683
General Discussion / Kickflow's Sea Side Build. (Need builders)
« on: February 02, 2013, 09:46:46 AM »
Well guys, here's a little build that once started as a personal project. Then turned into an amazing build. (though the roads are forgeted up)

It surely isn't finished, that's why I need your help!

What I need: Any Sea Side buildings. Simple stuff. I'd like medium - high detail builds. Just join, look around and get the theme, then just start building on the side, if it's good, I'll put it right in! Here's some pictures.





(Disclaimer, pictures don't do justice, please visit the server, looks a lot better)

Credits: Me, Cuboid, Postal Dude, Sir Doobie, Nickle, Radioactive.


If I forgot you, tell me I'll add you.


So yeah, just join the server whenever you're free, or when you want to build!

4684
General Discussion / Re: Coming soon...
« on: February 01, 2013, 03:06:11 PM »
I don't know, my friends told me to make a topic for it so here's 2 pictures, I'm going to post more as I continue.

It's going to be a server I'm hosting, I know that much.

4685
General Discussion / Coming soon...
« on: February 01, 2013, 02:38:39 PM »





Text.

4686
General Discussion / Re: Badspot Dev Server Megathread (race tracks)
« on: January 27, 2013, 08:10:52 PM »
Hey, my map is being used on Badspots Dev server?(pictures 1-6) That's pretty awesome.

4687
General Discussion / Re: Team Fortress 2 - Blockland Weapon Pack (v4)
« on: January 24, 2013, 09:13:21 PM »
Of course. Check back on the topic once in a while to see the updates.

I only have 13 days left until my Photoshop trial runs out, which will make icon-creating nearly impossible as I know of no other program that can handle alpha channels :(

Check out "Gimp"

4688
General Discussion / Re: Team Fortress 2 - Blockland Weapon Pack (v3)
« on: January 24, 2013, 02:40:25 PM »
It's not the shotgun, it's your volume.
I've been playing with this for a few hours now, it's the shotgun.

4689
General Discussion / Re: Why isnt there a moon in the daycycle?
« on: January 24, 2013, 09:56:52 AM »
Moon could cast a very transparent or light shadow or something.

Why would the moon cast a very transparent light/shadow if the Moon does not cast any light at all, it's the sun casting light onto the moon that reflects to us, making it appear bright.

4690
General Discussion / Re: Team Fortress 2 - Blockland Weapon Pack (v3)
« on: January 24, 2013, 09:02:28 AM »
THE SHOTGUN IS WAY TOO QUIET. :C

4691
General Discussion / Re: Nasoa's Kart Racing [v2]
« on: January 23, 2013, 02:40:14 PM »
i stopped visiting this server at a certain point due to all the unnecessary and annoying stuff(the driving noises) being added every day.
I stopped because it's a bad server lol.

4692
General Discussion / Re: Team Fortress 2 - Blockland Weapon Pack (v2)
« on: January 21, 2013, 06:27:04 PM »
Well stuff.
How do I undo what I did?
What Flubbman said.

Or uninstall and reinstall.


I love these! Please do the white paintcan can as mad milk and yellow as Jarate!


Butterfly knife as, the butterfly knife?

DBshotgun as the sodapopper?

4693
General Discussion / Re: Nasoa's Kart Racing [v2]
« on: January 16, 2013, 04:33:31 PM »
Seems way too thin for a 20 player map.

4694
I saw Badspot join Nasoa's server, race a round and a half and left a few days ago.

4695
General Discussion / Re: Nasoa's Kart Racing [v2]
« on: January 10, 2013, 09:12:43 AM »
i don't think you can reset a minigame so that every player is spawned on a specific spawn brick.
In Slayer, the teams are controlled by color'd spawn bricks, so if the color is off blue, and you make it blue, it wont work.

So having the events change the spawn color would be perfect, as they would just use the other spawn.

So lets just go over 1 team.

Team 1's color is BLUE.
OnMiniGameReset > (Named brick) T1a > SetColor > BLACK
OnMiniGameReset > (Named brick) T1b > SetColor> BLUE

"T1a" is Team1, map A.
"T1b" is Team1, map B.


So now that the color is wrong on the first map, and the second map now has the correct color spawn, they will spawn there instead of the first map.

Pages: 1 ... 308 309 310 311 312 [313] 314 315 316 317 318 ... 343