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Messages - HeroFromHyrule

#1
Presentation Forum / Re: Guess what... Tick Tock!
April 26, 2008, 04:31:28 AM
Something told me to come here and see if there was anything new.  I'm really glad I did.

Excellent video.  The map is looking very interesting.  It still feels like clubhouse, but it has its own take on the map.  Great job.
#2
Presentation Forum / Re: Tick Tock Complete...
April 19, 2008, 02:32:12 AM
Quote from: Xris on April 16, 2008, 02:13:01 AM
So i rotated my display 180, and now its mirrored  :'(

any help would be great so i can watch this.  I'm using windows vista and I believe I have the newest ATI mobility drivers.  The card is an ATI mobility X1600.

If you are still having issues try downloading and installing the Combined Community Codec Pack here http://www.cccp-project.net/
#3
Public Discussion / Re: Landing bug
April 16, 2008, 01:41:07 AM
Quote from: Kurbutti on April 16, 2008, 12:01:26 AM
Bah. We need proper gear for minimizing falling trauma... This would be ingenius.



Secondary function for a Camo Suit?
#4
Presentation Forum / Re: Tick Tock Complete...
April 15, 2008, 12:16:24 AM
I just watched the video and I have got to say:


Holy FUCK.  That is the best EMF vision we've had.  It looks fantastic, easily usable, and no more EMf ghosting.

Mr. Mic, about how long did it take you to get EMF working that way?  Are you planning on making any changes to it or is that pretty much the final product?  Also, how far are any of the other visions from being showcaseable in a video form?  I'm assuming you've learned a lot from the EMF creation that easily applies to Thermal, but Motion Tracking may be a different story.

Fantastic work guys.  We can haz moar?
#5
Presentation Forum / Re: Tick Tock Complete...
April 15, 2008, 12:06:24 AM
Wicked concept art.  I'm assuming the first thing is the motion sensor?  Good looking camera.

That screenshot on the other hand, looks beautiful.  This project (no pun intended) is looking great.

Downloading the video, I'll post my thoughts once I've seen it.
#6
Public Discussion / Re: disk type objective
April 15, 2008, 12:00:19 AM
Quote from: BurningDeath on April 14, 2008, 11:56:28 PM
Quote from: Papa Skull on April 14, 2008, 11:48:50 PM
Instead of jerking the spy (lol) to get to a precise spot, you can slowly ease him into a position without drawing so much attention.  But whatever, you guys won't understand until you've actually tried it.  Period.

Quote1 button to go into slow mode, then all animations that follow that go slowly.  That sounds like a good solution.  Hopefully that is possible.

I suggested this, anyone want to comment?
That sounds just like we have it now in CT SvM.

It is.
#7
Presentation Forum / Re: Tick Tock...
April 14, 2008, 08:45:32 AM
I wonder if I can call in sick to work the next two days and stay awake while constantly hitting the Refresh button...
#8
Public Discussion / Re: clarity soft
April 14, 2008, 08:36:12 AM
Quote from: Rambo on April 13, 2008, 01:06:14 PM
...the main problem of the map is that due to it's size ...

Am I the only one who had no complaints about the size of this map?  When my partner and I were still playing CT fairly regularly we fell in love with this map, and after messing around on it 1v1 a few times we were easily able to guard this map with only two mercs, and the map is quite spy-friendly if you know the way around.  The size never bothered me, and it is still one of my favorite maps.
#9
Public Discussion / Re: Landing bug
April 14, 2008, 08:30:54 AM
Quote from: BurningDeath on April 13, 2008, 07:35:24 PM
yep, make it so that if you press the 'roll'-button exactly when you hit the floor, the spy performs a roll and continues running. If you miss that point, he goes into the slow-landing animation.

This is the best way to implement this imo.  There needs to be some sort of movement penalty for falling from a great height.  Making it a move you must perform while landing still makes it possible that you will miss-time the button press and get slowed down, but people who take the time to master the timing will be able to run away easily.
#10
Public Discussion / Re: Proximity Mines
April 14, 2008, 08:27:40 AM
Think about mines in CT.  Most of the experienced players know the regular spots for mines in all of the maps.  There aren't really any surprises with mines usually.  Some people take advantage of this, I know I do.  I find that the most effective mine placements can sometimes be the ones that stray from the "norm."  Being able to plant them on the ground can only give you more options, and I see nothing wrong with that.  Having more options mean more creative mine placements.  Yes, maps will need to be balanced with this in mind, but maps need to be balanced with everything in mind so this isn't an unusual thing.

Being able to plant them on the ground would make things much more interesting.  I'm all for testing it out and seeing how it works.
#11
Public Discussion / Re: Poison Mines
April 13, 2008, 12:34:10 AM
Quote from: Papa Skull on April 12, 2008, 08:15:24 AM
You would actually love having insta-death if you got hit in the neck by a poison's laser?  Umm, no thanks.  Try rolling over the laser, but just a tad too soon and dying instantly.  Stupid. 

Good point, I didn't even think of that.  And I agree that this would make laser mines useless (which are already underused).
#12
Public Discussion / Re: Poison Mines
April 12, 2008, 12:44:02 AM
I'm all for lowering the timer on how long it takes to kill the spy, and I definitely think the visibility of the laser should be lowered.

Quote from: AgentX_003 on April 05, 2008, 11:13:01 PM
seriously screw that about the lasers, and go with B1narys original idea of the mine shooting a dart , its a new concept and works just as well , if not better then a dinky laser

that way you can have pick off points, if you get shot in the neck its instant death ,leg torso about 50 percent.

similar to how a merc snipes ya, half health if you get shot in the neck and finally a headshot to finish the job =/.

I love this idea, I think this would be great if it could be done.
#13
Public Discussion / Re: Proximity Mines
April 12, 2008, 12:25:46 AM
I didn't like the idea of planting them on the ground until Westfall suggested planting a mine under a chair in lieu of placing it on the chair.  That sounds like a great use for this, and now I'm all for it.

Changing the angle of the beam however, could cause some major balance issues with maps.  There has to be a line drawn between a clever mine placement, and one that is just plain unfair.  Maps would have to be balanced to make sure that you couldn't place a mine somewhere and angle the beam to where it would be crossing that line into unfair.  It would definitely allow mercs to be more creative, and I love that.  But you have to think of the possible balance issues.
#14
Public Discussion / Re: disk type objective
April 12, 2008, 12:10:17 AM
Not sure how the thread got hijacked down this road, but...

CT's singleplayer works this way.  You can scroll the mouse wheel to speed up or slow down.  When I first started playing versus, I was disappointed that you didn't have this much control over your speed.  However, a system identical to the way CT's SP handled it would probably be a pain in the ass in a multiplayer environment.  Having to scroll the wheel that much before you can run away would probably lead to a lot of deaths.  Now, I'm all for having more choices for speed, but you would have to keep in mind that if you are in the slowest speed and a merc spots you, odds are if you have to scroll the wheel up a few times to get into the "run the fuck away" speed you will probably die.

If it can be implemented without being a burden, then I say go for it.
#15
Public Discussion / Re: disk type objective
April 10, 2008, 07:42:39 AM
Some interesting ideas.  I don't really like the ability to remove more than one disk from the computer or the ability to carry more than one disk at a time.  Handing the disk off to a partner, while I can't think of any major use for it, I would like the option.  Who knows, if you had the ability to do it, it could be something handy to use.

Putting the disk down on the ground is a nice idea, but it raises some possible balance issues.

I think these ideas are good enough to at least consider and possibly playtest with to see what works and what doesn't.