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Mr_Oob

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  1. Upvote (+1)
    Mr_Oob reacted to Face in Warcraft 3 Changelog   
    Again, trying to keep with the 2 buffs for every 1 nerf
     
    Buffs:
    Blademaster now has 80% bonus speed (up to 60% speed) during windwalk Bounty Hunter now has a base 10% crit chance, instead of starting at 0% Cannibal now heals 20 HP on hit, up from 15 Corpse Bomber now evades 16% (up from 14%) Death Bringer now degenerates enemies HP for 10 seconds (up from 5, see ya infected) Dread Knight now entangles for 3 seconds (up from 2.25) Judge of Dynamis now has 25% damage reduction (up from 20%) Frost Giant now bashes for 2 seconds on hit (up from 1 second) Grim Reaper now has 55% damage resistance (up from 50%) Keeper of the Grove ultimate now slows for up to 6 seconds (up from 4 seconds) Kil'Jaeden's knife is no longer visible to other players Shadespawn now only has to hit an enemy once to swap with them  
    Nerfs:
    Archimonde now has a 3 second cooldown on longjump at the start of a round Ravinick now reflects 19% of damage (down from 35%) and the damage caps at 35 (same as Rocky) Rocky can now only reflect up to 35 damage in a single hit Hand of God evasion has been reduced by 8% for all weapon types, forward slash damage has been reduced from 35 to 29 Infected now starts with 705 HP (down from 1185)  on round 1, 945 on round 2 (down from 1265), and has the full 1425 on round 3. Infected now has a base 15% speed (down from 20%) Lady Hederine now regenerates 46% of enemy HP on kill (down from 66%). Whiplash no longer prevents backpedaling. Whiplash now sets the cooldown for screenflash on weapon hit. Molotovs no longer trigger screenflash/screen shake
  2. LUL
    Mr_Oob reacted to Face in Warcraft 3 Changelog   
    Fixed invis shadow hunter wards (most of the time, it'll prob still break rarely like entangle etc have been...)
    Added more thorough crash information so I can figure out problems (e.g. what causes random crashes to desktop for groups)
    Reduced screen flash on Lady Hederine slightly
    Reduced succubus ward radius from 250 to 200 after I realized how big it was during testing
  3. Thanks (+1)
    Mr_Oob reacted to Face in Warcraft 3 Changelog   
    Bug Fixes:
    Another attempt to fix hiding on radar issues? Bounty Hunter cannot put a bounty on ult immune players Elemental's fiery gaze now properly starts/ends which fixes the "turn off/on" problem every round Fixed a bug with Hand of God's evasion calculations Because of the way it was done, it was basically double-checking evade in order to evade a hit e.g. (highest evade chance at max) 90% knife evade was a 90% * 90% = 81% chance e.g. (lowest evade chance at max) 75% shotgun evade was 56.25% As you can see, even though this is a correction it is a nice, needed buff to Hand of God Molecule Damage Reflect on knife attackers is now True Damage. This is to retain the glory that is molecule against pudge, rocky, etc. Paradox can no longer use his ability (teleport/blink) when silenced Tracer can no longer blink or recall if she is Hexed
  4. FeelsGoodMan (+1)
    Mr_Oob reacted to Face in Warcraft 3 Changelog   
    Bug Fixes:
    Death Bringer: fixed heal blocking potentially carrying over through death (I think... :)) Elemental: ult now checks for ult immunity Goliath: big swings hasn't been working for... a while apparently... it now works again (remember, left click only) Pudge: fixed a bug where Pudge's hook was attempting to target allies but was unable to do so. Basically, if an ally was close to an enemy, your hook couldn't hit the enemy because it was trying to hit the ally. Ruthless Mercenary: grenades can now be blocked by goblin alchemist Yrel: fixed description to show the proper speed buff
  5. Upvote (+1)
    Mr_Oob reacted to Agent in Bunny-hopping with Hostage   
    I think most of the community can agree that one should not be able to bunny hop with the hostage. I'd say a good change would be to make it so that whoever picks up the hostage has their character speed limit set to regular hostage-carrying speed, like it was before.
  6. Upvote (+1)
    Mr_Oob got a reaction from Face in [NewLink] I made some changes to westwood 07   
    Map tweaked a bit to fix a few things etc.
     
    -Map was tweaked a bit (for optimization and faster recompiling the map, hopefully >.>)
    -Some small changes made to the map to fix a few hiccups with it
     
    ---- There was a doorway that you couldn't walk through, but now you can.
    ---- The doors in the map that open/close will now open and close together. (They close automatically after a short delay and don't close via +use which is just like the original version of 07. You cannot push them open/close because things got silly with both doors working with each other xD. The doors don't always 'open' in the same direction, most of the time they do.)
    ---- Small change to a window so you could crouch walk through it from the outside (who can guess which windows this is lol?)
    ---- Some player clipping was added (and one removed). No silly floating on air on bombsite A and no more getting stuck on the 'ads' in bombsite B (this is mostly because these ads and quite a few others had their collision turned off).
    ---- One lightbox had its collision turned off so you didn't get snagged on it in the hallway (building near T spawn that led into the hall with barrels). A few lightboxes got collision turned off in the barrel hallway actually (totally forgot about that). One still has its collision for "gameplay balance" >.>'
     
     
    New Link: https://www.dropbox.com/s/4cqdt6wcyqa5vxo/de_westwood_07_v2.zip?dl=0
     
    99% sure all the ads are in place (not pixel perfect but still in the right locations).
     
    Everything should be packed correctly in the map file.
    -.nav file so that bots can be played with right away (no 'samping walking space')
    -decals, textures, props so that the map 'looks' right
    -stringtable thing (its a map related thing)
     
    Map should be 'server' ready / friendly (I think).
     
    Old post in spoiler.
  7. Upvote (+1)
    Mr_Oob got a reaction from LunaBadger in [NewLink] I made some changes to westwood 07   
    Map tweaked a bit to fix a few things etc.
     
    -Map was tweaked a bit (for optimization and faster recompiling the map, hopefully >.>)
    -Some small changes made to the map to fix a few hiccups with it
     
    ---- There was a doorway that you couldn't walk through, but now you can.
    ---- The doors in the map that open/close will now open and close together. (They close automatically after a short delay and don't close via +use which is just like the original version of 07. You cannot push them open/close because things got silly with both doors working with each other xD. The doors don't always 'open' in the same direction, most of the time they do.)
    ---- Small change to a window so you could crouch walk through it from the outside (who can guess which windows this is lol?)
    ---- Some player clipping was added (and one removed). No silly floating on air on bombsite A and no more getting stuck on the 'ads' in bombsite B (this is mostly because these ads and quite a few others had their collision turned off).
    ---- One lightbox had its collision turned off so you didn't get snagged on it in the hallway (building near T spawn that led into the hall with barrels). A few lightboxes got collision turned off in the barrel hallway actually (totally forgot about that). One still has its collision for "gameplay balance" >.>'
     
     
    New Link: https://www.dropbox.com/s/4cqdt6wcyqa5vxo/de_westwood_07_v2.zip?dl=0
     
    99% sure all the ads are in place (not pixel perfect but still in the right locations).
     
    Everything should be packed correctly in the map file.
    -.nav file so that bots can be played with right away (no 'samping walking space')
    -decals, textures, props so that the map 'looks' right
    -stringtable thing (its a map related thing)
     
    Map should be 'server' ready / friendly (I think).
     
    Old post in spoiler.
  8. Upvote (+1)
    Mr_Oob got a reaction from Agent in [NewLink] I made some changes to westwood 07   
    Map tweaked a bit to fix a few things etc.
     
    -Map was tweaked a bit (for optimization and faster recompiling the map, hopefully >.>)
    -Some small changes made to the map to fix a few hiccups with it
     
    ---- There was a doorway that you couldn't walk through, but now you can.
    ---- The doors in the map that open/close will now open and close together. (They close automatically after a short delay and don't close via +use which is just like the original version of 07. You cannot push them open/close because things got silly with both doors working with each other xD. The doors don't always 'open' in the same direction, most of the time they do.)
    ---- Small change to a window so you could crouch walk through it from the outside (who can guess which windows this is lol?)
    ---- Some player clipping was added (and one removed). No silly floating on air on bombsite A and no more getting stuck on the 'ads' in bombsite B (this is mostly because these ads and quite a few others had their collision turned off).
    ---- One lightbox had its collision turned off so you didn't get snagged on it in the hallway (building near T spawn that led into the hall with barrels). A few lightboxes got collision turned off in the barrel hallway actually (totally forgot about that). One still has its collision for "gameplay balance" >.>'
     
     
    New Link: https://www.dropbox.com/s/4cqdt6wcyqa5vxo/de_westwood_07_v2.zip?dl=0
     
    99% sure all the ads are in place (not pixel perfect but still in the right locations).
     
    Everything should be packed correctly in the map file.
    -.nav file so that bots can be played with right away (no 'samping walking space')
    -decals, textures, props so that the map 'looks' right
    -stringtable thing (its a map related thing)
     
    Map should be 'server' ready / friendly (I think).
     
    Old post in spoiler.
  9. Upvote (+1)
    Mr_Oob got a reaction from Hawk in [NewLink] I made some changes to westwood 07   
    Map tweaked a bit to fix a few things etc.
     
    -Map was tweaked a bit (for optimization and faster recompiling the map, hopefully >.>)
    -Some small changes made to the map to fix a few hiccups with it
     
    ---- There was a doorway that you couldn't walk through, but now you can.
    ---- The doors in the map that open/close will now open and close together. (They close automatically after a short delay and don't close via +use which is just like the original version of 07. You cannot push them open/close because things got silly with both doors working with each other xD. The doors don't always 'open' in the same direction, most of the time they do.)
    ---- Small change to a window so you could crouch walk through it from the outside (who can guess which windows this is lol?)
    ---- Some player clipping was added (and one removed). No silly floating on air on bombsite A and no more getting stuck on the 'ads' in bombsite B (this is mostly because these ads and quite a few others had their collision turned off).
    ---- One lightbox had its collision turned off so you didn't get snagged on it in the hallway (building near T spawn that led into the hall with barrels). A few lightboxes got collision turned off in the barrel hallway actually (totally forgot about that). One still has its collision for "gameplay balance" >.>'
     
     
    New Link: https://www.dropbox.com/s/4cqdt6wcyqa5vxo/de_westwood_07_v2.zip?dl=0
     
    99% sure all the ads are in place (not pixel perfect but still in the right locations).
     
    Everything should be packed correctly in the map file.
    -.nav file so that bots can be played with right away (no 'samping walking space')
    -decals, textures, props so that the map 'looks' right
    -stringtable thing (its a map related thing)
     
    Map should be 'server' ready / friendly (I think).
     
    Old post in spoiler.
  10. Upvote (+1)
    Mr_Oob got a reaction from RandomDudeNumber005 in [NewLink] I made some changes to westwood 07   
    Map tweaked a bit to fix a few things etc.
     
    -Map was tweaked a bit (for optimization and faster recompiling the map, hopefully >.>)
    -Some small changes made to the map to fix a few hiccups with it
     
    ---- There was a doorway that you couldn't walk through, but now you can.
    ---- The doors in the map that open/close will now open and close together. (They close automatically after a short delay and don't close via +use which is just like the original version of 07. You cannot push them open/close because things got silly with both doors working with each other xD. The doors don't always 'open' in the same direction, most of the time they do.)
    ---- Small change to a window so you could crouch walk through it from the outside (who can guess which windows this is lol?)
    ---- Some player clipping was added (and one removed). No silly floating on air on bombsite A and no more getting stuck on the 'ads' in bombsite B (this is mostly because these ads and quite a few others had their collision turned off).
    ---- One lightbox had its collision turned off so you didn't get snagged on it in the hallway (building near T spawn that led into the hall with barrels). A few lightboxes got collision turned off in the barrel hallway actually (totally forgot about that). One still has its collision for "gameplay balance" >.>'
     
     
    New Link: https://www.dropbox.com/s/4cqdt6wcyqa5vxo/de_westwood_07_v2.zip?dl=0
     
    99% sure all the ads are in place (not pixel perfect but still in the right locations).
     
    Everything should be packed correctly in the map file.
    -.nav file so that bots can be played with right away (no 'samping walking space')
    -decals, textures, props so that the map 'looks' right
    -stringtable thing (its a map related thing)
     
    Map should be 'server' ready / friendly (I think).
     
    Old post in spoiler.
  11. Upvote (+1)
    Mr_Oob got a reaction from krony the brony in [NewLink] I made some changes to westwood 07   
    Map tweaked a bit to fix a few things etc.
     
    -Map was tweaked a bit (for optimization and faster recompiling the map, hopefully >.>)
    -Some small changes made to the map to fix a few hiccups with it
     
    ---- There was a doorway that you couldn't walk through, but now you can.
    ---- The doors in the map that open/close will now open and close together. (They close automatically after a short delay and don't close via +use which is just like the original version of 07. You cannot push them open/close because things got silly with both doors working with each other xD. The doors don't always 'open' in the same direction, most of the time they do.)
    ---- Small change to a window so you could crouch walk through it from the outside (who can guess which windows this is lol?)
    ---- Some player clipping was added (and one removed). No silly floating on air on bombsite A and no more getting stuck on the 'ads' in bombsite B (this is mostly because these ads and quite a few others had their collision turned off).
    ---- One lightbox had its collision turned off so you didn't get snagged on it in the hallway (building near T spawn that led into the hall with barrels). A few lightboxes got collision turned off in the barrel hallway actually (totally forgot about that). One still has its collision for "gameplay balance" >.>'
     
     
    New Link: https://www.dropbox.com/s/4cqdt6wcyqa5vxo/de_westwood_07_v2.zip?dl=0
     
    99% sure all the ads are in place (not pixel perfect but still in the right locations).
     
    Everything should be packed correctly in the map file.
    -.nav file so that bots can be played with right away (no 'samping walking space')
    -decals, textures, props so that the map 'looks' right
    -stringtable thing (its a map related thing)
     
    Map should be 'server' ready / friendly (I think).
     
    Old post in spoiler.
  12. Upvote (+1)
    Mr_Oob got a reaction from skitt in [NewLink] I made some changes to westwood 07   
    Map tweaked a bit to fix a few things etc.
     
    -Map was tweaked a bit (for optimization and faster recompiling the map, hopefully >.>)
    -Some small changes made to the map to fix a few hiccups with it
     
    ---- There was a doorway that you couldn't walk through, but now you can.
    ---- The doors in the map that open/close will now open and close together. (They close automatically after a short delay and don't close via +use which is just like the original version of 07. You cannot push them open/close because things got silly with both doors working with each other xD. The doors don't always 'open' in the same direction, most of the time they do.)
    ---- Small change to a window so you could crouch walk through it from the outside (who can guess which windows this is lol?)
    ---- Some player clipping was added (and one removed). No silly floating on air on bombsite A and no more getting stuck on the 'ads' in bombsite B (this is mostly because these ads and quite a few others had their collision turned off).
    ---- One lightbox had its collision turned off so you didn't get snagged on it in the hallway (building near T spawn that led into the hall with barrels). A few lightboxes got collision turned off in the barrel hallway actually (totally forgot about that). One still has its collision for "gameplay balance" >.>'
     
     
    New Link: https://www.dropbox.com/s/4cqdt6wcyqa5vxo/de_westwood_07_v2.zip?dl=0
     
    99% sure all the ads are in place (not pixel perfect but still in the right locations).
     
    Everything should be packed correctly in the map file.
    -.nav file so that bots can be played with right away (no 'samping walking space')
    -decals, textures, props so that the map 'looks' right
    -stringtable thing (its a map related thing)
     
    Map should be 'server' ready / friendly (I think).
     
    Old post in spoiler.
  13. Upvote (+1)
    Mr_Oob got a reaction from Cman in [NewLink] I made some changes to westwood 07   
    Map tweaked a bit to fix a few things etc.
     
    -Map was tweaked a bit (for optimization and faster recompiling the map, hopefully >.>)
    -Some small changes made to the map to fix a few hiccups with it
     
    ---- There was a doorway that you couldn't walk through, but now you can.
    ---- The doors in the map that open/close will now open and close together. (They close automatically after a short delay and don't close via +use which is just like the original version of 07. You cannot push them open/close because things got silly with both doors working with each other xD. The doors don't always 'open' in the same direction, most of the time they do.)
    ---- Small change to a window so you could crouch walk through it from the outside (who can guess which windows this is lol?)
    ---- Some player clipping was added (and one removed). No silly floating on air on bombsite A and no more getting stuck on the 'ads' in bombsite B (this is mostly because these ads and quite a few others had their collision turned off).
    ---- One lightbox had its collision turned off so you didn't get snagged on it in the hallway (building near T spawn that led into the hall with barrels). A few lightboxes got collision turned off in the barrel hallway actually (totally forgot about that). One still has its collision for "gameplay balance" >.>'
     
     
    New Link: https://www.dropbox.com/s/4cqdt6wcyqa5vxo/de_westwood_07_v2.zip?dl=0
     
    99% sure all the ads are in place (not pixel perfect but still in the right locations).
     
    Everything should be packed correctly in the map file.
    -.nav file so that bots can be played with right away (no 'samping walking space')
    -decals, textures, props so that the map 'looks' right
    -stringtable thing (its a map related thing)
     
    Map should be 'server' ready / friendly (I think).
     
    Old post in spoiler.
  14. Upvote (+1)
    Mr_Oob got a reaction from lemonade in [NewLink] I made some changes to westwood 07   
    Map tweaked a bit to fix a few things etc.
     
    -Map was tweaked a bit (for optimization and faster recompiling the map, hopefully >.>)
    -Some small changes made to the map to fix a few hiccups with it
     
    ---- There was a doorway that you couldn't walk through, but now you can.
    ---- The doors in the map that open/close will now open and close together. (They close automatically after a short delay and don't close via +use which is just like the original version of 07. You cannot push them open/close because things got silly with both doors working with each other xD. The doors don't always 'open' in the same direction, most of the time they do.)
    ---- Small change to a window so you could crouch walk through it from the outside (who can guess which windows this is lol?)
    ---- Some player clipping was added (and one removed). No silly floating on air on bombsite A and no more getting stuck on the 'ads' in bombsite B (this is mostly because these ads and quite a few others had their collision turned off).
    ---- One lightbox had its collision turned off so you didn't get snagged on it in the hallway (building near T spawn that led into the hall with barrels). A few lightboxes got collision turned off in the barrel hallway actually (totally forgot about that). One still has its collision for "gameplay balance" >.>'
     
     
    New Link: https://www.dropbox.com/s/4cqdt6wcyqa5vxo/de_westwood_07_v2.zip?dl=0
     
    99% sure all the ads are in place (not pixel perfect but still in the right locations).
     
    Everything should be packed correctly in the map file.
    -.nav file so that bots can be played with right away (no 'samping walking space')
    -decals, textures, props so that the map 'looks' right
    -stringtable thing (its a map related thing)
     
    Map should be 'server' ready / friendly (I think).
     
    Old post in spoiler.
  15. Upvote (+1)
    Mr_Oob got a reaction from Swed in [NewLink] I made some changes to westwood 07   
    Map tweaked a bit to fix a few things etc.
     
    -Map was tweaked a bit (for optimization and faster recompiling the map, hopefully >.>)
    -Some small changes made to the map to fix a few hiccups with it
     
    ---- There was a doorway that you couldn't walk through, but now you can.
    ---- The doors in the map that open/close will now open and close together. (They close automatically after a short delay and don't close via +use which is just like the original version of 07. You cannot push them open/close because things got silly with both doors working with each other xD. The doors don't always 'open' in the same direction, most of the time they do.)
    ---- Small change to a window so you could crouch walk through it from the outside (who can guess which windows this is lol?)
    ---- Some player clipping was added (and one removed). No silly floating on air on bombsite A and no more getting stuck on the 'ads' in bombsite B (this is mostly because these ads and quite a few others had their collision turned off).
    ---- One lightbox had its collision turned off so you didn't get snagged on it in the hallway (building near T spawn that led into the hall with barrels). A few lightboxes got collision turned off in the barrel hallway actually (totally forgot about that). One still has its collision for "gameplay balance" >.>'
     
     
    New Link: https://www.dropbox.com/s/4cqdt6wcyqa5vxo/de_westwood_07_v2.zip?dl=0
     
    99% sure all the ads are in place (not pixel perfect but still in the right locations).
     
    Everything should be packed correctly in the map file.
    -.nav file so that bots can be played with right away (no 'samping walking space')
    -decals, textures, props so that the map 'looks' right
    -stringtable thing (its a map related thing)
     
    Map should be 'server' ready / friendly (I think).
     
    Old post in spoiler.
  16. Upvote (+1)
    Mr_Oob got a reaction from Leeroy in [NewLink] I made some changes to westwood 07   
    Map tweaked a bit to fix a few things etc.
     
    -Map was tweaked a bit (for optimization and faster recompiling the map, hopefully >.>)
    -Some small changes made to the map to fix a few hiccups with it
     
    ---- There was a doorway that you couldn't walk through, but now you can.
    ---- The doors in the map that open/close will now open and close together. (They close automatically after a short delay and don't close via +use which is just like the original version of 07. You cannot push them open/close because things got silly with both doors working with each other xD. The doors don't always 'open' in the same direction, most of the time they do.)
    ---- Small change to a window so you could crouch walk through it from the outside (who can guess which windows this is lol?)
    ---- Some player clipping was added (and one removed). No silly floating on air on bombsite A and no more getting stuck on the 'ads' in bombsite B (this is mostly because these ads and quite a few others had their collision turned off).
    ---- One lightbox had its collision turned off so you didn't get snagged on it in the hallway (building near T spawn that led into the hall with barrels). A few lightboxes got collision turned off in the barrel hallway actually (totally forgot about that). One still has its collision for "gameplay balance" >.>'
     
     
    New Link: https://www.dropbox.com/s/4cqdt6wcyqa5vxo/de_westwood_07_v2.zip?dl=0
     
    99% sure all the ads are in place (not pixel perfect but still in the right locations).
     
    Everything should be packed correctly in the map file.
    -.nav file so that bots can be played with right away (no 'samping walking space')
    -decals, textures, props so that the map 'looks' right
    -stringtable thing (its a map related thing)
     
    Map should be 'server' ready / friendly (I think).
     
    Old post in spoiler.
  17. Upvote (+1)
    Mr_Oob got a reaction from tazmanianxdude in [NewLink] I made some changes to westwood 07   
    Map tweaked a bit to fix a few things etc.
     
    -Map was tweaked a bit (for optimization and faster recompiling the map, hopefully >.>)
    -Some small changes made to the map to fix a few hiccups with it
     
    ---- There was a doorway that you couldn't walk through, but now you can.
    ---- The doors in the map that open/close will now open and close together. (They close automatically after a short delay and don't close via +use which is just like the original version of 07. You cannot push them open/close because things got silly with both doors working with each other xD. The doors don't always 'open' in the same direction, most of the time they do.)
    ---- Small change to a window so you could crouch walk through it from the outside (who can guess which windows this is lol?)
    ---- Some player clipping was added (and one removed). No silly floating on air on bombsite A and no more getting stuck on the 'ads' in bombsite B (this is mostly because these ads and quite a few others had their collision turned off).
    ---- One lightbox had its collision turned off so you didn't get snagged on it in the hallway (building near T spawn that led into the hall with barrels). A few lightboxes got collision turned off in the barrel hallway actually (totally forgot about that). One still has its collision for "gameplay balance" >.>'
     
     
    New Link: https://www.dropbox.com/s/4cqdt6wcyqa5vxo/de_westwood_07_v2.zip?dl=0
     
    99% sure all the ads are in place (not pixel perfect but still in the right locations).
     
    Everything should be packed correctly in the map file.
    -.nav file so that bots can be played with right away (no 'samping walking space')
    -decals, textures, props so that the map 'looks' right
    -stringtable thing (its a map related thing)
     
    Map should be 'server' ready / friendly (I think).
     
    Old post in spoiler.
  18. Upvote (+1)
    Mr_Oob got a reaction from Elliott in [NewLink] I made some changes to westwood 07   
    Map tweaked a bit to fix a few things etc.
     
    -Map was tweaked a bit (for optimization and faster recompiling the map, hopefully >.>)
    -Some small changes made to the map to fix a few hiccups with it
     
    ---- There was a doorway that you couldn't walk through, but now you can.
    ---- The doors in the map that open/close will now open and close together. (They close automatically after a short delay and don't close via +use which is just like the original version of 07. You cannot push them open/close because things got silly with both doors working with each other xD. The doors don't always 'open' in the same direction, most of the time they do.)
    ---- Small change to a window so you could crouch walk through it from the outside (who can guess which windows this is lol?)
    ---- Some player clipping was added (and one removed). No silly floating on air on bombsite A and no more getting stuck on the 'ads' in bombsite B (this is mostly because these ads and quite a few others had their collision turned off).
    ---- One lightbox had its collision turned off so you didn't get snagged on it in the hallway (building near T spawn that led into the hall with barrels). A few lightboxes got collision turned off in the barrel hallway actually (totally forgot about that). One still has its collision for "gameplay balance" >.>'
     
     
    New Link: https://www.dropbox.com/s/4cqdt6wcyqa5vxo/de_westwood_07_v2.zip?dl=0
     
    99% sure all the ads are in place (not pixel perfect but still in the right locations).
     
    Everything should be packed correctly in the map file.
    -.nav file so that bots can be played with right away (no 'samping walking space')
    -decals, textures, props so that the map 'looks' right
    -stringtable thing (its a map related thing)
     
    Map should be 'server' ready / friendly (I think).
     
    Old post in spoiler.
  19. Upvote (+1)
    Mr_Oob got a reaction from Zip in [NewLink] I made some changes to westwood 07   
    Map tweaked a bit to fix a few things etc.
     
    -Map was tweaked a bit (for optimization and faster recompiling the map, hopefully >.>)
    -Some small changes made to the map to fix a few hiccups with it
     
    ---- There was a doorway that you couldn't walk through, but now you can.
    ---- The doors in the map that open/close will now open and close together. (They close automatically after a short delay and don't close via +use which is just like the original version of 07. You cannot push them open/close because things got silly with both doors working with each other xD. The doors don't always 'open' in the same direction, most of the time they do.)
    ---- Small change to a window so you could crouch walk through it from the outside (who can guess which windows this is lol?)
    ---- Some player clipping was added (and one removed). No silly floating on air on bombsite A and no more getting stuck on the 'ads' in bombsite B (this is mostly because these ads and quite a few others had their collision turned off).
    ---- One lightbox had its collision turned off so you didn't get snagged on it in the hallway (building near T spawn that led into the hall with barrels). A few lightboxes got collision turned off in the barrel hallway actually (totally forgot about that). One still has its collision for "gameplay balance" >.>'
     
     
    New Link: https://www.dropbox.com/s/4cqdt6wcyqa5vxo/de_westwood_07_v2.zip?dl=0
     
    99% sure all the ads are in place (not pixel perfect but still in the right locations).
     
    Everything should be packed correctly in the map file.
    -.nav file so that bots can be played with right away (no 'samping walking space')
    -decals, textures, props so that the map 'looks' right
    -stringtable thing (its a map related thing)
     
    Map should be 'server' ready / friendly (I think).
     
    Old post in spoiler.
  20. Upvote (+1)
    Mr_Oob got a reaction from -Sharp- in Khadgar Flamestrike Sucks (aoe)   
    Could khadgar's flamestrike ability get a little bit of love? The aoe on it sucks really badly :/.
     
    AoE is so small that it can't really go through walls :/.
  21. Upvote (+1)
    Mr_Oob got a reaction from Dr Pepper in Accuri on Inferno   
    Seems like a common occurrence on inferno that someone will play accuri and be on top of the map (where you are able to skywalk / the 'rooftops').
     
    In some areas of the map there are textures that can be seen through.
     
    Often times the response from the accuri is ''I don't see anything'' or ''I'm not looking at it''.
     
    The response from if its allowed or not is mixed...
     
    Rule:
    No map exploiting. Rooftops, balconies, etc are fair game, however, going outside of the fully constructed, textured area of the map or going outside of a wall that is intended to be the boundary of a map is forbidden.  
    It is on 'rooftops', but it is outside of the constructed map (imho), there are many spots where skywalking ''accidentally'' happens and there are textures that can be seen through.
     
    Could there be some clarification on if this is allowed and could this info also be added to the !rules page?
  22. Upvote (+1)
    Mr_Oob got a reaction from Leeroy in Accuri on Inferno   
    Seems like a common occurrence on inferno that someone will play accuri and be on top of the map (where you are able to skywalk / the 'rooftops').
     
    In some areas of the map there are textures that can be seen through.
     
    Often times the response from the accuri is ''I don't see anything'' or ''I'm not looking at it''.
     
    The response from if its allowed or not is mixed...
     
    Rule:
    No map exploiting. Rooftops, balconies, etc are fair game, however, going outside of the fully constructed, textured area of the map or going outside of a wall that is intended to be the boundary of a map is forbidden.  
    It is on 'rooftops', but it is outside of the constructed map (imho), there are many spots where skywalking ''accidentally'' happens and there are textures that can be seen through.
     
    Could there be some clarification on if this is allowed and could this info also be added to the !rules page?
  23. Upvote (+1)
    Mr_Oob got a reaction from thorgot in Buff/Change ability on Naix LifeStealer?   
    This and...
     
     
    this.
     
    The teleport is probably one of the best movement esk abilities because it can easily get you behind enemy lines regardless of the distance the enemy was or even if you can't see them any more and to top it off it has no cooldown.
     
    Every teleport with a nade kill? Molotov kill? Loads of fun and most don't expect it. Combine that with a silenced weapon and you can easily get another kill or two, especially with the lifesteal naix has...
     
    Race is good as is imho.
  24. Upvote (+1)
    Mr_Oob got a reaction from Name in Buff/Change ability on Naix LifeStealer?   
    This and...
     
     
    this.
     
    The teleport is probably one of the best movement esk abilities because it can easily get you behind enemy lines regardless of the distance the enemy was or even if you can't see them any more and to top it off it has no cooldown.
     
    Every teleport with a nade kill? Molotov kill? Loads of fun and most don't expect it. Combine that with a silenced weapon and you can easily get another kill or two, especially with the lifesteal naix has...
     
    Race is good as is imho.
  25. Upvote (+1)
    Mr_Oob got a reaction from BLiNDBoi in Official Nature's Wisp is OP crying thread   
    I played it for probably the first two days it came out and maintained a 1:1 easy. It is not that the longjump makes it easymode to longjump around someone and get a free backstab, it is that the longjump lets you take a different path from the enemies (or a longer one) and are able to end up behind the enemies easily. Knife longjump is bad for most maps? lol . Most of the standard maps have 1. multiple routes, 2. big areas of flat ish land, and 3. an objective. If any map would be "bad" for a movement based skill I would probably say flight gets shit on, by quite a few maps. Any change, even the slightest 3 pixles of altitude breaks ground flying. Most maps also have a low ceiling or oddly shaped one that makes flying upwards a chore. Longjump's biggest enemy is probably office of all places, and even there it is still rather good. Versus the "only takes 2-3 bullets," yes that is probably true... if they all hit...
     
    Played a bit of it recently and still maintained a 1:1 even with an infected and molecule on the enemy team. The good news is that it does seem like the regen already got nerfed, only problem is that at higher levels it is still retarded strong. After shooting the crap out of a wisp, getting killed by it, and then thrown into "spectate the guy who killed you" the wisp has full hp back already (even with kill cam disabled)...
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