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CS2D General Beta 0.1.2.0 Suggestions & Ideas Mechanolith has written
Okay so... mods, please ignore my last comment.
Here are some ideas:
Make the portal-gun's portal show a part of the map close to it, like that:
Implement different reloading sounds for each weapon.
[I will write more, im almost sleeping over the keyboard -_-]
Here are some ideas:
Make the portal-gun's portal show a part of the map close to it, like that:
Implement different reloading sounds for each weapon.
[I will write more, im almost sleeping over the keyboard -_-]
Cool idea for the portal gun. But i dont think its possible...
palomino has written
I'd love to see 100+ players on Happy town
Seriously, MineCraft doesn't lag with 100+ players unless the host is really crappy and your inet sucks.
Seriously, MineCraft doesn't lag with 100+ players unless the host is really crappy and your inet sucks.
Where is my knife?
Hell, Happy Town sucks dude, just one more happy mod to happy players make a happy family and build their own happy houses to be happy and buy a happy car...
We need gore, explosions, violences, heads flying, hostages being saved/executed... anyway, players have their own preferences, just ignore that if i offended someone.
And btw, more than 32 players would do an extreme lag
And as i said yesterday, i will continue my ideas:
Mechanolith has written
Okay so... mods, please ignore my last comment.
Here are some ideas:
Make the portal-gun's portal show a part of the map close to it, like that:
Implement different reloading sounds for each weapon.
[I will write more tomorrow, im almost sleeping over the keyboard -_-]
Here are some ideas:
Make the portal-gun's portal show a part of the map close to it, like that:
Implement different reloading sounds for each weapon.
[I will write more tomorrow, im almost sleeping over the keyboard -_-]
[...] Add recoil to guns.
Ex.: The first shots in a row will have a good accuracy, and after some time shooting they will be less precise.
Make CTs and Ts together vs. Zombies in "Zombies!" Game-mode.
Make the R.P.G. missile do not go straight, like that:
Make the weapon accuracy worst while walking/running.
Make the Smoke Grenade block the player vision with a kind of "Fog of War" (even with FoW disabled), like that:
Make sounds mute for a short period of time when a HE explodes close of you or a Flashbang flashes you.
Make the last image you saw before get flashed appear in your screen when flashed with a light/transparency effect.
edited 1×, last 21.05.11 06:37:42 pm
Quote
Implement different reloading sounds for each weapon.
CS2D already allows you to do that but the sounds are not included in the regular download to keep it smaller.
you can download one of the reload sound packs:
Counter-Strike-like reloading sounds (18)
The Reload Sound Package from CSS to CS2D (21)
DC has written
CS2D already allows you to do that but the sounds are not included in the regular download to keep it smaller.
you can download one of the reload sound packs:
Counter-Strike-like reloading sounds (18)
The Reload Sound Package from CSS to CS2D (21)
Quote
Implement different reloading sounds for each weapon.
CS2D already allows you to do that but the sounds are not included in the regular download to keep it smaller.
you can download one of the reload sound packs:
Counter-Strike-like reloading sounds (18)
The Reload Sound Package from CSS to CS2D (21)
I really didn't knew that
This will help me a lot in the realistic pack, thanks
edited 1×, last 21.05.11 07:34:34 pm
On ST and ZMcan make infinite time (ZM for zombies nazis)and one TDM,DM can put not infinite time that is good for mods from anothers fps games(like mw2) better
and on sniper dont have aim and on scope make u see the strigth here u scope(like fps games)
Example:O scope: - line wat u can see : + wall
+++++++++++++++++
-----------o
+++++++++++++++++
Joaopcvcastro this rpg are very acurrate the original are more inacurrate
V4mpX has written
Why on multiplayer have guns from 1 to 9 if the max its 5(bomb for terrorists)
On ST and ZMcan make infinite time (ZM for zombies nazis)and one TDM,DM can put not infinite time that is good for mods from anothers fps games(like mw2) better
and on sniper dont have aim and on scope make u see the strigth here u scope(like fps games)
Example:O scope: - line wat u can see : + wall
+++++++++++++++++
-----------o
+++++++++++++++++
Joaopcvcastro this rpg are very acurrate the original are more inacurrate
On ST and ZMcan make infinite time (ZM for zombies nazis)and one TDM,DM can put not infinite time that is good for mods from anothers fps games(like mw2) better
and on sniper dont have aim and on scope make u see the strigth here u scope(like fps games)
Example:O scope: - line wat u can see : + wall
+++++++++++++++++
-----------o
+++++++++++++++++
Joaopcvcastro this rpg are very acurrate the original are more inacurrate
Your english is hard to understand
Btw, what do you mean by "this one" is very inaccurate? That's the original one --'
The real RPG doesn't shoot the missile in a straight line to it's target, it has a little variation on the X and Z axis.
As CS2D only contains the X and Y axis it's impossible to add the Z one, but you still can mess the X one
and on sniper I say if is unscoped have no aim
and for scope u can see enemy on back of aim like(again the figure)
+ wall E enemy 0 scope where u aim Y you
+++++++++++
Y------E-----0
+++++++++++
The - you shuld see bcoz when u aim on fps games u can see enemy if its pass front of aim
if u know wat i mean
Sparty has written
it will be cool if there was Gasmask
if u know wat i mean
if u know wat i mean
A gasmask to stop gas grenade intoxication? but there is already a script for it.
The Spy has written
A gasmask to stop gas grenade intoxication? but there is already a script for it.
Also how about a fireman suit for the molotov cocktail? Sparty has written
it will be cool if there was Gasmask
if u know wat i mean
if u know wat i mean
A gasmask to stop gas grenade intoxication? but there is already a script for it.
That'd be a way for when on maps that has lots of fire in them to be able to walk across fires without causing "too much damage" to the player. I like the idea, either way I love the gas mask idea.
KimKat has written
That'd be a way for when on maps that has lots of fire in them to be able to walk across fires without causing "too much damage" to the player. I like the idea, either way I love the gas mask idea.
The Spy has written
A gasmask to stop gas grenade intoxication? but there is already a script for it.
Also how about a fireman suit for the molotov cocktail? Sparty has written
it will be cool if there was Gasmask
if u know wat i mean
if u know wat i mean
A gasmask to stop gas grenade intoxication? but there is already a script for it.
That'd be a way for when on maps that has lots of fire in them to be able to walk across fires without causing "too much damage" to the player. I like the idea, either way I love the gas mask idea.
A fireman suit is a good idea but walking trough the fire without cause damage,the fire doesnt make damage i think,
but why not when you use the fireman suit you dont get damaged by the molotov cocktail?
smoke grenades : currently now, they don't do jack shit, simply scanning your crosshair over the smoke screen is enough to reveal that guy hiding inside the smoke, and even if you didn't, a couple of shots should hit and reveal the person(assuming I'f gore is set to max), so here's my idea : the smoke screen should block LOS(talking about FOW) while allowing the player inside to see everything going on outside it, oh, and conceal said player from the all-knowing crosshair, and if the player inside is hit, show the firer no indication Of hitting anything
the crosshair is blocked by the smoke as well. point at an enemy who is close enough to the smoke source and your crosshair will not change. you can't find enemies hiding under smoke that way.
DC has written
not fully correct what you're saying here...
the crosshair is blocked by the smoke as well. point at an enemy who is close enough to the smoke source and your crosshair will not change. you can't find enemies hiding under smoke that way.
the crosshair is blocked by the smoke as well. point at an enemy who is close enough to the smoke source and your crosshair will not change. you can't find enemies hiding under smoke that way.
Well, i haven't noticed that before, since i do not play online anymore when the b0.0.1.9 update was developed...
I'd also like a function to disable the name plates popping up when hovering the crosshair over a player - at least for enemies.
But it would be awesome if DC make the smoke bigger (it's too small to hide someone without the possibility to don't get shot) or add the FoW thing i said on the above comments:
edited 1×, last 22.05.11 05:25:23 pm
This is how I would realise it...
edited 1×, last 22.05.11 05:34:03 pm