Poll

If there was add-ons, would you download?

Yes
No
Maybe

Author Topic: Gravity Cat's Add-On Dump - Particle_ItemSparkles released!  (Read 2256120 times)

Seeing as others are requesting another shot-gun, so will i :)

Random clicky clicky found me this, this and this

Sorry for no pics, but i feel incredibly lazy today



I think this whole thing can be solved if you use the map that you are using now but you and digi build on it more. Give each team a big base where they spawn. Give them 2 stories and a sniper tower. At the top of the sniper tower, place an M700. On the second floor, add supplies. A healing item, and some basic guns like the glock and combat knife. And on the first floor, add vehicles that take a long time to respawn after they are destroyed. Add spawns all over the base, but make sure none of them are out in the open where they could get shot before they can react. Once they stock up, they venture out. Hide basic guns all over the map. Like the R870 behind a counter, a 1911 in someones former home. And just for the hell of it, hide the magnum somewhere in the church. THEN, in some of the bigger buildings, add doors to all of the doorways. And put a small armory on its walls. Several of 2 or 3 different guns all hung up on the wall. And maybe somewhere near by, add more healing items. And just do this all over the map. If no one builds or owns anything, it could lead to some very interesting stuff. Like the rebels claim a building with supplies as a safehouse, and the government team up to try and storm it and take it over. Since no one can make spawns inside, it could mean an actual hostile takeover. And finally, whichever team holds the best supplies will have the advantage.

Woah, thats a bigger wall than I was trying to make :/
I don't like the idea of weapons all over the place, and only small/weak weapons on spawn. If the player can find/choose his equipment after spawning, instead of having to search for it everywhere it's more balanced.
And yes, Paradise is a bit too big. But there are no similar and smaller maps.

I like it, but there should be more weapons in the base. I don't really like having to find all of them while starting with just a Glock or something. Maybe have a generic weapon of each type (shotgun, sidearm, sniper, etc.) and then have variations of that around the map.

As well, if you use the invisible Truenos paint with the mines, they are invisible. Please fix this.
I know I know, I'll take a look at it.

Nope, not spawn killing. I don't mean right on their doorstep, I mean around their base. Mines are a bit glitchy at the minute though, your only supposed to have 4 but some bug makes it go into -x/4, meaning you cant plant as many as you want.

Also Gravy Cat, You still going to make anti-tank mine?

:3
I know the mines are... uuh, "glitchy". I didn't put much effort in that system...
And yesterday I had to leave earlier, so I couldn't finish the mines. Today, yes.

I agree with this. The new Remington 870 model, as well as being beefier, should be like that.

Or this:
-snip-
No, I won't change the R870.

Seeing as others are requesting another shot-gun, so will i :)

Random clicky clicky found me this, this and this

Sorry for no pics, but i feel incredibly lazy today

No.

Hey, so I've been reading the magazine feature part and I found another weapon on RTB that has the mags, but you replenish with an event, which sorta kills the weapons. Will the new magazines be taken by item? Event would be fine for bases, but not where someone could camp ammo and spam fire everywhere.

Hey, so I've been reading the magazine feature part and I found another weapon on RTB that has the mags, but you replenish with an event, which sorta kills the weapons. Will the new magazines be taken by item? Event would be fine for bases, but not where someone could camp ammo and spam fire everywhere.
That made me think of something!
What if you had a magazine item, and when you picked it up, you got more ammo!
That, would be better then the ammo packs thing.

That made me think of something!
What if you had a magazine item, and when you picked it up, you got more ammo!
That, would be better then the ammo packs thing.
I thought of that, too. But then it will be a single item, that can refill up to... 100 rounds? And maybe a big version that can refill up to 250 rounds. Would be very useful for a support class.
And of course when you walk over a spawned weapon it will refill, too.

Nearly forgot it, a small update now:
I added effects for the bounding mine and the AP mine is working now. Furthermore I added (firing) delays when pulling out weapons. The bigger the weapon, the more time it takes to "get ready for shooting". And both rocket launchers can be only fired while aiming now. Later I will add a lock-on only for the Stinger.
« Last Edit: August 24, 2010, 04:15:13 PM by Gravity Cat »

Seeing as others are requesting another shot-gun, so will i :)

Random clicky clicky found me this, this and this

Sorry for no pics, but i feel incredibly lazy today



I like the second and third weapon links, the first is ok, but nothing special. Weird blocky design.


No, I won't change the R870.
Why?
« Last Edit: August 24, 2010, 05:15:50 PM by Celtic Wolf »

I like the second and third weapon links, the first is ok, but nothing special. Weird blocky design.

Why?
Because I like it how it is now.

Because I like it how it is now.
How is it now? I don't see it on the OP :o

This pack looks awesome, I LOVE the flaregun fro some reason. It is fun to shoot :D

Bounding mines are epic. Period. I'm not gonna say it twice. And the iron sights, and the zoom, and the flare, and the models, and the ammo system, and the playertype, and the... well, everything.

I thought of that, too. But then it will be a single item, that can refill up to... 100 rounds? And maybe a big version that can refill up to 250 rounds. Would be very useful for a support class.
And of course when you walk over a spawned weapon it will refill, too.

Nearly forgot it, a small update now:
I added effects for the bounding mine and the AP mine is working now. Furthermore I added (firing) delays when pulling out weapons. The bigger the weapon, the more time it takes to "get ready for shooting". And both rocket launchers can be only fired while aiming now. Later I will add a lock-on only for the Stinger.


Good thing. Wouldn't it be OP to spam rockets and use them without preparation...

G Cat what could we do without you?

Anyways, you could also create a few different ammo cartridges. Such as magnum ammo mags and stuff, each item giving you 3 mags, instead of two items giving you 100 rounds and 250.

divide it into differente ammo types somehow.
Small caliber (i.e. Glock)
Mid Caliber (i.e. Some SMG's, Assault Rifles)
High caliber (i.e. truvelo)
Shells(shawtgahns)
and Special (Jackhammer (Frag-12, would that still be considered a shawtgahn shell?) , 'Milkor, etc.)

divide it into differente ammo types somehow.
Small caliber (i.e. Glock)
Mid Caliber (i.e. Some SMG's, Assault Rifles)
High caliber (i.e. truvelo)
Shells(shawtgahns)
and Special (Jackhammer (Frag-12, would that still be considered a shawtgahn shell?) , 'Milkor, etc.)

Do you really want to have it that complicated? Imagine, you're defending an important spot in a TDM. You keep the enemies down, so they won't come near the house/thingy/whatever youre defending. But then your weapon runs out of ammo and you have no other weapon that is good for keeping enemies pinned down. And you can't spawn something. You have someone in the role as support, you call him for help. He arrives within seconds but then he realizes, "forget, wrong ammo type!"
If you have one item for everything, it's just alot easier and simpler. The supporter comes, gives you 100 new rounds and you can start firing again after some seconds.