2.5.6
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2013-01-10, 04:17 PM
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RE: 2.5.6 Changelog
If zombies were to use team spawns, humans can camp at the zombie base, especially for progressive zombies.
On most maps, there is a RED side, and a BLUE side. FFA spawns tend to be placed all over the place, which is a better distribution for zombies. When I tested zombies with team spawns, it works for some specialized zombie maps (for half the match, until I made zombie spawns irreversible), but not for some. Best regards,
Victor //victorz.ca Code: Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|) |
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2013-01-12, 01:52 PM
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RE: 2.5.6 Changelog
So, why don't you make a zombie-map-whitelist, like an entity or something maps must have to be played in zombie-mode, like in ctf.
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2013-01-13, 11:00 AM
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RE: 2.5.6 Changelog
Well, it would reduce the compatibility too much. Maybe I could make it so that there are zombie spawns for zombies only, otherwise it would use FFA spawns.
Best regards,
Victor //victorz.ca Code: Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|) |
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2013-01-14, 09:58 PM
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RE: 2.5.6 Changelog
Here present fan of ACR!
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2013-01-15, 03:49 PM
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RE: 2.5.6 Changelog
sweet!
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2013-01-24, 06:33 PM
(This post was last modified: 2013-01-24, 09:05 PM by Victor.)
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RE: 2.5.6
It's uploaded now! Enjoy!
Best regards,
Victor //victorz.ca Code: Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|) |
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2013-01-24, 09:10 PM
(This post was last modified: 2013-01-24, 09:47 PM by DeltaStrikeOp.)
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RE: 2.5.6
Sweet. I'll be on in a sec.
undefined DSO
Windows 8 fanboy =D "Not dead, can't quit" |
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