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old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

xsiN
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One thing that has been bothering me for a while is simply not being able to private message a user while we're both in-game that is on my friendlist.

Suggestion: Add a chat that makes us able to communicate with our friends through cs2d's main screen.

Cheers

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Andrez
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Important idea from Saint Michel:

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I see these new guys
playing the game, I realise that they do not play with their accounts, I assume they do not have any accounts.

The thing is that somehow I feel that they do not know how to log in or where to create an account. I think that it would be
smarter if CS2D had a login field in the main menu. The current one appears to be hidden in some random options boards
that new players will never find.

I'm not playing many other online games, so I don't know how they're dealing with logins. All I know is that personally, I
would totally ignore that notification in the main menu about "failed to log in!". I would never press that somehow.
Also the Options > "NET" are weird. I would never expect a login field to be there...

How about you? Would you also prefer a login field in the main menu? Also, do you think new players know that they need
an account on www.unrealsoftware.de? I always think they find the game on google that directs them to www.cs2d.com.


In short terms:

have a login field to make it easier to have an USGN

BTW.
just a question
To combat DDOS... would it work somehow to hide the IP from the serverlist and just show the servername??

like sv_hideip 1
edited 2×, last 08.06.17 10:25:02 pm

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

_Yank
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• Allow the use of tags on serverinfo.txt (alignment, bold and italic would be nice)

• One last parameter for the hudtxt commands, screen alignment. With the introduction of custom resolutions it gets impossible to center hudtxts on the screen for all players. While it may look centered for players with the 640x480, it will not for players with, 1280x720 for example.

• 2 new values for the player lua function.
"fontw" -- Most common width in pixels of the player's font
"fonth" -- Most common height in pixels of the player's font
each for one character, obviously.

• Allow the servers to choose wether the scoreboard should show the player's USGN

• Allow dead players to use the use button

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

KDMRL
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I belive that improving CONSTRUCTION mode would be a huge step into the future.

Construction is the most popular mode, I belive. Servers having this particular mode are the most popular.

I also think that once It is finally released on the Steam and once people will get more into the game than just casually playing [Q] server,, they might explore the game modes further .

These are my ideas for improving Construction.

Let's start with simple things such as: Walls.

A new thing that would be based on a Walls would be:

> Door.

It would work and look almost exactly like walls. I'd add some small detail to make it a bit different than regular walls. Once creator of it press "E" It simply opens.

I also suggest to make them work as Walls.
Stages should be 1, 2, 3. (Door 1, Door 2, Door 3). Durability same as wall 1, wall 2, wall 3.

It'd help into creating more constructive things.

> Window-wall.

It would be a smiliar thing to the Door. Creator by pressing "e" would open them. They would be transparent and work as barricade (I'm missing a word here lol...). I'd also suggest that if You build up next to each other couple of window-walls, by clicking e on of one of them, u straight open ALL of them. It's important with another idea I came up with.

> Turrets.

Turrets are clearly the most popular thing to build just after walls and dispensers.

I don't want to expand current Turrets further, like Turret with four machine guns.

I'd suggest making like 2 new types of turrets.

• One would be based of M3.
- Huge damage.
- Extreme huge velocity.
- Very weak durability.
- Short range (3, top 4 tiles).
- Upgrading should improve durability.
- Final durability should be of regular turret.
- 3 levels of upgrading as it is with current turrets.
- Skin change to inform at which stage is the m3-turret.

• Second would be based of Rocket Launcher.
- Huge damage.
- Speed of shooting - low. It would fire Rockets every 3 to 5 seconds.
- Splash damage.
- Weak Durability.
- High range of fire.
- Upgrading should improve speed of shooting.
- 3 levels of upgrading as it is with current turrets.
- Skin change to inform at which stage is the r.launcher-turret.
- Speed after upgrades - to discuss.

> Dispenser.

There should an upgrade to the dispenser. It would just simply expand into two tiles dispenser. Dumb, little thing, yet small touches like that leads to improvment. However I think that upgrading it should take alot of time, so It isn't abused as much on deathmatch cons servers.

> Trap.

It would work with window-wall.
Imagine a scenario. You build 3 or 4 M3-Type tiles. You put a window-wall behind them. Then You make a trap tile somewhere ahead of the window-wall. Once the enemy steps into it, or anyone, the window-wall open and M3-turrets fire, or any other turrets. I dunno about the design. I think It should has no skin. It'd be invisible. HOWEVER, once stepped in, it gets destroyed, it would be one-time trap.

Things I'd leave as they are right now, since they are good and don't need any improvments.

> Supply.
> Gate Fields.
> Barbared Wire.
> Teleports.


I strongly belive adding some of it or improving my ideas and implementing them would help to grown this game even further.

I'm not 100% sure that these ideas are doable and would be good. It just came to my mind. I always loved construction. So I'd love to see some new things in this mode.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Andrez
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Yes! construction mod can be the best the game it's got for the new players (and the old ones too)

On the past year i tried to make the best Construction tournament there ever was. I got a huge help from US users, but the script didnt work well so it couldn't start.

I believe what should be changed is not the buildings itself! it's the mechanics!!

We should encourage people to teamwork. And to get a win.
Just like most competitive games work?? even if it's just nothing as reward...

In brief. The tournament was to be very competitive, but it could be just a mix or a normal ctf session.

The features were that, like some mod of LoL (siege)
it had 2 sessions.

It was not about rounds it was about time!
So. You have a timer, as time passes game becomes faster and more dynamic( to end it) otherwise it may never end or take hours.

If you win, you haave to defend that timer.


If it's taking too long, players get things like increased speed( to attack and defend faster). Or they get airstrikes and gas grenades( to make them move and not stand behind some walls)
Weapons like RPG shake things a little too
(these come in variety)

> Also. to improve teamplay and to make time and kills matter.
For example, at 25 kills (as team) you get a little advantage( take in count it was a 3on3 thing, as 10v10 you can make it 150 kills)
So at 150 kills= you get speed for everyone on the team.
yea it works like getting fed (like if you earned gold...) kinda works like in the LoL mod where you play vs the Doom bots, for killing them you get advantages.

Then you have > different roles.
Defender: more hp
Support: more movement speed
Attacker: gas grenade each 30 secs or min.


> And random events to make it dynamic and different each match
like, you get sv_fow 3 for some minutes
then rpg for everyone, idk things like that...

So yea those are not direct suggestions, im just triying to get you devs to think out of the box and not just think on new buildings BUT NEW competitive dynamics!

Also, have you guys consider talking to that guy that was making a new cs2d, dcrew about anti cheats...

he might know something i know its quite impossible to make a good anticheat (or well, atleast to have it updated etc) but im sure there might be some methods that can help?

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

xsiN
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@user KDMRL: M3 turret would be abused by entrance killers/Tele killers

Also, there is already a script for the turrets that you've suggested (some of them at least)

Check out Starkkz Turret Pack

Cheers (I agree with your idea by the way)

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

the bamboozle
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I don't know if this has been suggested or not, but I wish there will be an option that allows you to set a position for a camera that can be only triggered via trigger option in map editor. Basically, it's like a CCTV, and it can also be used as a cutscene too.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Mora
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user KDMRL: so how can i destroy an opened door? Like a gates? That's pretty shit. same as m3 turret-.- due to it's distance at huge space maps it wont make any sense, bcs they wont reach you and you will kill dem easily.
Trap is even more shitty, i dont think it needs an explanation.
user Andrez looks like you guy suggesting ideas for lua scripts -.- Rather to say add more functional part to these.
For example each building health may be increased for certain player etc. which will be applied to him only, same as limiting.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Ishara
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I agree with @user Mora: some of these things can be done with Lua, anyways I also agree that construction mode needs some tweaks, this mode is one of the greatest so far.

I suggest to add a new weapon sound effect for turret, the m249 actually destroys ears when a player places a ton of them. Even worse if these are triple-turrets.

Also it would be cool to have a new barricade upgrade, instead to convert it into a wall, what if this becomes into a new obstacle with better endurance, so players can shoot trough them. (I've been thinking of this in a zombie mode scenario)

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

KDMRL
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user Mora has written
user KDMRL: so how can i destroy an opened door? Like a gates? That's pretty shit. same as m3 turret-.- due to it's distance at huge space maps it wont make any sense, bcs they wont reach you and you will kill dem easily.
Trap is even more shitty, i dont think it needs an explanation.


You dont have to be a little salty children to tell me that ideas i've presented here are bad. You're always annoying, on the server and even here. I literally done nothing in my post to offend you, but it seems like it's an average behaviour for a russians.

Also You guys refer just to the HappyTown server. I am talking about CONSTRUCTION MAPS and M3-Turrets would play an amazing role in defending flags if covered properly.

Opened door would be just an empty tile and You wouldnt be able to doorkill someone with that tile. You could still throw a nade on the tile where door tile was put and keep destroying it that way.

I will mention it again, but Traps are MEANT to be traps, It could be rewrite and changed into something new, but in close-range capture the flag maps it would work amazing.

@user xsiN: Again, You are just talking about happytown servers. Turrets are ALREADY abused with telekilling and things like that. I am talking about CONSTRUCTION MAPS. CAPTURE THE FLAG - CONSTRUCTION MAPS. Those ideas would work PERFECTLY in those close-range maps with additional large scale spaces where Rocket-Launcher alike turrets would play a great part.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Yates
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I love the door, dispenser upgrade and new turret ideas. I'm not too keen on the window though, would it basically be a toggle able barricade?

However - if the window would be more expensive, just like the possible door, I would really like to see this in the game.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

KDMRL
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@user Yates: Yeah, It would just work like toggled barricade. I thought of it as a dual-thing with traps in a close-range combat in a contruction close-range type of maps.

Also I thought that it would be as expensive as walls but also with the same durability.
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