Poll

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84 (71.2%)
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34 (28.8%)

Total Members Voted: 116

Author Topic: Slayer  (Read 235296 times)

Hey - I'm quoted in there :D

Really nice work, Greek, the map cycle is just awesome.

This event by color thing is a problem for me.
It is good every otherway, but you cannot really choose
ANY other color for a team than first nine.

And if it would be fixed by adding more teamcol events for bigger numbers,
 it would be just too much of events.
But I hope it is gonna be fixed someway, but no rush.

So that is the only problem i've had with Slayer :3

This event by color thing is a problem for me.
It is good every otherway, but you cannot really choose
ANY other color for a team than first nine.

And if it would be fixed by adding more teamcol events for bigger numbers,
 it would be just too much of events.
But I hope it is gonna be fixed someway, but no rush.

So that is the only problem i've had with Slayer :3

Greek could get around this by having a color selector for the colorset, then that would also allow for a large amount of teams.

And if it would be fixed by adding more teamcol events for bigger numbers,
 it would be just too much of events.
But I hope it is gonna be fixed someway, but no rush.
Yeah, I added a Max Events pref in the Advanced tab as a temporary fix (it only takes effect after server restart). But it has the problem where you have tons of events if you raise the number.

Greek could get around this by having a color selector for the colorset, then that would also allow for a large amount of teams.
I actually made a suggestion to Badspot for an event system change to allow this, but I don't know if he's going to include it.

Slayer is now the number 1 downloaded RTB file for two weeks in a row!

Can you make a TDM compatible version or a version with bricks instead of colors? Then I'd use this 24/7.

Version 2.2 is here, with fixes to some common problems and team shuffling!

Quote from: Change Log
<version:2.2>
   <change:add>Added Team Shuffle feature. Teams are shuffled on reset if enabled.
   <change:bug>Fixed issue where Gamemode_Zombie interfered with lives and prevented respawning.
   <change:bug>Fixed issue where an invalid datablock could be selected, causing Blockland to crash.
   <change>Major improvements to Change Log parsing system, noticeably increasing load time.
   <change>Clarified version mismatch and GUI not found messages.
   <change:bug>Fixed issue where update GUI didn't close.
</version>

Also, you can view the complete change log here.

I just started work on a One Man Army (Boss Battle) gamemode!

PLANNED:
  • Boss health will change based on number of players in the server.
  • Different player selected to be boss every round.
  • Boss health percentage will display in bottomprint.
  • Option to change the boss's player size, just like in the Giants gamemode.

I need ideas!

Like the Vagineer gamemode in TF2?

If you could make Rush / Demolition I will make a map to go with it ;P That would be sweet to have on Blockland. What it would require:
-Attacker tickets (lives left, max is changeable)
- M-Com stations (A & B, hold click at station to arm if attacking, hold click at station to defuse if defending)
-some sort of "reset" function that sets attacker tickets to max when two stations are destroyed and the attackers move up, but this may be impossible.
-events onChargePlant, onChargeDefuse

This would probably be a bit of work, but the fun resulting from this would be much greater.

Just went to your site's downloads section out of curiosity. Map and save cycle? YESSSSS

If you could make Rush / Demolition I will make a map to go with it ;P That would be sweet to have on Blockland. What it would require:
-Attacker tickets (lives left, max is changeable)
- M-Com stations (A & B, hold click at station to arm if attacking, hold click at station to defuse if defending)
-some sort of "reset" function that sets attacker tickets to max when two stations are destroyed and the attackers move up, but this may be impossible.
-events onChargePlant, onChargeDefuse

This would probably be a bit of work, but the fun resulting from this would be much greater.
That would be the most amazing thing.

Just went to your site's downloads section out of curiosity. Map and save cycle? YESSSSS
Map Cycle!



This is an old picture and the gui is crappy. I haven't worked on it in a few months, but I'll be starting on it again once I get some time. Yes, it actually does work.

It used to work but I've changed Slayer so much since I originally made it that I have to rewrite the entire thing, so it'll be a while before it's out. And I'm not working on it at the moment.

If you could make Rush / Demolition I will make a map to go with it ;P That would be sweet to have on Blockland. What it would require:
-Attacker tickets (lives left, max is changeable)
- M-Com stations (A & B, hold click at station to arm if attacking, hold click at station to defuse if defending)
-some sort of "reset" function that sets attacker tickets to max when two stations are destroyed and the attackers move up, but this may be impossible.
-events onChargePlant, onChargeDefuse

This would probably be a bit of work, but the fun resulting from this would be much greater.
I think I have something similar in mind. But again, it'll be a while.

I think I have something similar in mind. But again, it'll be a while.

Well I'm glad youre thinking about it. I may model the MCom stations for it soon.

Well I'm glad youre thinking about it. I may model the MCom stations for it soon.
No idea what those are. :/