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Everything posted by Kill9mm
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First to capture all CP's 3 times wins. 30 minute limit - Most # CP's captured wins. To promote the league I would recruit squads out of other zones. Tell them you need skill to play so don't bother signing up unless the squad is skilled. Set up a practice league arena for them and put their squad logos on the map using LVZ. Encourage scrimmaging somehow...
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I think someone is working on that. But how can we get the player replacement bots to post negative thoughts on zone forums? Oh well perhaps in another life!
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Heh.. it was a last minute thing put in. We'll update the map and have it so that the bot is a jav and has a clear line of fire to any intruders.
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SSCX Powerball is dead because their vets did nothing to make the zone more fun. Change is good for long-term viability.
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The FF map has been updated from suggestions here, so please use this thread to post your comments!
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Come to ?go 17thnew2 and view the completed left of the map for updates in response to feedback in this forum.
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Bleh.
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Dead Ends... you must be talking about the center path. Obviously the purpose of the center path is to wall p!@#$%^&* or tube pass The length to the goal... thats why there's a key named F7, its called "attaching".
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And I'm not getting mad at the suggestions, we NEED suggestions. What I get mad at is repe!@#$%^&*ive answers to the same re-*BAD WORD*-ed questions over and over again. Even when I answer them over and over and over. Like, This map needs to lose the dead ends. There are no dead ends. Think about the purpose behind the map and LEARN it, don't just complain because YOU don't get it. Make the center bigger. I did, twice. Tons more. The other threads are proof of this. The feedback received had previously changed the map.
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There are no dead ends. Are you people re-*BAD WORD*-ed? Regarding the killing only, the map is designed for that as a legitimate strategy to aid the ballers. However, BOTH sides need to be balling to some extent, not just one side racking up points.
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The double walls were designed to strictly not allow it, but the current pub settings do allow double wall passing IF you take the time to get it right.
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I wish I could fire you Maur, you are the absolute most unintelligent person I know in Subspace. What you think you may know actually makes you look dumber, and that in itself makes you look even DUMBER (if there is such a thing). Back to the topic at hand, when I was angry at noone attaching it was because the other team was completely owning at the ball game. Its that noone on the TEAM wanted to play ball, when the OTHER team was racking up all the points. What I don't understand is, what does it matter if you are "playing ball"? I mean, you're FIGHTING either in SPAWN or going after the BALL. An objective makes it more FUN. Am I not following something here?
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First to respond to Samapico: The tube bombs arent supposed to reach center. This would make it absolutely insane to spawn if I took out the blockades! In the pub map bombs are blocked as well. Putting an entrance to the goal in the tube area doesn't work for this map - it would be easier to take the shortest path as opposed to one of the equally lengthed paths. The light blue area is used as a way of defending wall passes and other enemies. As well it can be used to feed the ball back into the tube area. You do have a place to go - you may attach to other players or go into one of the paths to the goal. This I'm unsure about. My first thoughts were to allow the wallp!@#$%^&*ing, but for a new map it would of been almost too much strategy at once. Maybe there could be set points where wallp!@#$%^&*ing could be encouraged in the paths to the goal. I agree with all your comments here. And next is kentbrockman: You need to have someone anchored in your team's goal area. It makes it difficult to defend against enemies if this isn't the case, where some of the complaints have been. Regarding dead ends... I have yet to discover a "dead end". Will someone please explain to me what the -*BAD WORD*- they are talking about? The map was designed for the current pub player limits and privately tested with a minimum of 4v4, all was fun. As long as people play the ball game that is. its a great map, it really is. and maybe we need to use it for a couple weeks to see if the population will stay as 8vs8. i will miss the sitting cloaking spiders bursting at me though.
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rofl. Criz you suck.
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So tune in!! Go to radio.17thparallel.com Click on listen! Here is the playlist for August 17, 2004! 1. Splyt - Undead Mess (3:06) 2. Splyt - Dreamland (2:42) 3. Queen - Keep Yourself Alive (1973) (3:47) 4. Alice In Chains - Dam That River (3:09) 5. Probot - Dictatosaurus (w/ Snake) (3:52) 6. Fuel - Bittersweet (3:52) 7. The Urge - Frying Pan (2:31) 8. Project X - Heatman (1:01) 9. Blue Oyster Cult - Damaged (4:21) 10. Nirvana - Rape Me (2:49) 11. Splyt - Undead Mess (3:06) 12. Soundgarden - Let Me Drown (3:52) 13. Project X - Flashman (1:45) 14. Lion - Transformers Theme (3:34) 15. Therapy? - If It Kills Me (3:39) 16. Beastie Boys - 3 The Hard Way (2:48) 17. The Who - I Can't Explain (2:04) 18. Days of the New - Take Me Back Then (4:16) 19. U2 - One (4:36) 20. Megadeth - Holy Wars...The Punishment Due (6:32) 21. Project X - Metalman (1:18) 22. Jet - Last Chance (1:53) 23. The Beatles - Come Together (4:19) 24. The Red Hot Chili Peppers - Under the Bridge (4:24) 25. Splyt - Surface (4:50) 26. Kenny Loggins - Danger Zone (3:34) 27. Alice Cooper - Billion Dollar Babies (3:43) 28. Fuel - Mary Pretends (3:36) 29. Project X - projectx - Project X - 08 - Snake Man (1:50) 30. Vince DiCola - Autobot Decepticon Battle (4:17) 31. Slipknot - Duality (4:12) 32. Creed - Ode (4:57) 33. Therapy? - Hypermania (2:48) 34. Tool - No Quarter (11:12) 35. Project X - Wily Fortress (1:43) 36. Zeromind - Face Down (2:23) 37. God Lives Underwater - No More Love (4:18) 38. Nothingface - Make Your Own Bones (3:29) 39. Boston - Higher Power (5:06) 40. Muse - Stockholm Syndrome (4:58) 41. Paul Oakenfold - Ready Steady Go (Album Version) (4:15) 42. Juno Reactor - God Is God (6:48) 43. Splyt - Life For Me (3:55) 44. Papa Roach - Dead Cell (3:06) 45. Single 7Godspell (4:08) 46. Econoline Crush - Home (3:11) 47. Anthrax - Only (4:56) 48. Project X - Bubbleman (1:20) 49. Incubus - Priceless (4:07) 50. White Zombie - Quad Machine (3:37) 51. Kyuss - Catamaran (2:59) 52. Reveille - Unborn (4:37) 53. Rolling Stones - Paint It Black (3:45) 54. Silverchair - Without You (5:17) 55. Staind - Question (3:30) 56. Juno Reactor - Guardian Angel (7:12) 57. [Opening failed] Theorem.wma (3:36) 58. Splyt - Face To Face (3:22) 59. Soul Asylum - April Fool (3:45) 60. Blue Oyster Cult - Burnin' for You (4:31) 61. Far - Mother Mary (2:16) 62. Testament - Practice What You Preach (4:54) 63. Foo Fighters - Wattershed (2:15) 64. Megadeth - Trust (5:11) 65. Anthrax - Nobody Knows Anything (2:57) 66. Splyt - Where I'm Waiting (4:32) 67. Snl As Blue Oyster Cult Featur - Don't Fear The Reaper (More Co (5:48) 68. Blue Oyster Cult - (Don't Fear) The Reaper (5:09) 69. The Offspring - Session (2:32) 70. Helmet - Renovation (2:55) 71. Alien Ant Farm - Tia Lupe (3:59) 72. Soundgarden - Fell On Black Days (4:42) 73. Helmet - Wilma's Rainbow (3:53) 74. Megadeth - Kick The Chair (3:57) 75. Disturbed - Conflict (4:37) 76. Stone Temple Pilots - Naked Sunday (3:49) 77. Tool - Parabol (3:06) 78. Tool - Parabola (6:02) 79. Candlebox - Arrow (3:13) . Orange 9mm - 7 (3:31) 81. Splyt - Undead Mess (3:06) 82. Garbage - I think Im paranoid (3:38) 83. Blue Oyster Cult - Astronomy (6:26) 84. Mudvayne - Prod (6:04) 85. Deftones - No Ordinary Love (5:33) 86. Nonpoint - Mountains (4:05) 87. Fuel - Jesus Or A Gun (3:58) 88. Foo Fighters - Stacked Actors (4:16) 89. Nonpoint - Levels (3:43) 90. Alien Ant Farm - 1000 Days (3:05) 91. Pantera - Shattered (3:22) 92. Chevelle - Family System (4:18) 93. social (4:22) 94. Far - Bury White (3:09) 95. The white stripes - Dead leaves and the dirty ground (3:04) 96. Garbage - You Look So Fine (5:23) 97. Foo Fighters - Breakout (3:20) 98. Far - The System (2:05) 99. Testament - Seven Days Of May (4:40) 100. Garbage - Dumb (3:50) 101. Incubus - Megalomaniac (4:54) 102. Jet - Cold Hard -*BAD WORD*- (4:03) 103. Megadeth - Almost Honest (4:08) 104. Tantric - Live Your Life (Down) (4:30) 105. American Pearl - Truth (3:36) 106. Megadeth - A Secret Place (5:24) 107. Probot - Centuries Of Sin (w/ Cronos) (4:09) 108. Prodigy - Voodoo People (6:27) 109. Tantric - Breakdown (3:10) 110. Testament - Malpractice (4:43) 111. The Who - I Can't Explain (2:04) 112. Alice In Chains - Again (4:05) 113. Testament - Electric Crown (5:30) 114. The Beatles - Maxwell's Silver Hammer (3:27) 115. Alien Ant Farm - Calico (4:10) 116. The Beatles - I Want You (She's So Heavy) (7:46) 117. Darkness - Black Shuck (3:21) 118. Darkness - Get Your Hands Off My Woman (2:46) 119. Marilyn Manson - New Model No. 15 (3:40) 120. The Doors - Break On Through (To The Other Side) (2:30) 121. The Who - Baba O'Riley (5:09) 122. Weezer - My name is Jonas (3:24) 123. A Perfect Circle - Orestes (4:46) 124. 3 Doors Down - Better Life (3:07) 125. Alice in Chains - No Excuses (4:57) 126. Alien Ant Farm - Courage (3:30) 127. Anthrax - King Size (3:59) 128. Candlebox - You (4:56) 129. Corrosion Of Conformity - King of the Rotten (3:13) 130. Marilyn Manson - 1996 (4:01) 131. Days of the New - The Real (4:19) 132. Deftones - Minus Blindfold (4:04) 133. Down - Down - Stone the Crow (4:42) 134. Econoline Crush - Flamethrower (3:58) 135. Far - What I've Wanted To Say (4:26) 136. Faith No More - Surprise! You're Dead! (2:27) 137. Dust For Life - Seed (3:44) 138. Filter - Captain Bligh (5:12) 139. Helmet - Diet Aftertaste (3:16) 140. glassjaw - Tip Your Bartender (2:59) 141. God Lives Underwater - Don't Know How To Be (3:35) 142. Godsmack - Bad Religion (3:13) 143. Goo Goo Dolls - Long Way Down (3:29) 144. Green Day - Armatage Shanks (2:16) 145. Guns N' Roses - Nightrain (4:28) 146. Helmet - Bad Mood (2:15) 147. Incubus - New Skin (3:51) 148. Juno Reactor - Mona Lisa (10:09) 149. Led Zeppelin - Good Times Bad Times (2:44) 150. Live - All Over You (3:59) 151. Marilyn Manson - Little horn (2:43) 152. Metallica - Master of Puppets (8:36) 153. Mutha's Day Out - My Soul Is Wet (2:48) 154. Mudvayne - Mercy Severity (4:54) 155. Nonpoint - Your Signs (3:29) 156. Nothingface - Blue Skin (4:18) 157. Orange 9mm - Tragic (2:58) 158. P.O.D. - Satellite - 06 - Satelite.mp3 159. Papa Roach - Infest - 06 - Blood Brothers.mp3 160. Parody - Arnold Schwarzenegger - Total Recall (Tom Petty - Free Falling).mp3 161. Rage Against The Machine - Evil Empire - 01 - People Of The Sun.mp3 162. Reveille - Bleed the Sky - 12 - Plastic.mp3 163. Snot - Get Some - 01 - Snot.mp3 164. Steppenwolf - Magic Carpet Ride.mp3 165. Stone Temple Pilots - Core - 02 - Sex Type Thing.mp3 166. Testament - Low - 01 - Low.mp3 167. Testament - Low - 07 - Dog Faced Gods.mp3 168. The Offspring - Ignition - 03 - Kick Him When He's Down.mp3 169. Therapy - High Anxiety - 02 - Who Knows.mp3 170. Tool - Ænima - 01 - Stinkfist.mp3 171. Tom Petty, George Harrison, Neil Young, Eric Clapton, Bob Dylan, Roger Mc Guinn - My Back Pages - veronica - .mp3 172. U2 - Achtung Baby - 02 - Even Better Than The Real Thing.mp3 173. Vision of Disorder - Vision of Disorder - 01 - Element.mp3 174. Veruca Salt - American Thighs - 03 - Seether.mp3 175. Zeromind - Ground Zero EP - 03 - Reaching Further.mp3 So tune in!! Go to radio.17thparallel.com Click on listen!
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Seriously I need someone who can do this!
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Someone delete Maur's post?
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We are in need of some additional audio macros. They are: Game Over Freq 0 Wins Freq 1 Wins Move Out! Gogogo! Enemy Ahead! Fighters needed Heavy Weapons needed Cloakers needed Attach! We would preferably like it to sound like the existing macros, but if that can't be done its not a huge deal. Please contact me in game, and respond here with any questions.
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Need someone to tile this map. Please contact me if interested. The map may be found in your /zones/sscu 17th parallel/ folder, complex.lvl.
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Ok the map is now a "Conquer" type of map, as opposed to "King of the Hill". And, here's a screenobject: http://axebox.com/subspace/temp/flagradar_comp.gif
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The green circles are the areas that must be captured. A freq must capture all the green circles to win a match. The yellow circles are spawn points; when the game starts everyone is spawned in the yellow circles closest to center; everytime after game start players are spawned in their base. Settings would stay the same, except weasels which will have to be increased in size a little so they wont fit thru 1 tiled holes. The red dot is a bot that kills any intruders that try to enter enemy spawn area. Any thoughts? http://www.axebox.com/subspace/temp/koth.gif
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Your existing explosions were released as part of my continuum graphics pack that I released a couple years ago. If you notice in the readme it says that you may use the graphics if you contact me. I dont think I ever got an email from anyone in 17th regarding the use of my gfx. So, please, Maur, stop being so negative. I'm getting tired of it. Thanks.
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The explosions I made for powerball and were up about a month. The explosions used in 17th were almost the same except I made them a lot better.
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-*BAD WORD*-o everyone. I was the one who designed the map and explosions, and I just want to thank everyone for their positive and constructive opinions. Let me see if I can address each issue independently. Flags in goal area Yes. The concensus is that the north base sucks and integrating the flag game with the powerball game works. Those were my thoughts as well. As well, this benefits the ball game because players are more likely to focus action around the goal area, increasing the chance that there is an anchor for attaching to such an important area in the map, for defensive and offensive purposes. Further, it emphasizes the need to overcome the opposing team's goal area in order to grab flags or score the ball, as opposed to just scoring. Center's size. I made the center a smaller size because I feel that the current 17th pub map is way too unfocused in center. By making it smaller it did the following: - Placed the focus on ball retrieval. - Cut the "fly back to action" time. - Encouraged warping to other teammates. - Focused action. My observations of the center are as follows: - I only died a couple of times by a bad spawn. - Getting back in the action was a lot easier, something that is very important to me as a mapmaker. - Just generally I liked how there was always something to expect when spawning in center. Shorter ball-carry time. I'm glad that a lot of players realise the goal to shortening the ball-carry time! It encourages teamwork, and an important side effect is that cloaked ships must p!@#$%^&* the ball a lot sooner, decreasing their tactic of confusion. Multiple passages. Ok, I know this is a big issue, and its really not that big of a deal! While there might be many ways to get the ball to the goal, ultimately a team decides which path to take, and that path is incredibly obvious to the defending team. One thing I noticed is that a lot of players didn't know how to p!@#$%^&* the ball using insert, its very likely that those same players aren't used to using alt to see the full-size map and the overall location of the powerball. Size of passages. The size of the passages are roughly the same size as the passages in the current pub map, and in many cases the same (I used the current map as a starting point). Dead Ends? There are no "dead ends". The center tube is used to feed the ball into the goal area by passing or by Weasel, and by the center chute or wallgrab. The center area is also great for both defense and offense: defense fires bombs out of the chutes to discourage Weasels and chute-passing; offense fires bombs into the chutes to kill the defending team (hopefully making it easier to accomplish a take-over of the goal area from the other paths). There are only 2 places that you can fly to that don't move you farther to the goal area, and these are in both base paths around the "circular" areas. They are to be used for defending the ball in case you're surrounded, or for feeding the ball into an area of the same path. Length of passages. The length of the paths are also whats in question, but I dont believe it to be a negative. I find that focusing the action on overcoming opposing teams makes it more of a payoff when a goal is made, as opposed to flying for a very short period of time and scoring. As well, its fun to fly through these areas, knowing that enemies are surrounding you. It really stresses the importance of teamwork and attaching to ballcarriers. Outer Paths The outer paths I'm also glad people understand them. They are very long-range-bombing oriented. They're just a different flavor of a path, and provide interesting situations. Since they are very easy to get to from center, they are the most obvious path to take, and a defending team will surely know about it. And, if a team overcomes the ball, they don't need to fly through center to get it to their own goal, they simply fly the other direction. Explosions. I'm glad you guys like the explosions! I also did the replacement ones that had been in pub before. Anyway, I'm glad people liked the map. I had a lot of fun. I know the map could use some tweaks, but I believe the overall feel works (especially after seeing it used in pub so well). It was great watching, over the length of a few hours how m!@#$%^&* amount of players learned and understood the way the map operates.
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Zig this is really great what you're working on, but the main issue that I see (aside from everything else mentioned) is that it is almost incompatible with all of the lvz in my zone. Practically all of my objects placed are not in multiples of 16 pixels (tiles), as I use photoshop on a 16384x16384 (its 1024, the grid, times 16) to get the exact pixel location. Until this happens your editor would be great but severely limiting in this regard.