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Author Topic: Idea for class selection/specialization  (Read 81345 times)
migb
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« Reply #30 on: April 10, 2007, 01:43:46 PM »

I suggest balance protection only takes effect after 1 or 2 minutes of playing, so people are free to choose their team after each round or map, but not later on or if the game is already on when they join.

Also, a player should be able to issue a "team-swap request" in the team menu when he can't change team.
Then if someone from the other team do the same, they swap teams, and the player count remain the same.
That way a clan can gather on the same team, and a pro player can decide to help the loosing side.
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Typheron
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« Reply #31 on: April 10, 2007, 02:29:50 PM »

the problem with that is when someone re-joins in order to swap teams, happens a lot in RS when players dont know aboout the menhu commands.

i like the idea of a team swap request, some kind of link that when you hit it swaps the players.
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Talic
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« Reply #32 on: May 16, 2007, 06:54:31 PM »

I saw your discussion of auto-balance but if you want to make it "fair" you have to take that 'Spectate' out.. in zombie horde mod (CS:S) people is trying to get Ct's through Spec by auto-balancin those who have been there rightfully or those who just joined to humans.. speaking of zombie mod will be there same kinda mod with HL2 zombies against Imperial Guards? (after this great Marines vs Nids mod what i saw today and downloaded immediatly)
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Typheron
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« Reply #33 on: May 16, 2007, 09:01:08 PM »

well you cant actually spectate in rs2, your always gonna be inside either of the dropships so you have to be on a team, and your also locked onto the dropships flgiht path, so no spying since all you will see is whats below the dropship.

no zombies Vs guards, its not in the plan im afraid.
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ChromeAngel
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« Reply #34 on: May 16, 2007, 09:05:13 PM »

Welcome Talic.  I don't have any plans for guardsmen VS zombies, but we did have  some guardsman VS antlions testing, which felt a bit starship troopers Wink

I bet a mashup of the guardsmen models from our MDK and Gmod could give you the guard VS zombies experience you are looking for ahead of EXs release :twisted:

I'm not sure I see what you're saying about auto-balance and spectators.  Is the number of zombies balance against the number of players rather than number of CTs?
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Talic
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« Reply #35 on: May 17, 2007, 01:03:21 PM »

Thanks for answers and welcommins and its balanced for numbers.. if Ct's have 15 players and zombies(T) 13 players next round some of Ct gonna fly to T's.. "Best" way it could be 15 Cts vs 3 zombies and 13 spectators pressin M and 2 to get Cts side    :lol:  btw are there any servers up yet or you publish them later when mod is complete?
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« Reply #36 on: May 17, 2007, 01:44:37 PM »

as the mod is unfinished there are no servers up for it at the moment.

Only the map dev kit has been released to the public, and upon release servers will be there. Its still a way off tho.

It should be noted that in the case of Ex no one team has a full set of AI, its currently working that you have equal human players on either team.

The Tyranids get wargear in the form of broods and a standard set, while the space marines get guns. Balance is doen in part as the SMs can put out a lot of fire, but theres more nids than marines thanks to the brood.
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migb
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« Reply #37 on: May 19, 2007, 08:33:14 PM »

I'm not sure how serious you are, Chrome, about that Guardsman vs. Zombie thing.

But if you want that mod to come to exsistance, it would be a good idea to couple up with one of the excisting Source zombiemod teams.
I think Zombie Master would be pretty excited about getting their hands on shiney models, since their current ones kinda suck.

Code from ZM + Guard model from Ex + altered maps from Ex + Chaos mutant models = hit.
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« Reply #38 on: May 20, 2007, 03:32:56 AM »

were NOT doing a zombie mod, what chrome is saying is if you REALLY want it then use garys mod to make it happen yourself when we release the mod.
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Talic
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« Reply #39 on: May 22, 2007, 03:02:59 PM »

heh that WOULD be cool.. btw program you use to do chars etc? (thinkin of what kinda is to do char like guardsman) and i have to buy HL2 before i can test that garrys mod IG vs zombies Sad
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zenarion
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« Reply #40 on: May 22, 2007, 03:37:16 PM »

XSI, 3d Studio Max or Maya for models. Those are big, fat, expensive, and powerful.

You can also use Milkshape 3d that will satisfy your modeling needs for HL2.
Links:
http://chumbalum.swissquake.ch/ there be Milkshape
http://www.autodesk.com/3dsmax thar is selfexplanatory
http://softimage.com/community/xsi_mod_tool/default.aspx free mod tool whic is based off XSI
http://www.autodesk.com/maya thar is also selfexplanatory

Dont buy anything JUST YET, there are 30-day trials for most of that software, exept the Mod Tool, which is completely free, and made specifically for HL2 modding.
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Tortured_Soul
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« Reply #41 on: May 22, 2007, 05:35:39 PM »

Although it's exceptionally annoying and particularly useless
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ChromeAngel
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« Reply #42 on: May 22, 2007, 07:09:47 PM »

Quote from: "Talic"
heh that WOULD be cool.. btw program you use to do chars etc? (thinkin of what kinda is to do char like guardsman) and i have to buy HL2 before i can test that garrys mod IG vs zombies Sad


You can buy a copy of HL2DM for under $10 on steam, which will get you the  source SDK base and let you can play any source mod.
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migb
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« Reply #43 on: May 23, 2007, 06:23:56 PM »

Quote from: "Talic"
heh that WOULD be cool.. btw program you use to do chars etc? (thinkin of what kinda is to do char like guardsman) and i have to buy HL2 before i can test that garrys mod IG vs zombies Sad

Or you could buy Garry's mod stand-alone, and get the newest edition.
It might be cheaper, but then you wouldn't be able to play Exterminatus...  :roll:
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