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TheDentist

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Posts posted by TheDentist


  1. So apparently only one t can go up the correct vine in poisonous vines. the rest who follow him die. please fix this.

    Found; Left vine first level, can go around on left, not sure if more follow this. Killzones may be a tad too high as well.

    More than likely hte first T somehow avoided the kill zone and the rest hit it. I widened the kill zones so you can't scoot around them (the ladders were much wider than the kill zone). The height is perfect, you just hit it if you try to crouch-walk up the ladder, but you will hit it.

    Already inputted the change into map-maker, it will compile with new map. As long as Ts go straight up the middle of the ladder it will work for now, good luck enforcing that lol


  2. That pokemon arena sounds damn amazing. Can't wait to test it, great stuff Dentist.

    Agreed, autosnipes still probably gonna be OP but probably be better now. Great work Drntist, nice to see a fresh map outdo minecraft every now and then on JB.

    I removed the auto snipers. Hope the new game works in-game lol, should be interesting


  3. Make something obvious to look at (big picture of Mitch or something) so the warden can give semi-coherent commands. Like the idea though, something different is usually worth exploring


  4. Updates for Beta_3

    More Protection for Ts exiting vent at adventurer's hut

    - More tree cover

    - Higher back wall on cell block so CTs can't peek over

    - Will also protect CTs from quickly dying from there if they don't peek out

    Delayed vent straight to armory - now with lasers and forced detour

    - Lasers in vent to armory prohibit direct (quick) access to armory

    - Off button located on armory side of lasers and inside climb (requires doing half of climb)

    - Ts must take detour vent to climb, climb halfway, click button, get back in vent, or just be more imaginative as rebelers.

    - Ts can still get to armory from boxes near back of armory, roof of armory, etc

    - One clip p250 in detour vent to climb so they're not un-armed

    - removed auto-snipers and reduced negevs to 1 (from 2), added 2 more m4a1s

    New Game: Pokemon Arena! With new/different gameplay (not knife arena)

    - This game was probably more trouble than it was worth to put in and program, but whatever

    - Three teleports to throw decoys through, randomly assign damage to yourself, your opponent, or opponents teammates (see pic of sign of rules in album)

    - One captain for each team. This can work with CTs vs Ts or Ts vs Ts.

    - CT-only spectator entrance to catwalk in game

    - separate all teams into teams and choose captains, hitting 'start button' raises gates on the team boxes out front and automatically teleports them into game arena

    - Game plays out however you want, CTs hit exit button and all Ts are teleported back into cages (with doors still closed). Two buttons to open blue or yellow doors. CT exit teleports back to rope bridge in front of armory

    - This game may be too complicated for what its worth, let me know what you think!

    Compiling beta_3 tonight if no indications to change.


  5. Awesome fixes. The vent near climb was a good idea. And finally a medic. Now this map isnt the only map on jb that happened to not have a medic. Good job.

    thanks I think it fits nicely, also gives the Ts the option to go to armory and then back to climb or vice versa, less predictable where your trouble will come from if you're a CT. I may need to make some things a little more CT sided in the next update, the Ts seem to have the upper hand here


  6. The poison vines thing is too tempting just jumped off it and ended up behind those big boxes :<

    and got stuck :<

    fixed! I'm slowly working through to fix all the exploits you guys are mentioning on here, keep them coming! I may add a secret of two more, make climb a little more reasonable (or maybe not hurt when you fall) and then I'll release a beta_2 sometime in the next few days

    propably is enough to add walls on the poisonous vine climb but there shouldn't even be the place to get into behind it :D

    there are invisible walls now


  7. That map where the armory leads to a walkway with a bunch of one-sided walls is retarded. Just gonna say it, that map is overpowered once a T gets behind that thing, gg. Dumb map design, that's all.

    You are referring to the map with like 4-5 guns in cells, a couple of nades and a ton of vents. That map is just bad in general, not because of the armory 1-way wall.

    thats the only map i've seen with one way walls. Oh wait, that one map that just has one cell with one-way wall, love that shit. you can see the CT coming and knife him before he knows it.

    TLDR one way walls can be used, but must be done correctly to be fair/fun


  8. Jb_jungle_beta_2 is ready for release.

    Fixes/Updates/Additions

    - Fixed loopholes to get 'outside' the map, made it so if people do happen to get behind the games somehow there are now boxes to jump on to get out.

    - Added a medic

    - Added a new vent that exits near the entrance to climb, connects to vent from cell to armory

    - Changed teleport exit for CTs on sniper escape

    - Fixed painful landing in Sinkhole Diving

    - Fixing ladder roulette issues (and ability to jump off to behind race)

    - Added extra lighting to race

    - Added recall button to race

    - Made climb a little bit easier and added an in-climb medic station

    - Updated a secret near/in/around adventurer's cabin

    Keep posting about comments/critiques here for future betas. Next round (if all bugs/glitches/exploits are fixed) will be adding some new games and expanding the map.

    Cheers,

    Steve

    Public link to beta_2: https://dl.dropbox.com/u/27629249/jb_jungle_beta_2.bsp and https://dl.dropbox.com/u/27629249/jb_jungle_beta_2.nav


  9. That map where the armory leads to a walkway with a bunch of one-sided walls is retarded. Just gonna say it, that map is overpowered once a T gets behind that thing, gg. Dumb map design, that's all.


  10. Sinkhole diving ALWAYS leaves me with 5hp, even when i dont touch anything, could be an issue, maybe I'm just bad

    anyone else having this issue?

    Yeah, all three people to complete it ended with 5 hp.

    My guess is the water at the bottom isn't reducing the normal damage from falling...? So that drop actually causes 95 damage, I figured the thin layer of water would negate that, any suggestions throgot? I made sure to place the telport trigger below the water


  11. The poison vines thing is too tempting just jumped off it and ended up behind those big boxes :<

    and got stuck :<

    fixed! I'm slowly working through to fix all the exploits you guys are mentioning on here, keep them coming! I may add a secret of two more, make climb a little more reasonable (or maybe not hurt when you fall) and then I'll release a beta_2 sometime in the next few days

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